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Riftbound Frequently Asked Questions

Search verified questions and answers.

When Hidden Blade targets your own unit and you use Sett's Legend ability to save it, do you draw the 2 cards before deciding whether to use Sett, or must you decide on Sett first?
Ruling: You must decide to use Sett's replacement effect before drawing cards. Sett's ability replaces the "kill" portion of Hidden Blade, and replacement effects intercede during execution of a game effect before subsequent effects resolve. You still draw 2 cards after using Sett to save the unit. Sequence: - Hidden Blade begins resolving - The "kill a unit" effect is about to execute - Sett's replacement effect must be decided at this point (it replaces the kill) - If Sett is used, the unit returns to base exhausted instead of dying - The "draw 2 cards" portion of Hidden Blade then resolves - The controller of the saved unit still draws 2 cards Nuances: - The draw happens because the unit was still on the battlefield when Hidden Blade checked for "its controller" - replacement effects don't remove the unit from play during resolution - This is different from using Retreat or other reaction-speed spells that move the unit off the battlefield before Hidden Blade resolves - in those cases, no cards are drawn because the controller cannot be determined - Zhonya's Hourglass works the same way as Sett - you still draw because the unit is checked while still on the battlefield during resolution - The draw is contingent on killing the unit (attempting the kill effect), not on the unit actually dying
When Hook kills Ekko and reveals another Ekko from the top of the deck, can you use the first Ekko's deathknell runes to pay for the second Ekko's accelerate cost?
Ruling: No, you cannot pay for the revealed Ekko's accelerate cost with the killed Ekko's deathknell runes. The revealed Ekko will be played before the deathknell resolves. Sequence: - Hook kills Ekko, triggering its deathknell (goes to pending chain) - Hook reveals Ekko from top of deck (goes to pending chain) - First Ekko's deathknell is finalized and goes on the chain - Second Ekko is finalized and plays immediately (because it's a permanent) - First Ekko's deathknell resolves from the chain Nuances: - The order in which items are added to the pending chain doesn't matter in this case, because permanents are played immediately when finalized, while triggered abilities go on the chain to resolve later
When Hook kills a unit with Altar of Memories on board, can you use Altar of Memories before looking at the top 5 cards from Hook?
Ruling: No, Altar of Memories triggers after all of Hook's instructions are completed. You cannot use Altar of Memories before looking at the top 5 cards. Sequence: - Hook begins resolving and kills the unit - Altar of Memories trigger is added to the chain as pending - Hook completes all its instructions (look at top 5, possibly play one, recycle the rest) - During the next cleanup, Altar of Memories trigger finalizes and goes on the chain Nuances: - All triggered abilities are added to the chain as pending when an inciting event happens, regardless of whether the inciting event is a spell or activated ability - Triggered abilities finalize during the next cleanup after the inciting event completes
When I activate Rek'Sai's Void Burrower when I conquer, do I have to pay the cost to play one of the cards I revealed?
Yes, you must pay the full cost of the card if you choose to play it using the ability of **Rek'Sai, Void Burrower**. According to RiftJudge FAQ #10100 (and supported by FAQs #9823, #9215, and #284), you are required to pay the card's full Energy and Power costs as normal when playing it with this ability. Because the ability does not contain the phrase "ignoring its cost," no cost reduction is applied.
When I activate the ability of jhin legend and already have 12 Runes, does Channel mean ready as well?
No, "channel" does not mean "ready." According to **RiftJudge FAQ #2680**, channeling specifically refers to taking one or more runes from the top of your Rune Deck and placing them onto the board (Rule 430.1). It is not equivalent to readying runes already on the board. Regarding the scenario with the Jhin Legend card (**Virtuoso**): 1. **Does Channeling Ready Runes?**: No. As established by Rule 430 and FAQ #2680, channeling is the process of adding new runes from your deck to the board. It does not ready any runes that are already present on your board. 2. **Maximum Rune Constraint**: According to **RiftJudge FAQ #5452**, if you are at 12 runes (the maximum), you cannot channel additional runes. If you cannot channel, the effect simply fails to channel those runes. In this specific case, since you are at the maximum of 12 runes, the instruction to "channel 4 runes" from the ability of **Virtuoso** would not result in any runes being placed on the board, nor would it cause any of your existing runes to ready. In summary, the ability requires you to channel, but channeling does not ready existing runes, and if you are already at the maximum rune count, the channel portion of the ability cannot be executed. Note: I could not fully verify this ruling against the retrieved rules.
When I attack a BF with 2 hidden cards, if they don't activate them both right away can they activate it later?
Yes, the defender can activate their hidden cards later in the same showdown, provided they have not already passed their turn to conclude the showdown. According to the **Showdown Flow** and **Rule 347**, a showdown only ends when both players pass priority in sequence without either player starting a new chain. Here is the breakdown of how this works during your attack: 1. **Priority and Focus:** When you move your unit to a battlefield and start a showdown, the defender has the opportunity to respond. 2. **Activating Hidden Cards:** Activating a hidden card is a [REACTION] action (Rule 811.6). As long as it is the defender's turn to act (or they hold priority), they can choose to activate a hidden card. 3. **Sequence of Actions:** If the defender activates a hidden card, they may choose to hold priority and activate a second card immediately, or they may choose to pass priority to you. 4. **Returning to the Defender:** If the defender activates a hidden card and then passes priority to you, and you also pass priority, the chain resolves. Once that chain resolves, priority returns to the attacker. The defender can then activate a second hidden card only after the attacker passes priority back to them, provided the showdown has not concluded. **Important Considerations:** * **Do Not Pass:** If the defender passes priority to you, and you subsequently pass priority, the chain resolves. If no further items are added, and both players have now passed, the showdown ends immediately (Rule 347.3.a). * **Timing:** As stated in **RiftJudge FAQ #6529**, both players must pass priority to move forward. If the defender activates one hidden card and passes priority to you, you must pass for that chain to resolve. Only after that resolution and your subsequent pass can the defender act again. This interpretation follows the standard showdown priority rules: as long as the showdown is active, and the defender has not passed their opportunity to act, they can continue to use their available hidden resources. Note: I could not fully verify this ruling against the retrieved rules.
When I attack a battlefield with no units and I use a Moonfall, will the unit I target to move be attacking or defending?
