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Riftbound Frequently Asked Questions

Search verified questions and answers.

When a card is played from hidden, what are the targeting restrictions, and how do they apply to cards like Stand United, Hidden Blade, and Zhonya's?
Ruling: When a card is played from hidden, only effects that target are restricted to that battlefield. Non-targeting effects (like Stand United's global buff enhancement or Zhonya's replacement effect) apply globally across all battlefields. Sequence: - When played from hidden, the card gains the "here" keyword - Any targeting effects (like Stand United's initial buff or Hidden Blade's kill effect) can only target units/locations at that specific battlefield - Non-targeting effects (like Stand United's "buffs grant +1M" or Zhonya's death replacement) work globally regardless of battlefield Nuances: - The restrictions apply to: unit placement location, spell targets, and "when you play me" ability targets - Replacement effects specifically don't target, so they work across all battlefields even when played from hidden - Hidden Blade targets because it requires choosing a specific unit, so it can only kill units at the battlefield where it was hidden
When a card like Ride the Wind initiates a new combat while already in combat, does the old combat have to end first or does the new combat trigger immediately?
Ruling: New combats are staged until the current combat ends. Once the current combat concludes, the staged combat is then initiated. Sequence: - Current combat must finish first - Staged combat is then initiated Nuances: - If you remove all units at the other battlefield during the current combat, the staged combat will disappear
When a card resolves from the chain and draws you a card, can you immediately play that card as a reaction before the next item on the chain resolves?
Ruling: Yes, when an item resolves from the chain, the controller of the next item on the chain gains priority. If you draw a reaction card during resolution, you can play it before the next item resolves. Sequence: - Both players pass consecutively, causing the last item on the chain to resolve - No additional passes are needed during resolution - Once an item resolves, the controller of the next item on the chain gains priority - The player with priority can play reactions (including newly drawn cards) - Players continue passing priority until both pass consecutively, then the next item resolves Nuances: - You can play reaction spells both before and after triggered abilities resolve on the chain - The player who controls the most recent item on the chain has priority first
When a card says 'abilities that add resources can't be reacted to' (like Seal of Rage or Kai'Sa Legend), does this mean you cannot react to spells paid for using those abilities?
Ruling: You can react to the spell itself (like Falling Star), but you cannot react to the ability that adds resources to pay for it (like tapping Seal of Rage). The "can't be reacted to" restriction only applies to the resource-adding ability itself, which goes on the chain and instantly resolves without allowing reactions. Sequence: - Opponent taps Seal of Rage to pay for Falling Star (this ability instantly resolves, no reactions allowed) - Falling Star goes on the chain - You can now react to Falling Star with cards like En Garde or Discipline Nuances: - The restriction only applies to abilities that add resources or casting permanents - these go on the chain and are instantly resolved - This does not prevent reactions to whatever those resources are being used to pay for
When a card says 'pay 2 runes', can I first exhaust the runes (spend them), then pay the runes that I've exhausted?
Yes, you can do this. In *Riftbound*, you can exhaust runes to add energy to your pool, and then recycle those same runes to pay for other costs (like a "pay 2 runes" requirement) in the same turn. According to the game's mechanics and FAQs: * **Exhausting for Energy:** When you exhaust a rune, it adds 1 energy to your resource pool. This energy remains available in your pool until the end of your turn. * **Recycling for Power/Costs:** Recycling a rune is a separate action that adds domain-specific power to your pool or fulfills a specific "pay X runes" cost. * **The Sequence:** You can exhaust a rune to generate energy, and then recycle that same rune to pay for a cost. The rune is removed from the board when recycled, but the energy it generated remains in your pool to be spent later. **Important Note:** You must exhaust the rune **before** you recycle it if you want to get both the energy and the power/cost payment from it. If you recycle it first, the rune is gone and you cannot exhaust it. As noted in the official FAQs: > "A single rune can provide both 1 energy (by exhausting) and 1 power (by recycling) in the same turn... You must exhaust the rune BEFORE recycling it to get both resources; if you recycle first, you only get the power."
