Can cards be revealed during showdown if they are on a battlefield but not in combat?
Ruling: Yes, cards can be revealed during showdown even if they are on a battlefield but not in combat.
Nuances:
- The revealed card can only target things at the battlefield where it is hidden.
Can cards in the Hidden zone be played for their normal cost without targeting restrictions, and do they gain the Reaction keyword?
Ruling: Cards played from the Hidden zone (after being hidden with one power) must follow Hidden rules - they are played for free at reaction speed with additional targeting restrictions ("here" added). They cannot be played for their normal cost to bypass these restrictions once hidden.
Sequence:
- Pay one power to hide cards in the Hidden zone
- Starting the following turn, hidden cards gain the Reaction keyword
- Hidden cards can then be played for free at reaction speed from the facedown zone
- When played from Hidden, targeting restrictions apply ("here" is added to targeting)
Nuances:
- If you do NOT hide cards (don't pay the one power), you can play them from hand for their normal cost as normal cards
- Once you hide a card, you cannot later take it back and play it for normal cost as a normal card
- Tide Turner is an exception to the "here" targeting restriction
- Cards gain Reaction the turn AFTER you hide them, not immediately
Can cards like Ride the Wind that move units override Vilemaw's Lair's restriction that prevents moving from the location to base?
Ruling: Cards like Ride the Wind cannot override Vilemaw's Lair restriction. Vilemaw's Lair prevents any type of move from that location to base, including standard moves, spell moves, and ability moves.
Nuances:
- Recall is not considered a move, so units can still be recalled from Vilemaw's Lair (such as from flipping hidden gear at battlefronts or drawing during combat due to stun)
- Ride the Wind can move exhausted units, but this doesn't bypass Vilemaw's specific restriction on moving to base
Can cards that reduce might (like Stupify and Thousand Tail Watcher) reduce a unit's might to 1 even if it has buffs from Trifarian Warcamp or attached Buff cards?
Ruling: Yes, cards that reduce might to a minimum of 1 can reduce a unit to 1 might even if it has buffs from Trifarian Warcamp or attached cards. The reduction is calculated when the spell resolves by snapshotting the total reduction needed, which is then applied as a continuous effect.
Sequence:
- Calculate the unit's current might with all positive modifiers (base + buffs + battlefield effects)
- When a reduction spell resolves, calculate how much reduction is needed to reach the minimum (usually 1)
- Snapshot that reduction value
- Apply the snapshotted reduction as a continuous effect
- Positives are calculated before negatives
Nuances:
- If a unit leaves the battlefield after having might reduced, it loses battlefield bonuses and could end up at 0 might or lower
- Additional buffs applied after the reduction will increase might from the reduced value
Can cards with exhaust effects be used during an opponent's turn or during showdown phase?
Ruling: Exhaust abilities can only be used during your turn when there is no showdown or chain active, unless they have an Action or Reaction tag.
Nuances:
- Abilities with the Action tag can be used during showdown
- Abilities with the Reaction tag can be used in response to triggers
- Without these tags, exhaust abilities are restricted to your turn outside of showdown/chain
Can cards with the Hidden keyword be played face-up for their normal printed cost without hiding them, or must they always be hidden?
Ruling: Cards with Hidden can be played either way - hidden for 1 power (and no cost when played from hidden), or face-up for their normal printed cost. Hidden is an optional additional way to play the card, not a requirement.
Nuances:
- Once you hide a card, you cannot subsequently choose to pay its normal costs to play it as if it's not hidden
- When played normally (not hidden), the card has normal timing and no targeting restrictions
Can champion units in the Chosen Champion Zone be targeted by spells and abilities (such as Falling Star targeting Yasuo)?
Ruling: The Chosen Champion Zone is not part of the board. Spells and abilities cannot interact with champion units in the Chosen Champion Zone unless they explicitly state they can (like Teemo).
Nuances:
- Only effects that specifically mention they can interact with the Chosen Champion Zone are able to do so
- This differs from some other card games where commander zones may have different interaction rules
Can either part of Sivir's Legend skill be used during the opponent's turn?
Ruling: Yes, both parts of Sivir's Legend skill can be used during the opponent's turn because they are triggers that activate whenever the appropriate event happens.
Nuances:
- You can float power by recycling runes on the opponent's turn to proc Sivir's Legend skill
- However, you cannot use the power generated during the opponent's turn, so you trade a potential energy and a power for just a one-time power
Can equipment be moved from a unit it's already attached to, or can you re-equip already attached equipment?