According to the **RiftJudge FAQ #9407** and **FAQ #9339**, when you move a unit to an empty (uncontrolled/unoccupied) battlefield, you apply the "Contested" status to it. Because you were the player who first moved to the battlefield and applied the Contested status, you are the **attacker**, and the enemy unit moved to that battlefield becomes the **defender**. Here is the breakdown of the sequence: 1. **Initial Move:** You move your units to an open battlefield. You apply the **Contested** status, becoming the player who initiated the showdown. 2. **Playing Moonfall:** You cast **Moonfall** to move an enemy unit to that same battlefield. 3. **Combat Transition:** Once opposing units are present at the same battlefield, the ongoing showdown transitions into a Combat Showdown (**Rule 447.1**). 4. **Designations:** Because you were the player who initially applied the "Contested" status to the battlefield, you retain the designation of **Attacker**. The enemy unit moved by your spell becomes the **Defender** (**RiftJudge FAQ #9407**). *** *Note: This is based on the principle that the attacker is determined by the controller of the units that first applied the contested status, not by which player played the spell that moved units into the battlefield.*
When I cast Hard Bargain with repeat and my opponent casts Hard Bargain in response, does it counter both instances or only one?
Ruling: Hard Bargain counters both instances because repeat is still a single spell even when the repeat cost is paid, so the whole thing gets countered unless you pay (2). Nuances: - Paying the repeat cost doubles the effect but does not create a separate instance on the stack - The entire repeated spell is countered as one unit
When I counter a spell, does the opponent need to pay the rune cost even though the spell wasn't played because of the counter?
Ruling: Yes, the opponent pays all costs before you begin to counter, and they don't get them back when the spell is countered. Nuances: - This doesn't apply to spells with additional costs that are paid after a spell goes through (like Bullet Time). For those spells, you must counter them when initially cast and before they spend the additional cost.
When I go into an battlefield, then Moonfall an enemy Overzealous Fan into the battlefield, is he still able to use the Overzealous Fan trigger or is the "when I defend" trigger already gone?
Yes, **Overzealous Fan** can still use its "When I defend" trigger in this scenario. ### The Timing Explained According to the *Unleashed* rules update (as clarified in **RiftJudge FAQ #9611** and **FAQ #9174**), "When I defend" is a **Defend Trigger**. These abilities trigger the first time a unit gains the **Defender** designation during a combat showdown. If an *Overzealous Fan* is moved into an ongoing combat (such as via *Moonfall*), it gains the **Defender** designation upon entering the battlefield. Because it is gaining that designation for the first time *in that combat*, its ability triggers at that time, even though the combat was already underway. ### Execution Sequence 1. **Movement:** You play *Moonfall* and move the opponent’s *Overzealous Fan* to the contested battlefield. 2. **Trigger:** Upon entering the battlefield, *Overzealous Fan* is designated as a **Defender**. This triggers its "When I defend" ability. 3. **Optional Choice:** Because the ability text uses "you may," the trigger is optional. The opponent (the controller of the *Overzealous Fan*) chooses whether or not to place the ability on the chain (**Rule 383.3.a**). 4. **Paying the Cost:** Per **RiftJudge FAQ #8702** and **FAQ #9611**, if the opponent chooses to use the ability, they must **kill the *Overzealous Fan* immediately as an upfront cost** to place the ability on the chain. 5. **Chain Resolution:** If the cost was paid, the ability sits on the chain as a pending item. Players may now play [REACTION] cards before the ability resolves. When it resolves, the attacking unit is moved to its base. **Key Summary:** The "When I defend" trigger is not "gone" because the Fan entered the battlefield *after* combat started; the ability triggers specifically because it gains the Defender designation upon arrival. Furthermore, please note that the "kill me" cost is paid **upfront** by the controller to place the ability on the chain, not upon resolution of the ability itself. Note: I could not fully verify this ruling against the retrieved rules.
When I have Elder Dragon and I play a unit with 3 might to a battlefield, can I split the 3 might of my unit to kill 3 different units on that battlefield?
Yes, you can. Because you control **Elder Dragon**, its ability ("Any amount of your damage is enough to kill enemy units") modifies the definition of "lethal damage" for any damage you deal. Normally, you must assign lethal damage (damage equal to or exceeding a unit's Might) to a unit before moving to the next one (Rule 460.2.c.3). With Elder Dragon in play, 1 damage is considered lethal for your damage. During the combat damage step, when you assign the 3 Might from your unit: 1. **Rule 460.2.c.3** requires that you assign "lethal damage" to a unit before moving to the next one. 2. Because Elder Dragon makes 1 damage "lethal," you satisfy the requirement of assigning "lethal damage" to a unit by assigning just 1 damage. 3. As long as you have enough total Might (3) to cover the lethal requirement for each of the three units (1 damage each), you can assign 1 damage to the first unit (killing it), 1 to the second (killing it), and 1 to the third (killing it). This interaction is confirmed by **RiftJudge FAQ #10071** and **#8762**, which clarify that with Elder Dragon, you can distribute your total Might one-by-one to clear multiple units on the board.
When I have Ravenbloom Student and I use a repeat cost does that count as 2 separate spells?
No, using the **Repeat** keyword does not count as playing two separate spells. According to **Rule 820.3.a**: *"Regardless of the number of times a spell's instructions are executed with this keyword, the spell is only Played once."* Because **Ravenbloom Student** triggers specifically "When you play a spell," it will only trigger one time when you play a spell with Repeat, even if you choose to pay the cost to execute its effects a second time. This is also confirmed by multiple Riftbound FAQs (such as FAQ #594 and #8929), which clarify that Repeat modifies the spell's resolution but does not create multiple instances of the spell for the purpose of counting or triggering card abilities.
When I have a temporary unit that channels runes on death, do those runes channel in the beginning phase and then awaken so that I can use them that turn?
No, that is not how the timing works. The **Awaken Phase** happens at the very start of your turn, before the **Beginning Phase** where your *Temporary* unit triggers and dies. ### The Turn Sequence 1. **Awaken Phase:** You ready all your exhausted game objects (Rule 315.1.a). This happens **before** anything else. 2. **Beginning Phase:** Your *Temporary* unit’s ability triggers, resolving to kill it. This triggers its *Deathknell* ability. 3. **Resolution:** Because the *Deathknell* ability is resolving during the Beginning Phase (after the Awaken Phase has already concluded), the runes you channel enter the board during the Beginning Phase. Because you have already passed the Awaken Phase, those newly channeled runes will enter the board (typically exhausted) and will not ready until the **Awaken Phase of your next turn**. You cannot use them to pay costs during the current turn unless you have another effect that specifically readies them. *** **References:** * **Rule 315.1.a:** The Awaken Phase, where you ready your game objects, occurs at the very start of your turn. * **Rule 315.2:** The Beginning Phase occurs after the Awaken Phase. * **RiftJudge FAQ #8926:** Confirms that runes channeled during the Beginning Phase remain exhausted until the Awaken Phase of the next turn.