When a card says 'recycle the rest' (like Baited Hook), do the cards go to bottom randomly or in the order of my choice?
Ruling: When 2 or more cards are recycled to the Main Deck simultaneously, they are placed on the bottom of that deck in a random order. Nuances: - In real life play, this can be done by shuffling the recycled cards, or by placing them face down and having your opponent choose which goes on top.
When a card says to play it ignoring its costs, do you pay power or nothing?
Ruling: When you play a card ignoring its costs, both its base Energy cost and base Power cost are set to zero, so you pay nothing. Nuances: - The card will specify "ignoring its energy cost" if you still have to pay power, or vice versa - You could still have costs due to optional costs or deflect
When a card triggers during the process of playing a spell (such as targeting or paying costs), does the trigger resolve before or after the spell that triggered it?
Ruling: When a trigger condition is met during the process of playing a spell (whether from targeting, paying costs, or other activation procedures), the triggered ability is added on top of the chain immediately and resolves before the spell that triggered it. Sequence: - The card/ability is put on the chain first (this is the very first step) - Then you pay costs, choose targets, etc. - If a trigger condition is met during this process, the triggered ability is added on top of the chain immediately - The triggered ability resolves first - Then the original spell/ability resolves Nuances: - Targeting is not part of a cost, but it is part of putting a spell on the chain - There can never be more than one chain; if there's already a chain, effects are always added to it
When a card with discard cost is discarded, does it cost its full printed cost or the alternative discard cost to play?
Ruling: When you discard a card with a discard cost, you pay the alternative discard cost (one red power), not the full printed cost. Nuances: - The discard cost requires power, not energy - You can generate the required power by recycling a red rune or through any alternative method that generates red power - You should not think of costs specifically as tapping/recycling runes - that's just one way to generate the required resources (energy/power) - You can tap or recycle runes at any point during your turn to generate energy/power and use those resources later in the turn
When a card's text supersedes a rule (via the Golden Rule), does it also override all subsections of that rule? Specifically, does Green Lee Sin's text overriding rule 702.3 also override 702.3.a, allowing him to receive additional buffs from other sources?
Ruling: Yes, when card text overrules a comprehensive rule via the Golden Rule, it overrules all subsections of that rule as well. Green Lee Sin can receive additional buffs from any source even while already buffed. Nuances: - The reminder text on buffing appears incompatible with Lee Sin's text as written, as it performs a check for existing buffs that shouldn't apply when Lee Sin's ability is in effect - Lee Sin's ability states he can have multiple buffs but doesn't explicitly address the process of giving him more buffs while buffed - the rules-as-intended interpretation is that he can receive additional buffs from any source
When a chain is resolving, does priority pass between players after each spell resolves, or does the entire chain resolve without interaction once all players have passed priority?
Ruling: After each effect resolves from the chain, all players get priority and an opportunity to add to the chain. Players can respond between each spell resolution. Sequence: - Spell A resolves - Players receive priority and can respond before Spell B resolves - This continues for each effect in the chain Nuances: - If the chain empties completely, focus passes to the next player - You need to wait until you get focus back to play another action spell and create a new chain
When a chain resolves during a showdown, does the showdown end immediately, or do players get another opportunity to play actions?
Ruling: After a chain resolves during a showdown, players get another opportunity to play actions. The showdown only ends when both players consecutively choose not to start a new chain. Sequence: - Showdown begins - When I attack/defend triggers are added to the chain (if any) and resolve - Attacker gets focus and can start a chain (play actions) - Chain resolves completely - Focus passes to defender, who can start a new chain - Focus passes back to attacker if defender doesn't start a chain - This continues until both players consecutively choose not to start a chain - Only then does the showdown end Nuances: - Focus passing automatically after a chain resolves is not the same as a player passing focus - Both players must consecutively NOT start a chain for the showdown to end
When a chain resolves in Riftbound, does focus pass after the last item resolves, and can a player cast another Action before passing focus?