Ruling: You cannot activate equip abilities while the equipment is attached to a unit. All rules text in the upper box of an equipment card (including the equip ability) is turned off while it is attached.
Sequence:
- When equipment is attached, lay the topmost card over it so only the effect text (bottom box) and bonus might appear
- Everything above that (including equip abilities) becomes inactive
- To re-equip, the equipment must first be detached
Nuances:
- Equipment can still be moved by other card effects even while attached (e.g., Weaponmaster keyword, Jax legend, Fluft battlefield, Angle Shot, Relentless Pursuit, Azir Ascendent's activated ability, Akshan for enemy equipment)
- Some effects can detach equipment, allowing you to activate equip abilities again (e.g., Strike Down, Veiled Temple)
- Temporary keyword on equipment only triggers during beginning phase if the equipment is unattached
Can exhausted units enter combat if moved by a card effect?
Ruling: Yes, exhausted units can enter combat if they are moved there by card effects. Being exhausted only prevents regular movement, not movement by other methods.
Nuances:
- If the attacker does not have enough might to kill all units on the opposing side of the battlefield, all units that don't die get recalled to base in the state they were at before the recall.
- When using Yasuo's Unforgiven effect to move a unit to combat, only one unit can be moved (unless other effects like Stealthy Pursuer allow additional units to follow).
Can gear be used the turn they come into play?
Ruling: Yes, gear can be used the turn they enter play if they enter readied (untapped). If a gear is readied, you can use any exhaust abilities on it.
Nuances:
- Gear enter readied unless they say otherwise
- Gear can only be used on other players' turns if they have the Action or Reaction keywords
- Gear without Action or Reaction keywords can only be used during your turn in a Neutral Open State (no chain, no showdown)
Can gear kill abilities like Thermo Beam or Salvage affect hidden (facedown) gear in the battlefield?
Ruling: No, gear kill abilities cannot affect hidden gear in the battlefield. If a gear is facedown, there is no information about the card available to target or affect it.
Can gold/universal power tokens be used to pay for specific recycle costs that require a particular domain (like blue or red)?
Ruling: Universal power (gold tokens) can be used to pay any power cost of any domain, including specific recycle costs that require blue, red, or any other specific domain.
Nuances:
- When required as a cost, universal power can be paid by power of any domain
- When added to a player's Rune Pool, universal power can be spent to pay a power cost of any domain
- Universal power is equivalent to any single domain power (fury, calm, mind, body, chaos, or order)
Can hidden cards be activated the same turn they are hidden?
Ruling: No, hidden cards cannot be activated the same turn they are hidden. They become available beginning the next turn.
Nuances:
- This is why players typically hide cards when they are about to end their turn, not before taking other actions
Can hidden cards be played at any eligible timing, or only when a showdown is happening at that specific battlefield?
Ruling: Hidden cards can be played at any eligible timing when you have priority, as long as the card has not been placed facedown during the current turn. They are not restricted to only being played when a showdown is happening at their battlefield.
Sequence:
- Opponent plays a card (like Blitzcrank) that creates a trigger on the chain
- You gain priority to respond
- You can play the hidden card as a reaction to that trigger, regardless of which battlefield the opponent's card was played to
- The hidden card gains the extra text "here" added to its effect, meaning it affects units at its own battlefield
- The hidden card resolves before the opponent's trigger
Nuances:
- All hidden cards have reaction, so they can be played during an opponent's turn
- Hidden cards gain "here" text when played, restricting their effect to their own battlefield location
- You cannot play a hidden card if it was placed facedown during the current turn
Can hidden cards be played directly to battlefields, and where can hidden cards be played from?
Ruling: Hidden cards can only be played at Battlefields you control, not at your own base. If you play a hidden card at a Battlefield you control, you have to wait until your opponent's turn to be able to play them.
Nuances:
- Hidden cards must be placed facedown at a Battlefield you control
- You cannot play hidden cards to your own base
- Playing hidden cards at Battlefields you control allows you to avoid paying their normal energy/power cost
Can hidden cards be played in response to units being played if those units don't have WYPM (When You Play Me) effects?
Ruling: Hidden cards follow the same rules as regular reaction speed cards. They cannot be played in response to permanents without a trigger (such as units without WYPM effects).