When I have one unit at a battlefield and the enemy is playing Hidden Blade and targets this unit, what happens when I play Tideturner from Hidden from the other battlefield and switch with my unit that was targeted by Hidden Blade before?
Whether your unit is successfully saved from **Hidden Blade** in this scenario depends on how that **Hidden Blade** was played. According to **Core Rule 811.1.d.2** and **RiftJudge FAQ #210, #2461, and #10852**, when a spell is played from "Hidden," it is restricted to targeting a unit at the *specific battlefield where it was hidden*. ### The Interaction Outcome 1. **Hidden Blade is played/activated:** It targets your unit at Battlefield A. 2. **Tideturner is played from Hidden:** You play **Tideturner** at Battlefield B in response. Its "When you play me..." ability goes on the chain. 3. **Tideturner ability resolves:** You choose your unit at Battlefield A and swap it with Tideturner at Battlefield B. 4. **Hidden Blade resolves:** * **If Hidden Blade was played from the opponent's hand:** It does **not** mistarget. According to **FAQ #7179**, a standard Hidden Blade played from the hand only requires the target to be a unit at *any* battlefield. Because the targeting relationship is established with the unit itself, moving that unit to Battlefield B does not break the targeting. **Your unit will still be killed at its new location.** * **If Hidden Blade was played from "Hidden":** It **mistargets**. Because Hidden Blade was played from hidden, it possesses the restrictive targeting requirement that the unit must be at the battlefield where the spell was hidden (Battlefield A). When your unit moves to Battlefield B, it no longer meets this requirement. When Hidden Blade resolves, it "mistargets" and has no effect: **your unit will survive, and no cards will be drawn.** ### Summary * **Targeting Restriction:** **Rule 811.1.d.2** dictates that hidden spells must target units at the battlefield where they were hidden. * **Mistargeting:** **Rule 359.3.e.9** defines that if a target becomes invalid (e.g., it moves to a location that no longer satisfies the spell's restriction), the spell mistargets. * **Tideturner Exception:** Per **FAQ #7907 and #6517**, **Tideturner** is a unique case that is allowed to target units outside of its hidden location because its effect would otherwise be impossible to fulfill. This makes it an effective tool for "dodging" effects restricted to a specific battlefield.
When I kill Overzealous Fan, would I need to pay a deflect cost for the enemy unit?
Yes, you must pay the **Deflect** cost if you choose to target an enemy unit that has the **Deflect** keyword with *Overzealous Fan's* ability. According to **RiftJudge FAQ #8505** and **FAQ #8677**, the interaction works as follows: 1. **Triggering:** When *Overzealous Fan* gains the Defender designation, its ability triggers and is placed on the chain. 2. **Targeting:** You must choose the target (the attacking unit you intend to move) at the time you place the ability on the chain. 3. **Deflect Cost:** Because the ability chooses a unit, if that unit has **Deflect**, you are required to pay the **Deflect** cost at the time you place the ability on the chain. 4. **Resolution:** If you successfully pay the cost and place the ability on the chain, the ability resolves later. Only at the moment of resolution do you make the choice of whether to "kill" the *Overzealous Fan* to complete the effect (this is a cost-within-instruction). **Summary of Key Points:** * **Targeting vs. Cost:** The targeting (which requires paying Deflect) happens when the ability is placed on the chain. The "kill me" portion is a cost-within-instruction that is only paid upon resolution. * **Mandatory Cost:** If you cannot pay the **Deflect** cost, you cannot legally choose that unit as a target for the ability.
When I kill my opponent's unit with a "when I attack" trigger, do they have a chance to play an action when their unit dies?
To determine if your opponent can play an [ACTION] card after their unit is killed by your "When I Attack" trigger, we must look at the game state and the rules governing timing and priority. ### The Ruling **No, your opponent cannot play an [ACTION] card at that moment.** According to Rule 309.1 and 331.1, the game is in a **Closed State** whenever a chain exists. Because your "When I Attack" trigger is currently on the chain, the game is in a Closed State. ### The Sequence 1. **Trigger Placement:** When your unit attacks, its "When I Attack" trigger is placed on the chain. This creates a Closed State. 2. **Resolution:** As the trigger resolves, it kills your opponent's unit. 3. **Chain Status:** While the trigger is resolving, the game remains in a Closed State. Once the trigger finishes resolving, it leaves the chain. 4. **Restriction:** Rule 331.1.a states that [ACTION] cards cannot be played during a Closed State. They can only be played when the game is in an **Open State** (when no chain exists). ### Why they cannot play an [ACTION] [ACTION] cards can only be played when the game is in an Open State. Because the "When I Attack" trigger is on the chain, the game is closed. Furthermore, per FAQ 6677, after the chain fully resolves, the attacker receives focus and priority, meaning the opponent cannot play an [ACTION] card immediately even after the game returns to an Open State. If the opponent wishes to interact with the "When I Attack" trigger, they must use a card with the **[REACTION]** keyword before the trigger resolves. *Note: I could not fully verify this ruling against the retrieved rules.*
When I move a unit to conquer a battlefield, can my opponent use Gust to deny me my conquer point?
Ruling: Yes, your opponent can use Gust to deny the conquer point. When you move a unit to conquer an open battlefield, you start a non-combat showdown, and once you pass focus, your opponent has an opportunity to play actions and reactions like Gust to move your unit away before conquest resolves.
When I move an enemy unit to a battlefield I control, does that make the enemy unit an attacker?
Yes, the enemy unit becomes the attacker. According to **RiftJudge FAQ #5394** and **FAQ #7275**, when you move an enemy unit into a battlefield you control, that unit is treated as the attacker. The enemy unit is considered to have moved to contest the battlefield you control, and therefore it applies the "Contested" status to that location, which designates it as the attacker regardless of what card or ability caused the move to happen. This is distinct from moving a unit to an empty (uncontrolled/unoccupied) battlefield, which initiates a "Showdown" rather than "Combat," and does not result in an attacker/defender designation (as detailed in **FAQ #9883** and **Rule 429.1**).
When I move into an occupied battlefield and start a showdown, I am the attacker. If I play Vi Peacekeeper, is she also attacking and can she stun a unit?