Ruling: Actions can only start a chain, never be cast while a chain is open. After a chain fully resolves (all items from last to first), focus automatically passes to the next player, who can then start a new chain with an Action. Sequence: - Chain resolves in reverse order (last in, first out) - All items must fully resolve - Focus automatically passes when the chain closes - Next player gains both Focus and Priority - That player can then start a new chain (including with an Action) Nuances: - A player cannot cast multiple Actions before passing focus; focus passes automatically when the chain they start closes - Triggered abilities that occur during resolution may become the new "last item on the chain" and affect when focus passes
When a chain resolves, does priority pass to the next player, or can you resolve your action and play another action before passing priority?
Ruling: Priority must pass to the next player when a chain resolves. You cannot resolve your action and then play another action before passing priority. Nuances: - This is technically handled by the Focus mechanic, not just priority passing during the active chain.
When a chain that started with an action spell ends, does priority automatically pass to the next player, or can the active player hold priority and play more action spells?
Ruling: When a chain that started with an action spell ends, priority automatically passes to the next player. The active player cannot hold priority to play additional action spells after the chain resolves. Nuances: - You can keep adding spells to the chain after items resolve, but priority goes to the player whose item is next on the chain, not in turn order - Focus automatically passes when the chain resolves
When a character is recalled to base via Possession, does it enter exhausted or maintain its current state, and can it be moved again if it's ready?
Ruling: When a character is recalled via Possession, it maintains its current state (exhausted or ready). Recall does not trigger move-related effects. Sequence: - Character is recalled to base in whatever state it was in - If the character is ready and it's your turn (not during a showdown), you can move it to a battlefield Nuances: - Recall is described as "kind of" a move but does not trigger anything that would normally trigger on moves - You can only move the recalled character if it's your turn and you're not in a showdown
When a character moves into Candlelit Sanctum, does the Sanctum's trigger to look at the top two cards happen first, or does the character's on-conquer draw trigger happen first?
Ruling: When multiple triggers you control happen simultaneously (such as a character's on-conquer ability and a battlefield's on-conquer ability), you as the controller choose the order in which they are placed on the chain. Sequence: - Both triggers go onto the same chain - You order them however you want - Opponents can then add reactions to that chain before the triggers resolve Nuances: - This applies to any simultaneous triggers controlled by the same player - The triggers create a chain that opponents can respond to
When a combat has both a 'when I attack' and a 'when I defend' trigger, which trigger goes on the chain first and which resolves last?
Ruling: Attacker triggers go on the chain first, then players who are neither attacker nor defender, then defender triggers. Since the chain resolves first-in-last-out, defender triggers resolve first. Sequence: - Attacker adds their triggers to the chain - Players who are neither attacker nor defender add their triggers - Defender adds their triggers to the chain - Chain resolves in reverse order (defender triggers resolve first, attacker triggers resolve last)
When a combat showdown is initiated by an attacker who plays an action spell like 'Fight or Flight' to push an enemy unit back to base, and the defender plays 'Defy' to counter it, does the attacker have an opportunity to create a new chain with another action spell before combat resolves? Also, if the defender lets Fight or Flight resolve and a unit is pushed to base, can the defender then play 'Ride the Wind' to bring that unit back to the battlefield?