Nuances:
- Hidden cards literally gain the reaction keyword
- They must wait until the next turn after being set to become usable
- They get appended with the battlefield they are on for targeting purposes
- They can respond to units with WYPM effects because those create triggers on the chain
Can hidden cards on one battlefield interact with or affect the opposite battlefield, specifically can Hidden Blade hidden at one battlefield be used to aid an attack on the opposite battlefield?
Ruling: Hidden cards gain a targeting restriction when played - units must be played to the battlefield they're hidden at and spells must target things at the battlefield they're hidden at. Hidden Blade must target a unit at the battlefield it's hidden at, though it can be revealed and played any time the owner could play a normal reaction.
Sequence:
- If you have Hidden Blade hidden at battlefield A and attack battlefield B
- You can still reveal and play Hidden Blade during the attack at battlefield B
- However, Hidden Blade must target something at battlefield A (where it's hidden)
Nuances:
- A few cards create global effects from hidden that bypass this restriction (Zhonya's Hourglass, Tideturner, and Stand United)
- 99% of cases follow the standard targeting restriction rule
Can hidden cards only be played on conquered battlefields, and what happens to them if you lose control of the battlefield?
Ruling: Hidden cards can only be played to the battlefield you currently control. If you lose control of that battlefield, hidden cards go to trash.
Sequence:
- Play hidden cards only to battlefields you control
- If control is lost, hidden cards are sent to trash
- You can react by flipping a hidden unit before losing control (e.g., in response to a spell that would remove your unit)
Nuances:
- Cards hidden at a battlefield can only apply to objects in that battlefield
- Each battlefield has a Facedown Zone limited to 1 hidden card
- Zhonya is an exception: it can be played as gear onto your base, but otherwise behaves as hidden normally
Can hidden cards target a battlefield other than the one they are hidden at?
Ruling: Hidden cards cannot target a battlefield other than the one they are hidden at.
Nuances:
- This applies to cards like Fight or Flight (which moves a unit from a battlefield) and Hidden Blade (which kills a unit at a battlefield) when played as hidden reactions
- The restriction is explicitly stated in the rules
Can hidden reaction spells be played at any time like normal reactions, or only when reacting to specific game events?
Ruling: Hidden cards can be played any time you could play a reaction, starting with the next turn after hiding them.
Nuances:
- Reactions can only be played during windows created by showdowns, spells being played, or abilities being used
- Playing permanents (units and gears) in an open state does not create a reaction window
- "When you play me" triggers go on the Chain and create a reaction window
- Playing another unit that triggers "when you play another unit" abilities also creates a reaction window
Can hidden units be played to any controlled location, or only to the battlefield they are hidden in?
Ruling: Hidden units can only be played to the battlefield where they are currently hidden. Their effects can also only target units at that same battlefield.
Nuances:
- This restriction applies to both the playing of hidden units and their abilities (e.g., Blastcone Fey's play ability must target units at the same battlefield where it is hidden)
- Hidden spells follow the same rule - if Hidden Blade is hidden at a battlefield, it can only target units at that battlefield
- However, if you have a card like Hidden Blade in hand (not hidden), you can cast it as an action to target any unit at any battlefield
- Hidden cards are subject to the context of the battlefield they are in for all choices and targets
Can multi-target spells re-target if a hidden card at a battlefield becomes a new unit after the spell is activated? Can you activate a hidden card after your unit dies to reclaim that battlefield?
Ruling: No to both. Targets are chosen when a spell enters the chain and cannot be changed afterward.
Nuances:
- Hidden cards that are revealed after a spell has entered the chain cannot become new targets for that spell
- A hidden card cannot be activated after a unit dies from a resolving spell to reclaim the battlefield
Can multiple action cards be played during a single showdown, and what is the sequence for playing them?
Ruling: Both players can play multiple action cards during a showdown as long as they follow priority/focus rules. Actions can only be played when the chain is empty, and the showdown only ends when both players pass in a row on an empty chain.