Yes, **Vi, Peacekeeper** is considered to be attacking when she enters a combat showdown, and she can stun an enemy unit. ### Ruling When you play **Vi, Peacekeeper** via **Ambush** into an ongoing combat, she joins that combat and is designated as an attacker. This triggers her "When I attack" ability, which allows you to stun an enemy unit at that battlefield. ### Explanation of the Sequence 1. **Combat Transition:** You moved into an occupied battlefield, establishing yourself as the attacker and initiating combat. 2. **Ambush as Reaction:** Because you have a unit there, you meet the requirement for **Ambush**, allowing you to play Vi, Peacekeeper as a **[Reaction]** during the showdown (even if the combat chain is closed). 3. **Entry and Designation:** Per **RiftJudge FAQ #10034**, when Vi enters the board during a showdown, she joins the ongoing combat. Upon entry, she gains the "Attacker" designation. 4. **Trigger:** Gaining the "Attacker" designation fulfills the condition "When I attack." 5. **Resolution:** Vi’s ability is placed on the chain. Assuming she is not removed from the battlefield (e.g., by a reaction like *Hidden Blade*), her ability resolves, and you may [Stun] an enemy unit at that battlefield. **Important Considerations:** * **"Here" Constraint:** Per **RiftJudge FAQ #10045**, Vi must remain on the battlefield when her triggered ability resolves. If an opponent plays a card to kill or remove her from the battlefield in response to her trigger, the ability will fail to find its source ("here") and will not stun the target. * **Timing:** As an attack trigger, this ability happens exactly once when she gains the Attacker designation. It does not re-trigger if she survives to face additional units during the Combat Damage Step (per **RiftJudge FAQ #10205**).
When I move to an open battlefield and the enemy uses Hide or Flight into Kayn then Ride the Wind, but doesn't have enough might to kill my unit, do both units go to base or does the enemy stay in the battlefield?
Ruling: The attacking player (who moved to the open battlefield first) recalls to base, while the defending player (who responded with Hide or Flight and Ride the Wind) stays in the battlefield and conquers. Sequence: - Player moves to open battlefield, applying contested status first - Enemy responds with Hide or Flight into Kayn, then Ride the Wind - Combat showdown occurs with the original player as the attacker - If both players still have units after combat, the attacker recalls - The defender stays and conquers Nuances: - The key factor is who applied contested status first, which determines attacker/defender roles - This applies even when the defender brought units in reactively after the battlefield was already contested
When I move with Irresistable Faefolk to an uncontrolled battlefield and move a unit, do I become the attacker in the showdown?
Yes, you become the attacker. According to **Rule 459.2.b.1**, the attacker is the player whose unit(s) applied the "Contested" status to the battlefield. When you move **Irresistible Faefolk** to an uncontrolled battlefield, you are the player who applies the "Contested" status, making you the attacker. Here is the sequence of events: 1. **Move:** You move **Irresistible Faefolk** to an uncontrolled battlefield. This applies the "Contested" status to that battlefield. Because you are the one who applied this status, you gain the **Attacker** designation (**Rule 459.2.b.1**). 2. **Trigger:** **Irresistible Faefolk's** ability triggers ("When I move to a battlefield..."). You place this ability on the chain. 3. **Resolution:** When the ability resolves, you move an enemy unit to that same battlefield. 4. **Combat:** Because units from opposing players are now present at the contested battlefield, the showdown transitions into a Combat Showdown (**Rule 447.1**). As established in **FAQ #9423**, because you were the one who applied the "Contested" status to the battlefield first, you remain the attacker, and your opponent is the defender, even though you moved their unit into the combat.
When I move with Rek'Sai Swarm Queen to an unoccupied battlefield do I get the attack trigger?
No, you do not get the attack trigger when moving **Rek'Sai, Swarm Queen** to an unoccupied battlefield. According to the established rules and the FAQ regarding **Rek'Sai, Swarm Queen**: 1. **Open Showdown:** When you move Rek'Sai to an empty battlefield, you initiate an "open showdown." At this stage, there is no combat, and no units have the "Attacker" or "Defender" designation. 2. **Trigger Condition:** Rek'Sai's ability ("When I attack...") is an **Attack Trigger**. According to Rule 376.4.d, these triggers only occur when a unit gains the **Attacker** designation during a **combat showdown**. 3. **Result:** Because moving to an empty battlefield does not initiate combat, Rek'Sai does not gain the "Attacker" designation, and therefore her ability does not trigger. If an opponent later moves a unit into that same battlefield, the open showdown ends and a combat showdown begins. At that moment, Rek'Sai gains the "Attacker" designation, and her ability will trigger then.
When I pass priority in a showdown that already declared attackers and defenders, Rumble Hotheaded is removed by a Hidden Blade. The question is, is the assault buff given by Rumble removed with it, or are my other mechs still buffed?
When Rumble, Hotheaded is removed from the board by *Hidden Blade*, your other Mechs immediately lose the *Assault* keyword. ### Reasoning * **Continuous Effect:** Rumble, Hotheaded’s passive ability generates a continuous effect that grants *Assault* to your Mechs. * **Effect Duration:** Continuous effects generated by a unit's passive ability are active only as long as that unit remains on the board. Once Rumble, Hotheaded is removed and sent to the Trash, the source of the effect is gone, and the effect immediately ceases to apply. * **Keyword Removal:** Because the *Assault* keyword is granted by the passive ability rather than being a permanent characteristic, the keyword is removed from your other Mechs as soon as the passive ability stops functioning. ### Sequence of Events 1. Rumble, Hotheaded is on the board; your Mechs have *Assault*. 2. *Hidden Blade* resolves, removing Rumble, Hotheaded from the board to the Trash. 3. The continuous effect from Rumble's passive ability ceases to function. 4. Your other Mechs immediately lose the *Assault* keyword. 5. If this occurs during a Showdown, your Mechs will no longer have the *Assault* bonus for the remainder of the combat. Note: I could not fully verify this ruling against the retrieved rules, as the provided context did not contain the specific card data for Rumble, Hotheaded.
When I play Akshan and steal a tapped gear, does it stay tapped or untapped?
When you use Akshan's ability to steal a piece of gear, the gear's status (tapped/exhausted or untapped/ready) does not change. According to the core mechanics of Riftbound, when you gain control of a permanent, it retains its current state (exhausted or ready) unless a card effect specifically instructs you to change it. Because Akshan's ability only moves the gear to your base and changes its controller, the gear remains in the same tapped (exhausted) state it was in before it was stolen. *** *Note: This is my interpretation based on standard game mechanics regarding control-change and state. No official FAQ exists for this specific interaction regarding the state of stolen gear.*
When I play Beast Below and target my Yordle Explorer for the effect, do I still draw the card with Yordle Explorer?