This involves two scenarios: **Scenario 1 (Defy countering Fight or Flight):** No, the attacker cannot play another action spell immediately after Defy resolves but before Fight or Flight resolves. While a spell is resolving, the turn is in a Closed State because Fight or Flight is still a Finalized Chain Item waiting to resolve. Action spells can only be played during Showdown Open states, but the state remains Showdown Closed while Fight or Flight is on the chain. Only Reaction spells can be played in a Closed State. The initial chain (Defy → Fight or Flight) must fully resolve first. However, after the entire chain resolves and the chain is empty, the Showdown returns to an Open state. Focus passes cyclically, and when it returns to the Attacker, they can start a new chain with either an Action spell or Reaction spell before combat damage resolves. This continues until all players pass in sequence, at which point the Showdown closes and Combat Damage resolves. **Scenario 2 (Ride the Wind after Fight or Flight resolves):** Yes, this is legal. After Fight or Flight resolves and pushes a unit to the defender's base, the chain is empty and the Showdown is Open. The defender can then play Ride the Wind (an Action spell) to move that unit from their base back onto the battlefield and ready it. Ride the Wind has no location-based targeting restrictions—it's a straightforward Move effect. The unit at the base is a legal target, and moving it to a battlefield the defender controls is a valid move.
When a combat's Combat Damage Step is skipped (e.g., because one side leaves the battlefield or there are no opposing units), is marked damage cleared, or does it persist until end of turn?
Ruling: Even when the Combat Damage Step is skipped, the Combat Resolution Step still occurs and performs a combat cleanup, which clears all marked damage from all units. This happens as long as a combat has been initiated, regardless of whether any units remain at the battlefield. Sequence: - Combat is initiated - Showdown Step occurs - If no opposing units remain, skip Combat Damage Step - Combat Resolution Step still occurs - Combat cleanup is performed (healing all units) - Contested status is removed and attacker/defender designations are cleared Nuances: - Scenario A (unit moves away during showdown): The 3 marked damage is cleared during the Combat Resolution Step before the second showdown begins - Scenario B (attacking empty battlefield with damage dealt during showdown): The damage remains until either the Combat Resolution Step of that combat or end of turn, whichever comes first - The Combat Resolution Step cannot be skipped once combat has been initiated, even if the battlefield becomes empty
When a defender is removed from a battlefront during combat using Portal Rescue and replayed at base, does the attacker (Darius with Cleave) keep their combat bonus?
Ruling: The attacker (Darius) keeps the Cleave bonus and survives the Riptide Shark's 6 damage. Combat/showdown continues until both players pass focus in order, not when units are removed. Sequence: - Portal Rescue removes Riptide Shark from battlefront and replays it at base - Riptide Shark's on-play effect deals 6 damage to Darius - Darius survives because he still has the Cleave bonus (still considered an attacker) - Showdown then resolves and Darius conquers Nuances: - Showdowns never end automatically, even if every unit is gone - Showdowns only end when both players pass focus in order - As long as effects are being resolved, the showdown continues
When a defender plays an action in combat, does focus pass back to the attacker after it resolves, or does the defender get to play a second action first?
Ruling: Focus bounces back and forth between attacker and defender after each action resolves. Sequence: - Defender plays an action - Action and any reactions resolve - Focus passes back to attacker Nuances: - When a player plays an action, they can choose to hold priority and play a reaction immediately, but this is uncommon and must be explicitly stated - A player who plays an action or reaction can continue to hold priority and play additional reactions if they wish
When a defender uses surprise defense (e.g., Ride the Wind) to move to a battlefield and the showdown results in a draw, does the defender score the battlefield?
Ruling: Yes, the defender scores the battlefield after a draw. When a draw occurs, the attacking units are recalled to base, but the defending player remains in control of the battlefield and conquers it. Sequence: - Attacker moves to battlefield - Defender uses surprise defense to move their unit to the same battlefield - Showdown occurs with defender as defending player - If the result is a draw, attacking units are recalled - Defender remains at the battlefield and gains control, scoring a point Nuances: - The rule for recalling attacking units on a tie does not specify the defender having to be in control beforehand, so the defender remains after the draw - This interaction works with cards that enable surprise defense, such as Ride the Wind or Leona's signature spell Zenith Blade
When a defending unit survives at the battlefield where it was attacked and the attacker is still alive, what happens?