Sequence:
- Units enter showdown, triggering any "when I attack" or "when I defend" effects
- These triggered effects must resolve first (actions cannot be played while the chain is not empty)
- Once the chain is empty, the player with focus/priority can play an action or pass
- If they play an action, it resolves, then the other player gets priority to play an action or pass
- This continues with players alternating opportunities to play actions
- Combat only begins when both players pass consecutively on an empty chain
Nuances:
- After an action resolves, the player who did not play that action gets the next opportunity to act
- Passive abilities ("While" effects) do not use the chain and are always active when their conditions are met
- Triggered abilities ("When" effects) go on the chain and must resolve before actions can be played
Can multiple cards be in the Champion Zone at the same time, such as when using Hallowed Tomb to return a Chosen Champion when one is already present?
Ruling: Only one card can ever be present in the champion zone, and it must be a chosen champion.
Nuances:
- This rule exists but its location in official documentation was unclear to participants, though it was confirmed to exist in red text somewhere in the server
Can multiple showdowns happen simultaneously when Ride the Wind causes a unit to move to another occupied battlefield?
Ruling: No, multiple showdowns cannot happen at once. They stage and resolve one at a time sequentially.
Sequence:
- First showdown stages and resolves
- Then the next showdown begins
Nuances:
- The person who applies contested (moves to the battlefield first) gets focus first
- If there is a defender present, the person applying contested is the attacker
- If there is no defender, you are not an attacker but still get focus first as the person applying contested
Can multiple units attack a battlefield together, when is damage healed, and does damage reduce a unit's might?
Ruling: Multiple units can attack a battlefield together by using the standard move to move as many units to the destination as desired (so long as they can legally move there). Damage is healed at the end of turn and end of combat, and damage does not reduce might.
Sequence:
- Use standard move to move multiple units to the destination
- Units must be able to legally move to that destination
- Damage heals at end of combat
- Damage heals at end of turn
Nuances:
- Damage taken during combat does not affect the unit's might value
Can multiple units be on the same Battlefield, and if so, do you score 1+ point for each?
Ruling: You can have multiple units at a battlefield, but you only ever score one point per battlefield per turn regardless of how many units you have there.
Nuances:
- If you control a battlefield, you can play your units there instead of playing them to your base
Can multiple units retreat from a battlefield to base at the same time, or must they return one at a time?
Ruling: You can move multiple units at once with a standard move as long as they all have the same destination.
Nuances:
- This applies to retreating units from a battlefield back to base, similar to how multiple units can be sent to a battlefield simultaneously
Can my Legend be in a different language than the rest of my deck?
Ruling: Yes, your Legend can be in a different language than the rest of your deck.
Nuances:
- The Legend is not the same as the Chosen Champion. The Chosen Champion is the unit you place next to your Legend that you can play.
Can my opponent float their resources (energy and power) as a reaction to Divine Judgement?
Ruling: Yes, your opponent can float resources as a reaction to Divine Judgement. Runes have "Exhaust - Reaction: Add 1 Energy" and can be activated before the spell resolves. They can also recycle runes to float power.
Sequence:
- When Divine Judgement is played, the opponent has priority before it resolves
- The opponent can exhaust runes to add energy (one at a time technically, but can be shortcut)
- The opponent can also recycle runes to add power
- All floated resources will be lost when the turn ends
- Divine Judgement then resolves, reducing runes to 2
Nuances:
- Abilities that "Add" resources cannot be responded to, even with other "Add" abilities, so they technically resolve one at a time, though shortcutting is acceptable
- Recycling runes while floating can trigger effects like Sivir's legend ability to create Gold tokens
- Gold tokens created this way come in tapped, so typically can't be used same turn
- Floating resources is useful to have energy/power available until end of turn after Divine Judgement resolves
Can my opponent play a reaction before a Reaver's Row 'when defending' retreat effect resolves, even when there are no other 'when attacking' or 'when defending' effects in play?
Ruling: Yes, reactions can be played on top of the Reaver's Row trigger. The Reaver's Row trigger itself is a 'when defending' trigger that goes on the chain when combat begins, and both players can add reactions to the chain before it resolves.
Sequence:
- Combat begins and Reaver's Row trigger goes on the chain
- Attacker has priority to play reactions on top of the trigger
- Defender can then play reactions
- Players alternate adding items to the chain until both pass in succession
- The topmost item on the chain resolves
- Repeat the process until the Reaver's Row trigger is topmost and both players pass, then it resolves
Nuances:
- You choose which unit to potentially retreat when the Reaver's Row trigger goes on the chain, not when it resolves
- You decide whether to actually move the chosen unit when the trigger resolves
- The trigger goes on the chain automatically when combat begins, but the retreat is optional upon resolution
Can my opponent play an action to kill a unit I move into an objective I already control?