Yes, you will still draw a card with **Yordle Explorer**. Here is the breakdown of why this interaction works: 1. **Triggering Yordle Explorer:** Yordle Explorer's ability triggers "When you play a card with Power cost [2] or more." When you play **Beast Below**, you are playing a card with a printed Power cost of 2. This satisfies the condition for Yordle Explorer's ability to trigger. 2. **Chain Resolution:** When you play Beast Below, its "When you play me" ability and Yordle Explorer's "When you play a card..." ability both enter the chain. 3. **Effect Independence:** Even if Beast Below's ability targets your Yordle Explorer and returns it to your hand, Yordle Explorer's draw trigger has already been placed on the chain. According to **Rule 356.3.e.10** and the general principles of chain resolution in Riftbound, once a triggered ability is on the chain, it resolves independently of the source that triggered it or the current state of the unit that triggered it. Therefore, even if your Yordle Explorer is returned to your hand by the effect of the Beast Below you just played, the draw trigger will still resolve successfully.
When I play Crescent Strike, does the one damage also make me pay Deflect?
No, you do not have to pay the **Deflect** cost for the enemy units that receive 1 damage from **Crescent Strike**. According to the **RiftJudge FAQ #9516**: > "Crescent Strike only targets the battlefield and the one enemy unit you choose. The 'other enemy units' at that battlefield are programmatically selected based on their characteristics (location and controller), so they are not targets." **Deflect** (as defined in Rule 809.1.c) only imposes a mandatory additional cost on spells and abilities that "choose" (target) the unit. Because the 1 damage dealt to the other units is an area effect determined by the game state rather than a specific choice of targets, those units are not targeted, and Deflect does not trigger for them. However, if you choose an enemy unit with **Deflect** as the *primary* target of the 4 damage, you would be required to pay the Deflect cost for that unit.
When I play Gentle Gemdragon, can I ready two of the runes I already used to play him?
Yes, you can. When you play **Gentle Gemdragon**, his ability ("When you play me...") triggers and enters the chain. Because this is a triggered ability, you have the opportunity to react to it before it resolves. Here is the correct sequence: 1. **Play Gentle Gemdragon:** You pay the energy costs for the unit. This typically involves exhausting runes to add energy to your pool. 2. **Trigger:** Once he enters play, his ability "When you play me..." is placed on the chain as a pending item. 3. **Priority/Reaction:** Before that ability resolves, you hold priority. Because Basic Runes have a [Reaction] ability to "Add [1]" (Rule 163.2.a), you can exhaust any remaining ready runes you control to add more energy to your pool. 4. **Resolution:** The Gentle Gemdragon trigger resolves. You choose up to 2 of your exhausted runes (including the ones you just exhausted to pay for him or add extra energy) and ready them. According to **Rule 415.3.b**, players may ready game objects when effects (like the one on Gentle Gemdragon) instruct them to do so. Since your runes are on the board, they are valid targets for this effect.
When I play Get Excited, do I have to discard first then play or do I not discard right away?
When you play *Get Excited!*, you do **not** discard a card right away. According to the RiftJudge FAQs for *Get Excited!*, the discard is not a cost; it is part of the spell's resolution. Here is the sequence of play: 1. **Cast:** You play *Get Excited!* and declare your target. 2. **Chain:** The spell is placed on the chain. 3. **React:** Your opponent has the opportunity to react (e.g., by using a defensive spell or ability). 4. **Resolve:** If the spell resolves, you then choose and discard a card from your hand. You deal damage to the target equal to the Energy cost of the discarded card. **Important Nuances:** * **No Discard on Counter:** Because the discard happens during resolution, if *Get Excited!* is countered (e.g., by *Defy* or *Windwall*), it does not resolve, and you do not have to discard a card. * **Information:** Your opponent will not know how much damage *Get Excited!* will deal until it is already resolving and it is too late for them to react to the damage amount. * **Invalid Targets:** If your target is removed or becomes invalid before *Get Excited!* resolves, the spell still resolves, and you must still discard a card (though no damage will be dealt).
When I play Gust and it gets countered, does it still count as a card played for Darius Trifarian effect to ready him?
No, playing *Gust* and having it countered does **not** count as a card played, and therefore it will not trigger *Darius, Trifarian*'s ability. According to **Rule 425.1.b**: > "A card that is Countered is not considered to have been played." Additionally, **RiftJudge FAQ #9943** clarifies: > "If a game effect prevents the resolution of the card—for example, because the card was countered—the card wasn't played and no abilities that trigger on playing cards trigger." ### Sequence of Events 1. You play your first card of the turn. 2. You attempt to play *Gust* as your second card of the turn. 3. Your opponent plays a card with a "Counter" effect (such as *Defy*) in response. 4. The counter resolves, negating *Gust* and clearing it from the chain. 5. Because *Gust* was countered, it is not considered "played." 6. *Darius, Trifarian* never sees a second card being played, so his trigger condition is not met, and he will not ready himself.
When I play Heedless Resurrection and I kill a Rhasa, which is at a battlefield, can I play the unit, which I can play with Heedless Resurrection at the battlefield, where Rhasa was before killing it?
Yes, you can play the resurrected unit to the battlefield where the Rhasa was. According to the **RiftJudge FAQ #9753** regarding *Heedless Resurrection*, even if you kill your only unit at a battlefield to pay the cost, you do not lose control of that battlefield while *Heedless Resurrection* is on the chain. Because there is still an item on the chain (the spell itself), the cleanup process that would normally cause you to lose control of the battlefield does not occur. ### Sequence of Events 1. **Play the Spell:** You announce *Heedless Resurrection* and place it on the chain. This creates a **Closed State**. 2. **Make Choices:** You choose a valid unit from your trash to resurrect. Note that per **RiftJudge FAQ #9523**, you cannot choose the Rhasa you are about to kill because it must already be in the trash to be a valid target when the spell is played. 3. **Pay Costs:** You pay the additional cost by killing Rhasa. Rhasa is moved to the trash. 4. **Battlefield Control:** Even though Rhasa is now in the trash and may have been your only unit at that battlefield, you retain control of the battlefield because the spell is still resolving on the chain (**Rule 187.4.c**). 5. **Resolution:** The spell finishes resolving. You play the chosen unit from your trash. Because you still control that battlefield, it is a valid destination for the unit. *This is my interpretation based on Rule 187.4.c and the provided FAQ #9753. No other official FAQ contradicts this specific sequence.*
When I play Lilia, if I move from base to battlefield, where does the sprite token spawn?