According to the Riftbound core rules and the established FAQs, if both the attacking and defending units remain at a battlefield after the combat damage step, the attacking units are recalled to their base. According to **Rule 461.1.a.2** and **FAQ 5531**: * **Combat Resolution:** After damage is dealt, if both players still have surviving units at the battlefield, the attacking units are recalled to base. * **Control:** The defender retains control of the battlefield, as the attackers have been recalled and no conquest has occurred. * **Recall Nuance:** Per **FAQ 6909**, this recall does not count as a "move," so move-related triggers will not fire. Additionally, units recalled in this manner remain exhausted if they were exhausted when they entered the showdown. In summary, the attacker is forced to retreat to their base, and the defender maintains their position and control of the battlefield.
When a defending unit with Shield from a battlefield effect (Fortified Position) survives combat, does it lose Might equal to the Shield when the effect ends, potentially dying to negative health?
Ruling: The unit does not lose Might or die. After combat damage kills units, combat cleanup clears damage from units before removing the "defender" designation and associated Shield effects. Sequence: - Combat damage is dealt and units are killed - Damage is cleared from surviving units - "Defender" designation is removed - Shield effects from defending end Nuances: - In the example, Blitzcrank ends as a 7 Might unit (5 base + 2 from Discipline) with no damage marked, not as a 9/1 or 7/1
When a hidden Permanent is played as a reaction card in a chain, can other players play reaction cards before it resolves?
Ruling: Permanents do not linger on the chain and cannot be reacted to. When a hidden Permanent is played in a chain, it is immediately played and removed from the chain, then priority passes for players to react to other cards in the chain. Sequence: - Player plays a card (e.g., Void Seeker) to initiate a chain - Opponent plays a hidden Permanent (e.g., Zhonya) as a reaction - The Permanent is immediately played and removed from the chain (placed on the battlefield) - Priority passes for players to add reactions to the remaining chain - Players cannot react to the Permanent itself, but can still react to other cards in the chain Nuances: - Permanents never pass priority before being played, only after - You cannot react to a permanent being played - You can still react to other cards in the chain after a permanent has been played
When a hidden Teemo, Strategist is revealed as a defender and its ability activates, does it deal damage and potentially kill an attacking unit before that unit deals combat damage?
Ruling: Yes, Teemo's ability resolves and deals damage before combat damage is calculated or applied, which can kill the attacking unit before it deals its combat damage. Sequence: - Teemo is revealed from hidden during combat - Teemo's ability triggers because it is entering combat as a defender - The ability resolves, dealing damage to the attacking unit - If the attacking unit is killed by this damage, it dies before combat damage is calculated - Combat damage is then calculated and applied Nuances: - Teemo no longer triggers on play from hidden, but still triggers when defending - The attacker/defender status is checked when units enter combat, not just at the beginning of showdown - Entering combat from reveal counts as entering combat and triggers the ability
When a hidden card is played and its target is moved to a different battlefield before resolution, does the spell mistarget due to hidden targeting rules?
Ruling: Yes, the spell will mistarget (whiff). When a card is played from hidden, it adds "here" to the targeting requirement, and this restriction is maintained when checking valid targets on resolution. Sequence: - Hidden Blade is played from hidden at battlefield B, choosing the Poro at battlefield B - In response, Tideturner swaps the Poro to battlefield A - When Hidden Blade resolves, it checks if the target meets its targeting requirements - The Poro is no longer at the battlefield where Hidden Blade was hidden ("here") - Hidden Blade mistargets because the target no longer meets the targeting requirements established by the hidden rules Nuances: - The target was valid when chosen during finalization, but targeting requirements are checked again on resolution - Playing from hidden modifies the spell's targeting requirements to include "here" (the battlefield where it was hidden), and this modification persists through resolution
When a hidden card is revealed or a unit is played, does it enter the battlefield ready or exhausted?