Ruling: No, your opponent cannot play Action spells/abilities during your turn unless a Showdown occurs. A Showdown only occurs when control of a battlefield would change, so moving your unit to an objective you already control does not trigger a Showdown.
Sequence:
- You control an objective with a unit already there
- You move another unit to the same objective
- Control does not change, so no Showdown occurs
- Your opponent cannot play Actions during your turn without a Showdown
Nuances:
- Your opponent can still play Reactions if you start a chain during your turn
- Moving itself does not start a chain
- If the unit being moved has an effect that triggers when something moves, it will open a chain
Can one instance of Bellows Breath deal 3 damage to a single target by using all 3 instances on the same unit?
Ruling: No, one instance of Bellows Breath cannot deal all 3 damage to a single target.
Can opponent burn out give you the winning point at 7 points?
Ruling: Yes, burn out can give you the winning point. Only points earned from Conquer or Hold have restrictions on the final point.
Nuances:
- Conquering for the final point has a restriction: you must have scored every other battlefield that turn, otherwise you draw instead of getting the last point
- Points from sources other than Conquer or Hold (like burn out) are not subject to these restrictions
Can opponents play reaction spells in response to triggered or activated abilities from permanents like Teemo's 'When you play me' ability, Darius's triggered ability, or Vi's activated ability?
Ruling: Yes, opponents can play reaction spells in response to triggered and activated abilities from permanents. While you cannot react to a permanent being played, you can always react to the abilities those permanents trigger or activate.
Sequence:
- A permanent (unit or gear) is played and creates a chain
- Due to rule 538, no player can react to the permanent itself entering the field
- The permanent resolves and enters play
- Any triggered abilities (like "When you play me") or activated abilities then go on the chain
- Players can now play reactions to these abilities since abilities are not permanents
Nuances:
- Triggered abilities that trigger "When you play me" happen after the permanent has been played, creating a new chain that can be reacted to
- Abilities are different game objects from permanents - you can't react to permanents but you can always react to their consequences (abilities/combat)
- In the Teemo example, opponents can play Gust in response to the triggered ability before Teemo gets +4M
- In the Darius example, opponents can play Shakedown before Darius gets +2M
- In the Vi example, opponents can play Shakedown in response to Vi's activated ability
Can opponents respond to summoning units, and does it matter if the unit has an on-summon ability?
Ruling: Summoning a unit by tapping runes does not start a trigger that opponents can respond to. However, if a unit has an ability that triggers when it enters the game (like Riptide Rex), both players can respond to that ability, though the unit still lands on the board before responses occur.
Sequence:
- Unit is summoned and lands on the board
- If the unit has an on-summon ability, that ability triggers
- Both players can then respond to the triggered ability
Nuances:
- Units without on-summon abilities create no trigger and cannot be responded to
- Gears resolve directly with no opportunity to respond (same as units without abilities)
Can players add reactions to the Initial Chain in between triggered abilities, or does the Initial Chain only contain triggered abilities?
Ruling: The Initial Chain only contains triggered abilities that are added in the specified order (attacker with focus, other players in turn order, then defender). However, once the Initial Chain is fully populated, it functions like any normal chain - the attacking player gets priority and all players can play reactions in turn order before anything resolves.
Sequence:
- Triggered abilities are added to the Initial Chain in order: player with focus, then other players without defender designation in turn order, then defender
- Once the Initial Chain is populated, the attacking player has priority
- Players can then play reactions following normal chain procedures (rule 333)
- Players cannot react to prevent triggers from going onto the chain initially
Nuances:
- You cannot chain block a trigger from going onto the Initial Chain
- Certain reactions can still impact triggered abilities (e.g., if a trigger requires a unit to be "here" when it resolves, removing that unit will cause the trigger to resolve but not produce its effect)
- Triggers once finalized will resolve unless their conditions are no longer met
Can players cast action spells multiple times throughout a showdown, or only at the start before any reactions are played?
Ruling: Players can cast action spells multiple times throughout a showdown, not just at the start. Using a reaction does not prevent you from casting action spells later in the same showdown.
Sequence:
- Player receives focus
- Player may cast an action spell
- Players may cast reactions back and forth (chain resolves)
- Focus passes to other player
- That player may also cast an action spell
- This continues until both players pass focus in order without starting a chain
Nuances:
- Players cannot play multiple actions in a single chain, but can play multiple actions across different chains within the same showdown
- The showdown only ends when both players pass focus consecutively without starting a new chain
Can players choose the same targets for Divine Judgment?