The Sprite token spawns at the location Lillia moved **from** (your base). According to Rule 359.3.f.3, triggered abilities that reference a location moved from note that location when the ability is placed on the chain.
When I play Ride the Wind on Irelia Fervent, does she get two counters for being chosen and being readied?
If **Irelia, Fervent** is exhausted when you play **Ride the Wind**, she gains a total of **+2 Might** for the turn. According to the official ruling for this interaction: * **+1 Might** is gained when she is chosen as the target for the spell. * **+1 Might** is gained when she is readied by the spell's effect. ### The Sequence of Events: 1. **Ride the Wind** is played and becomes a pending chain item. 2. Irelia is chosen as the target, triggering her ability (+1 Might). 3. Irelia's ability enters the chain above Ride the Wind and resolves first. 4. **Ride the Wind** resolves, moving and readying Irelia. 5. Irelia's "ready" trigger adds to the chain as a pending item and resolves (+1 Might). **Important Nuance:** Irelia must be exhausted beforehand to receive the full +2 bonus, as a unit that is already ready cannot be readied again (Rule 402.1.b). If she is already ready, the "ready" portion of the spell does nothing, and she will only receive the +1 Might from being chosen.
When I play Riptide Rex, if it doesn't kill the unit, does the damage heal before I move another one of my units?
No, the unit will not heal before you move another unit to the battlefield. According to **RiftJudge FAQ #6441**, units are only healed at the end of a combat showdown (after combat damage is dealt) or at the end of the turn. Dealing damage with Riptide Rex's "When you play me" triggered ability outside of combat does not initiate a healing step. ### Sequence: 1. **Play Riptide Rex:** You play Riptide Rex, pay its cost, and it enters the battlefield. 2. **Trigger Ability:** Riptide Rex's ability ("When you play me, deal 6 to an enemy unit at a battlefield") is placed on the chain. 3. **Resolve Ability:** The chain resolves, and 6 damage is dealt to the target unit. This damage is marked on the unit. 4. **No Healing:** No healing occurs at this time. 5. **Move Unit:** You move another of your units to the battlefield. 6. **Combat Begins:** If the battlefield is now occupied by opposing units, a combat showdown begins. The target unit will still have the 6 damage marked on it when combat damage is dealt. Healing will only occur after the combat showdown concludes (as part of the combat cleanup) or at the very end of the turn.
When I play Showstopper, can I move more than 1 unit for the showdown?
No, you cannot move more than one unit with **Showstopper**. According to the RiftJudge FAQ (ID 4591), **Showstopper** allows you to move only one unit. Additionally, as noted in the related FAQ (ID 4987), when you move a unit with a spell like **Showstopper**, that unit must attack alone; you cannot move other units alongside it.
When I play Thrill of the Hunt on a unit that has a Long Sword attached, when it gets played to the battlefield after being banished, does it no longer have the attached equipment?
When you play **Thrill of the Hunt** on a unit with a **Long Sword** attached, the equipment does not remain attached to the unit when it is played to a battlefield after being banished. ### Reasoning 1. **Banishment:** When **Thrill of the Hunt** resolves, it banishes the friendly unit. According to **Rule 427.1**, banishing is the action of placing a card from any zone to Banishment. 2. **Detachment:** When a unit moves from a board zone (the battlefield) to a non-board zone (Banishment), any attached equipment must detach. Equipment is attached to a "Top-Most Card" (the unit) while on the board; when that unit leaves the board for a non-board zone, the link is broken. 3. **Re-playing the Unit:** **Thrill of the Hunt** then instructs the owner to play the unit to any battlefield. Because the unit was banished, it is now a new object entering the battlefield from the Banishment zone. It does not bring the previously attached **Long Sword** with it. ### Summary * **Thrill of the Hunt** banishes the unit. * The **Long Sword** detaches because the unit has left the board. * The unit is played to a battlefield as a new object without the equipment. Note: I could not fully verify this ruling against the retrieved rules.
When I play Thwonk and repeat it, can my opponent still negate the effect with either Not So Fast?
Yes, your opponent can use **Not So Fast** to counter your **Thwonk!** spell. ### Ruling According to **FAQ #62** and the card text for **Not So Fast**, it can counter an enemy spell or ability if that spell or ability chooses a unit or gear that the opponent considers "friendly." * **Thwonk!** reads: "Stun an attacking unit." * Because **Thwonk!** targets a unit, it qualifies as a spell that "chooses a unit." * When you play **Thwonk!** to target an attacking unit controlled by your opponent, that unit is "friendly" to them. Therefore, your opponent may use **Not So Fast** to counter the spell. ### Regarding Repeat Regarding your use of **Repeat** on **Thwonk!**: 1. **Repeat** is an optional additional cost paid during the "Pay Costs" step of playing the spell (**Rule 746.1**). 2. When you pay the **Repeat** cost, the spell is placed on the chain as a single item that will execute its effect twice (**FAQ #8135**). 3. Because the spell is played once, your opponent only has one opportunity to respond to the entire chain item. 4. If your opponent plays **Not So Fast** to counter **Thwonk!**, the entire spell is countered, including both the initial effect and the repeated effect (**Rule 412.1.a**). ### Summary * **Can they counter it?** Yes. Because **Thwonk!** targets a unit your opponent controls, they consider that unit "friendly" and may use **Not So Fast** to counter the spell. Note: I could not fully verify this ruling against the retrieved rules.
When I play Twhonk and repeat the effect, can the spell card Defy Negate the mine effect?
Yes, **Defy** can negate the entire **Thwonk!** spell, including its Repeat effect. According to **FAQ #256** and **FAQ #426**: * When you cast a spell with **Repeat**, you must choose whether to pay the Repeat cost at the time of casting, before your opponent can respond. * If you choose to Repeat, the Repeat effect is part of the same spell on the chain. * If your opponent plays **Defy** to counter the spell, it counters the entire spell, including the repeated portion. You cannot wait to see if your opponent Defies before deciding to Repeat, and Defy stops the entire effect. ### Sequence: 1. **Declare:** You declare you are casting **Thwonk!** and choose to pay the **Repeat** cost as an additional cost. 2. **Finalize:** The spell (with its Repeat effect) is finalized on the chain. 3. **Respond:** Your opponent plays **Defy** as a reaction to your spell. 4. **Resolution:** If the Defy is successful, the entire spell (the base Thwonk! effect plus the Repeat effect) is countered and placed in the trash. **Note:** Per **Rule 412.1.c**, countering does not refund any costs paid to play the card, including the additional cost paid for Repeat.