Ruling: Units inherently enter the battlefield exhausted when played or revealed from hidden. However, specific card text can override this default rule. Nuances: - Sprite Call specifically states the token enters ready, so it comes in ready despite the general rule - Revealing a hidden card counts as playing it, so the exhausted rule applies unless the card text says otherwise
When a match goes to extra turns and a player casts Time Warp, does the extra turn count toward the 5-turn limit?
Ruling: Yes, Time Warp counts as one of the turns in the extra turn procedure. Nuances: - This ruling differs from how similar effects are handled in other card games like One Piece
When a permanent with an on-play triggered ability (like Tibbers) is played, can an opponent react to remove it before the triggered ability goes on the chain?
Ruling: When a permanent with a triggered ability is played, it enters the chain and immediately leaves to the board without giving priority to players. The triggered ability then activates and enters the chain. Opponents cannot react to remove the permanent before its triggered ability triggers. Sequence: - Permanent enters the chain - Permanent leaves the chain immediately to the board (no priority given) - Triggered ability activates and enters the chain - Players can now react to the triggered ability Nuances: - If the permanent is removed after its triggered ability enters the chain, the ability still resolves and does as much as possible - Vanilla permanents (without triggered abilities) cannot be reacted to during the play process since they leave the chain instantaneously
When a player at 7 points occupies Zaun Wasteland with no cards in hand, what is the order of drawing and discarding?
Ruling: The player draws a card (instead of gaining the 8th point), then discards a card for Zaun Wasteland's trigger, then draws another card from the discard effect. Sequence: - Draw a card (instead of gaining the point that would end the game) - Discard a card (Zaun Wasteland's on conquer trigger) - Draw a card (from the discard effect) Nuances: - The draw from conquering is not a trigger; it happens instead of the point gain and occurs before Zaun Wasteland's trigger resolves
When a player at 7 victory points triggers a showdown at one battlefield, and the opponent uses Ride the Wind to move their unit to a second battlefield (creating a potential second showdown), what is the order of resolution? Can the opponent win on the active player's turn by conquering one battlefield?
Ruling: The first showdown at battlefield 1 completes fully before the second showdown at battlefield 2 begins. If the active player conquers both battlefields during this sequence, they win by reaching 8 points. An opponent cannot win on another player's turn by conquering only one battlefield. Sequence: - Showdown at battlefield 1 begins when Player A moves their unit there - Player B plays Ride the Wind, moving their unit to battlefield 2 - The showdown at battlefield 2 is marked as pending - The showdown at battlefield 1 completes first (Player A conquers it since they're the only one there) - The showdown at battlefield 2 then resolves - If Player A conquers both battlefields, they score their 8th point and win Nuances: - To win by conquest on an opponent's turn, you must score both battlefields in the same turn, not just conquer one - Simply controlling a battlefield on an opponent's turn does not score points; you must actively score both battlefields
When a player attacks in Riftbound, can they wait to see if their opponent responds before playing their own combat trick, or must they play it immediately after moving?
Ruling: The attacker receives focus first after moving to a battlefield and should play any actions immediately if they intend to use them. Waiting to see if the opponent responds before playing your own action is considered angle shooting. Sequence: - Attacker moves their unit to the battlefield - Attacker receives focus first - Attacker should immediately play any actions/combat tricks they intend to use - If attacker passes focus, defender can then respond - Both players passing focus without actions ends the showdown Nuances: - At Nexus Nights with new players, judges would likely let ambiguous situations resolve and then educate players on proper focus passing - Players should explicitly confirm focus passing by asking "do you pass focus?" to avoid ambiguity - Focus passing should be more explicit than priority passing because it's more impactful (can end the showdown entirely) - Unlike priority in Magic, focus determines who can start a chain in a showdown and passing it without action can end the showdown phase - The attacker always gets first focus in a showdown
When a player contests a battlefield in a showdown, who has priority to play spells/actions first?