Ruling: Yes, players can choose the same targets for Divine Judgment.
Sequence:
- You select 2 units (can be the same unit twice if you only have 1 unit)
- Your opponent selects 2 units to keep (can be the same unit twice)
- All other units are destroyed
Nuances:
- If you only have 1 unit on the board, you must select that unit and 1 of your opponent's units
- Your opponent can choose to keep the same unit you selected, or different units, potentially keeping 3 total units on the board
Can players continue to play reactions and start new chains during a showdown after the initial chain resolves, and how does priority work with when I attack/defend triggers?
Ruling: Yes, players can start multiple chains during a showdown. After any chain resolves (including the initial when I attack/defend triggers), the attacker gets focus and can play an action to start a new chain. After that chain resolves, the defender gets focus. This continues back and forth until both players pass focus consecutively, at which point combat damage occurs.
Sequence:
- When I attack/defend triggers go on the chain (attack triggers first, defend triggers on top)
- Controller of topmost item gets priority and can play reactions
- Priority passes back and forth until both players pass consecutively
- Each item on the chain resolves one at a time, with priority checks between each resolution
- After the entire chain resolves, attacker gets focus and can play an action (starting a new chain) or pass
- After that chain resolves, defender gets focus and can play an action or pass
- This continues until both players pass focus consecutively
- Then combat damage occurs and damage is cleared at the end of combat
Nuances:
- The controller of the next item to be resolved gets priority first (not the person who added the last item)
- When I defend triggers resolve before when I attack triggers, so the defender gets priority first if both types of triggers exist
- Damage clears at the end of combat for all units everywhere, not just at the showdown battlefield
- Damage does NOT clear at the end of an open showdown (moving to an uncontrolled battlefield)
- Focus is only used to play actions/reactions (activated abilities), not triggered abilities like when I attack/defend
- After each individual item on a chain resolves, there is a priority check where reactions can be added before the next item resolves
Can players play Reactions in response to opponents playing non-Spell cards (permanents like Units/Gear)?
Ruling: Players cannot play Reactions in response to permanents (Units, Gear, etc.) being played unless those permanents have triggered abilities. Permanents without abilities resolve immediately upon finalization and leave the chain without creating a priority window for opponents to respond.
Sequence:
- When a permanent is played, it becomes a pending item on the chain
- During finalization (Step 1), the permanent leaves the chain and becomes a game object - this process does not pass priority
- Since the permanent has left the chain, there is no finalized chain item for opponents to respond to
- If a permanent has a play ability ("when you play me"), that ability goes on the chain like a spell, and opponents can then respond to that ability
Nuances:
- Spells linger on the chain as finalized chain items, which is when opponents receive priority to play Reactions
- Abilities with the [Add] action resolve immediately like permanents, not like spells
- Being in a closed state is necessary but not sufficient to play Reactions - you must also have priority
- Priority is only gained in the four situations outlined in rule 312.2, and permanents resolving does not trigger any of those conditions
Can players play action spells back and forth after a chain is created but before the showdown resolves?
Ruling: Yes, players can play action spells back and forth before the showdown resolves, as long as they have mana.
Sequence:
- A chain is created (e.g., unit + action spell attack)
- Opponent can respond with their own action spell
- Players can continue playing action spells back and forth
- The showdown only resolves once both players pass in a row
Nuances:
- Passing indicates readiness to resolve ("I'm ready for this to resolve")
- If someone casts an action/reaction, everyone "un-readies" to give others a chance to respond
- The showdown/spell/ability only resolves once everyone is ready
Can players play/resolve cards between Combat Cleanup and Clear the Contested Status steps, specifically when Deathknell triggers during cleanup?
Ruling: If a Deathknell triggers during the special cleanup, you are in a closed state after cleanup is finished. You must resolve the chain (with players getting priority) before moving onto the Clear Contested Status step.