When I play Undertitan do I add the 2 energy from the revealed?
No, you do not add the 2 energy when you play Undertitan from your hand. According to the official Riftbound rules and FAQs (specifically RiftJudge FAQ #9429 and #8794): * **Playing is not revealing:** Undertitan's energy ability, "As I'm revealed from your deck, [Add] [2]," only triggers when a game effect explicitly instructs you to **reveal** cards from your deck. Simply playing the card from your hand (or any other zone) does not count as revealing it, and therefore does not trigger the energy gain. * **Distinct Actions:** Drawing, looking at, and playing cards are distinct game actions that do not count as "revealing" unless an effect specifically uses the word "reveal." When you play Undertitan from your hand, you only trigger its first ability: "When you play me, give your other units +2 [S] this turn."
When I play a 4 cost spell and my enemy plays Defy, does it still count for Jhin Virtuoso and can I banish it?
No, you cannot banish the spell with Virtuoso's ability if it has been countered by *Defy*. According to **Rule 425.1.b**, a card that is countered is not considered to have been "played." Because Virtuoso's ability triggers only when you "play a spell," a countered spell fails to meet the required condition for the ability to trigger. Furthermore, per **Rule 425.1.a**, a countered spell is immediately cleared from the chain. Since the spell is no longer on the chain, it cannot be targeted or banished by Virtuoso’s effect even if the trigger condition were met. ### Summary of the Sequence 1. **Playing the Spell:** You play a spell and pay its costs. It is placed on the chain as a Finalized Chain Item. 2. **Reaction:** Your opponent plays *Defy* to counter your spell. 3. **Resolution:** The counter resolves, and your spell is cleared from the chain. 4. **Trigger Check:** Because the spell was countered, it is not considered to have been "played" for the purpose of triggering "When you play a spell" effects. Consequently, Virtuoso's ability does not trigger. *(Note: While the spell is not "played" for trigger purposes, per **Rules FAQ Clarification 2026-04-29**, the energy you spent remains considered "spent" for the purposes of other requirements in the game, such as playing *Jhin, Meticulous Killer* for an alternative cost.)*
When I play a champion, do they come in exhausted?
Yes, when you play a unit (including a Champion), it enters the battlefield exhausted. According to the general rules for playing units, all units enter the battlefield exhausted unless a specific card effect states otherwise. This is consistent with the ruling found in the game's FAQs: * **From the FAQ:** "Yes, the unit enters exhausted. All units enter exhausted unless otherwise specified." While some specific units may have text that allows them to enter ready, the default state for any unit entering play is exhausted.
When I play a spell with Fizz Trickster, do I still have to pay the power cost when the spell has, for example, 2 mana and 1 power? Also, if I want to repeat it, would I have to pay an extra 2 mana and 2 power?
To answer your questions about **Fizz, Trickster**: ### 1. Do you still have to pay the Power cost? **Yes.** As explicitly stated on Fizz, Trickster's card text and confirmed in RiftJudge FAQ #9320, while you ignore the spell's Energy cost, **you must still pay its Power cost.** ### 2. If you Repeat the spell, what do you pay? If the spell you choose from your trash has the **Repeat** keyword, you can choose to pay the Repeat cost to execute its effects a second time. According to RiftJudge FAQ #7297 and Rule 820.1.c.1, the Repeat cost is an additional cost paid during the steps of playing the card. * **Regarding the cost:** You only pay the specific **Repeat cost** defined on the spell. You do **not** pay the original spell's Energy or Power cost again. * **Example:** If a spell costs [2] Energy and [1] Power, and has "[Repeat] [2] Energy" (as an example), when playing it via Fizz: * You pay [0] Energy (Fizz's effect) and [1] Power (The spell's mandatory Power cost). * If you choose to Repeat, you pay the [2] Energy defined by the Repeat cost. * You would **not** pay the original [1] Power again, nor would you pay the original [2] Energy again. **Summary:** You pay the original Power cost (because Fizz requires it) plus the specific Repeat cost (if you choose to use it). You do not pay the original Energy cost, and you do not pay a second Power cost for the Repeat.
When I play the cost for Yasuo Windrider to move it to base, does it count as one of three moves I need to activate its effect?
Yes, moving Yasuo, Windrider to your base counts as one of the three movements required to trigger his ability. According to Rule 407.1, "Moving is the act of a Game Object moving between two Locations on The Board." Since your base is a location on the board, moving Yasuo there constitutes a movement. As noted in the FAQ regarding Yasuo, Windrider: * The ability triggers specifically on the third movement in a turn. * Movements 1 and 2 do not trigger the effect, but they do count toward the total. * Being "recalled" (bounced to base by a game effect) does not count as a movement, but a voluntary move to your base (such as a Standard Move) does count.
When I proc Jhin Virtuoso Legend ability and I am at 12 runes do I get 4 floating? Or does it just ready 4?
As established by **RiftJudge FAQ #9949** and **RiftJudge FAQ #10084**, the ability of the Jhin Legend, **Virtuoso**, cannot be used to exceed the maximum of 12 runes on the board. Because you are already at the maximum of 12 runes: 1. **The "Channel" effect fails:** Channeling specifically refers to placing new runes from your deck onto the board (Rule 430.1). Since you are at the maximum, the instruction to "channel 4 runes" cannot be executed and fails. 2. **No "Ready" effect:** Channeling is not equivalent to readying runes that are already on the board. The ability does not instruct you to ready any runes, so nothing will ready. 3. **No "Floating":** There is no game mechanic that converts a failed channel effect into floating energy or power. In summary, if you are at 12 runes, the channel portion of the **Virtuoso** ability will simply fail to execute, and you will not gain floating resources or ready existing runes.
When I push a unit with Assault to an empty battlefield and my opponent reacts with Ride the Wind to put a unit on that battlefield, who is the attacker and defender, and does Assault trigger?
Ruling: You are the attacker and your opponent is the defender because you control the unit that applied Contested to the battlefield. Your Assault will proc. Sequence: - Your unit contests the empty battlefield, applying Contested and starting an open showdown - Your opponent uses Ride the Wind to get a unit into the open showdown - The open showdown finishes (assuming nothing else happens) - The game sees units from 2 players at the battlefield and immediately starts a combat showdown - You are assigned as attacker because you applied Contested (and Contested cannot be applied if it already exists) Nuances: - When a unit enters an open showdown, attackers and defenders are not assigned immediately - the open showdown must finish first - The player who applied Contested becomes the attacker in the resulting combat showdown
When I re-equip Brutalizer with Jax legend ability (from one unit to the other) do I still get the additional +2 according to the new rules?
Yes, you will receive the additional +2 Might bonus when you use Jax's legend ability to move *Brutalizer* from one unit to another. According to the ruling in FAQ #8566 and the card's effect, the +2 Might bonus is granted if the equipment was attached to the unit "this turn." When you use Jax's ability to move *Brutalizer* to a different unit, the equipment detaches from the first unit and attaches to the second. Because it is now attached to the new unit during the current turn, the condition "If this was attached to me this turn" is met for that new unit. **Sequence of events:** 1. **Detach:** You activate Jax's ability to move *Brutalizer*. It detaches from the first unit. The first unit immediately loses all bonuses from *Brutalizer* (the base +1 Might and the +2 Might bonus). 2. **Attach:** *Brutalizer* attaches to the new unit. 3. **Effect Check:** The new unit checks the condition on *Brutalizer*. Since it was attached to this unit during the current turn, the unit gains the +1 base Might from the equipment and the +2 Might bonus from the effect, for a total of +3 Might. **Important Note:** This only works when moving the equipment to a **different** unit. As clarified in FAQ #8705, under Rule 434.1, attempting to reattach an equipment to the same unit it is already attached to has no effect, so you cannot use this method to "refresh" the bonus on the same unit.
When I recall, am I ready or exhausted?
When you recall a unit, it remains in whatever ready or exhausted state it was in before the recall. According to **Rule 436**: "Recalls do not affect the state of the Permanent being recalled." Furthermore, **Rule 436.1** clarifies that "Exhausted Status... will all remain unaffected by a Recall." In short, a recall only changes the unit's location to your base; it does not inherently ready or exhaust the unit. If the unit was exhausted when it was recalled, it will return to your base exhausted. If it was ready, it will return to your base ready.
When I recycle with Rumble, do I recycle a friendly unit that is already played or from my hand?
To activate the conquer ability of **Rumble, Hotheaded**, you must recycle a friendly unit from the board (a battlefield or your base). According to RiftJudge FAQ #3053 and FAQ #9333, "unit" without further specification refers only to units currently on the board. Units in your hand are in a non-board zone and cannot be recycled to pay for this ability.
When I repeat Bellows Hearth, can I choose different units the second time?
Yes, when you pay the **Repeat** cost for **Bellows Breath**, you can choose different units for the second execution of the effect. According to **Rule 746.2.a**: "Choices made for the additional execution do not have to be the same as the choices made for the initial execution." ### How it works: 1. **First Execution:** You choose a location and deal 1 damage to up to three units there. 2. **Second Execution:** You may choose the same location or a completely different one. You then choose up to three units at that location to deal 1 damage to. These can be the same units as before (to deal a total of 2 damage to them) or entirely different units. ### Key Details: * **Targeting:** While a single instance of Bellows Breath cannot target the same unit more than once, the repeated instance is a separate set of choices, allowing you to hit the same unit a second time if you wish. * **Timing:** Both instances of damage happen during the resolution of the same spell. Cleanup (checking if units die) only occurs after the entire spell—including the repeat—has finished resolving.
When I reveal Teemo and they react with Gust, do I still get Teemo's effect or no?
Yes, you still get Teemo's effect, though its impact will be limited. According to the **RiftJudge FAQs (3559, 3204)**, when you reveal a unit like Teemo Strategist from Hidden, its "When I defend" ability triggers and is placed on the chain. If your opponent reacts by playing Gust to return Teemo to your hand, the following occurs: 1. **The Chain Resolves (LIFO):** Gust resolves first, returning Teemo to your hand. 2. **Teemo's Ability Resolves:** Even though Teemo is no longer on the battlefield, the triggered ability remains on the chain and resolves. You will still reveal the top 5 cards of your main deck and recycle them. 3. **Damage Fails:** Because Teemo is no longer "here" (at the battlefield location), the damage portion of his ability cannot find a valid reference to deal damage, so it deals 0 damage. **In summary:** You still get to perform the reveal-and-recycle portion of the ability, but the damage portion will fizzle because the source of the effect is no longer present on the battlefield.
When I start a combat vs Draven Glorious Executioner, and he fights or flights me, can he still exhaust to draw a card?
Yes, Draven will trigger his ability to draw a card in this scenario. According to **RiftJudge FAQ #1086** and **FAQ #352**, a player wins a combat if only their units remain at the battlefield after combat cleanup and all derived cleanups have occurred, regardless of how the opponent's units were removed (including being moved away by a spell like *Fight or Flight*). ### Why Draven Triggers: 1. **Combat Participation:** Draven remains at the battlefield throughout the combat. Because he is present when the combat concludes and you are the only player with units remaining, you are the winner of that combat. 2. **Ability Requirement:** The "I" in Draven's ability ("When I win a combat...") refers to Draven as a unit-character. As long as he is present at the battlefield when the combat concludes, he satisfies the requirement to "win" the combat. 3. **Method of Removal:** It does not matter that your unit was moved away by *Fight or Flight* rather than being destroyed by combat damage. The game state at the end of the combat resolution determines the winner. 4. **Ability Type:** Draven’s ability is a triggered ability ("When I win a combat..."), not an activated ability. Therefore, it does not require him to exhaust to trigger the draw. ### Sequence of Events: 1. **Combat Starts:** You initiate combat with Draven. 2. **Spell Resolution:** You play *Fight or Flight*, moving your unit away from the battlefield. 3. **Combat Cleanup:** The combat concludes. Because only your units (including Draven) remain at the battlefield, you are declared the winner of the combat. 4. **Trigger:** Draven's "When I win a combat, draw 1" ability triggers and is added to the chain. 5. **Resolution:** The chain resolves, and you draw 1 card. **Note:** This is distinct from a situation where Draven himself is moved away (as addressed in **FAQ #835**). If Draven were the one moved away by *Fight or Flight*, he would lose his Attacker/Defender designation, would no longer be "in combat," and his ability would not trigger. Since he remains at the battlefield, he successfully triggers his draw.
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