Sequence:
- Combat damage is resolved and cleanup occurs
- If Deathknell triggers during cleanup, it goes into pending
- After cleanup finishes, the pending item initializes creating a closed state
- Players resolve the chain with priority
- After the chain resolves, check if combat needs to be staged
- If a unit was played, combat stages and proceeds normally
- If no combat is staged, proceed to Clear Contested Status step
- Then conquer (if applicable)
Nuances:
- Hidden cards can be played in response to Deathknell triggers if you don't have units on a battlefield you control
- If a unit is played during this window, combat will be staged again and you proceed through regular combat steps instead of clearing contested status
- The key fix in version 1.2 was clarifying how combats stage and adding "if a combat isn't staged here" to the Clear Contested Status step
Can players react to Vi's recycle ability?
Ruling: Yes, players can react to Vi's recycle ability. Each time Vi's ability activates, it gets put on the chain, and you can react to any instance you wish.
Nuances:
- You cannot react to might and energy changes themselves, but you can react to the ability that causes those changes when it's on the chain
- You cannot react to abilities that don't use the chain (passive abilities updating, replacement effects, and "as" effects)
- You cannot react to add abilities, units, or gear
Can players react to a permanent (unit or gear) being played, and can they react to its triggered abilities?
Ruling: When a permanent (unit or gear) is played, it creates a 1-long chain that cannot be reacted to. However, if the permanent has a "When I'm Played" triggered ability, that ability lingers on the chain and allows for reactions.
Sequence:
- A vanilla unit or gear enters with no opportunity for reactions
- If a unit has a "When I'm Played" ability, that triggered ability creates a chain
- Players can react to the triggered ability, starting with the person who owns the ability
Nuances:
- The distinction applies between the permanent entering play (no reactions) versus its triggered abilities (reactions allowed)
Can players respond with Reaction cards to 'When you play me' or 'As you play me' triggered abilities, and can they respond to simply playing a unit without additional effects?
Ruling: Players can respond with Reaction cards to triggered abilities like "When you play me" effects, but cannot respond to simply playing a unit or permanent without triggered abilities. The permanent itself resolves immediately, but any triggered ability it has goes on the chain and can be reacted to.
Sequence:
- Player plays a unit (e.g., Snapvine)
- The unit enters the battlefield immediately (not reactable)
- If the unit has a "When you play me" triggered ability, that ability goes on the chain
- Opponent receives priority and can respond with Reaction cards to the triggered ability
Nuances:
- Every "When you play me" trigger goes on the chain and is reactable
- Seal effects that generate resources cannot be reacted to
- Playing a permanent without triggered abilities starts a chain that resolves immediately with no window to react
Can players start multiple chains during a Showdown, or does passing once forfeit the ability to start new chains?
Ruling: Players can start multiple chains during a Showdown. Both players must pass in a row without playing spells or activating abilities for the Showdown to close.
Sequence:
- Player A has Focus and Priority -> Plays spells/abilities -> Chain Resolves
- Player B gains Focus and Priority -> Plays spells/abilities -> Chain Resolves
- Player A gains Focus and Priority -> Passes
- Player B gains Focus and Priority -> Plays spells/abilities -> Chain Resolves
- (This can repeat any number of times)
- Player A gains Focus and Priority -> Passes
- Player B gains Focus and Priority -> Passes
- Showdown closes
Nuances:
- Passing once does not forfeit a player's ability to start a new chain later in the same Showdown
- The requirement is that all players must pass consecutively without any spells or abilities being played for the Showdown to close
Can players use alternative items (like buttons, dice, or printed proxies) to represent tokens in official Riftbound events, or are official tokens required?
Ruling: Players can use anything to represent tokens in official events, including buttons, dice, printed proxies, or any other items.
Nuances:
- It's suggested to use something that can clearly show whether the token is exhausted or not for clarity during gameplay.
Can reactions be played during a showdown, and what is the difference between when you can play actions versus reactions?
Ruling: Reactions can be played anytime you have priority during a showdown, whether the chain is empty or not. Actions can only be played during a showdown when the chain is empty.
Sequence:
- When you have priority, you can play as many reactions as you want
- When you pass priority and nobody reacts, you don't get priority again until the first item on the chain resolves
- Focus passes automatically once a chain is fully resolved during a showdown
- The player with focus can play an action to start a chain, then immediately follow up with reactions without passing priority
Nuances:
- You cannot play action spells to an ongoing chain, only to open a chain
- You cannot follow up an action with another action even if priority passes back to you during the same chain
- Gaining focus also gives you priority
- Passing priority during a chain doesn't pass focus; focus only passes once a chain where you had focus is emptied or when you decide to not start a chain