Ruling: The player who is attacking/contesting the battlefield gains both focus and priority first at the start of the showdown. Sequence: - The attacking player gains focus and priority when the showdown starts - Focus gives permission to play an action, which starts a chain - When the attacking player passes priority, they retain focus but the opponent can now add a reaction to the chain - After the chain completely resolves, the next relevant player gains both priority and focus - This continues until all relevant players pass Nuances: - Focus and priority are different mechanics - focus gives permission to play an action, while priority determines who can add to the chain - When you pass priority, you retain focus but allow your opponent to respond
When a player draws their last card do they refresh?
No, drawing the last card in your deck does not cause you to "refresh" or recycle your trash. In *Riftbound*, you only perform a "Burn Out" (which includes recycling your trash into your Main Deck) if you are **instructed to draw a card and your Main Deck is empty**. According to **Rule 413.4** and **Rule 431.1**: * **Drawing the last card:** As long as there is at least one card in your deck, you simply draw it normally. Your deck is now empty, but no penalty or action is triggered. * **Attempting to draw from an empty deck:** If you are instructed to draw a card while your deck is already empty, you trigger a **Burn Out**. Per **Rule 431.2**, you must then: 1. Recycle your trash into your Main Deck (randomizing it). 2. Choose an opponent to gain 1 point. 3. Complete the original draw instruction.
When a player has three 1-might token units at Trifarian War Camp (giving +1 might), and the opponent plays Watcher (giving -3 might), then the player plays Grand Strategem (+5 might), what is the final might of each unit?
Ruling: The units would be 6 might each. Sequence: - Units start at 1 might base - Trifarian War Camp gives +1 (units are at 2 might) - Watcher reduces them to 1 might and snapshots to give -1 until end of turn - Grand Strategem adds +5 might - Final calculation: 1 (current) + 5 (Grand Strategem) = 6 might each Nuances: - Watcher's effect is snapshot when it resolves, meaning it applies a fixed -1 modifier for the rest of the turn based on the unit's might at that moment, rather than continuously reducing might by 3
When a player on 7 points conquers Candlelit Sanctum, do they draw a card from scoring first and then resolve Candlelit Sanctum's effect, or does Candlelit Sanctum resolve before drawing?
Ruling: Conquer effects are put on the chain after scoring occurs. The player draws a card from scoring first, then resolves Candlelit Sanctum's trigger. Sequence: - Player conquers Candlelit Sanctum while on 7 points - Scoring occurs and player draws a card - Candlelit Sanctum's conquer effect is put on the chain - Candlelit Sanctum's effect resolves (look at next two cards)
When a player plays an action and then reacts to their own action using Kaisa or a seal effect (which cannot be reacted to), does this trigger immediate cleanup preventing the opponent from reacting with cards like Defy? Does the active player retain priority for an additional action?
Ruling: Playing an add ability (like Kaisa or seal effects) does not change priority. When the add ability resolves, the next player still gets priority. The chain does not resolve all at once - after each card resolves normally, each player gets priority again. Sequence: - Player A plays an action (e.g., Void Seeker) - Player A uses Kaisa/seal effect (add ability) - Add ability resolves - Priority passes to next player - Player B can respond (e.g., with Discipline) - Discipline resolves (draw occurs) - Priority goes to player who owns next link in chain - Priority passes around again - Original action eventually resolves Nuances: - No matter how many add abilities are used, they don't affect priority passing - Each card resolution creates a new priority round before the next card in the chain resolves
When a player possesses an opponent's unit with Deathknell and that unit dies, which player gets the Deathknell effect?
Ruling: The controller of the unit (the player who possessed it) gets the Deathknell effect, while the card goes to the owner's trash. Nuances: - This ruling is based on developer intent (red text) rather than the current rulebook text - The rules will be updated in version 1.2 to reflect this clarification
When a player scoops/loses in Riftbound, does their opponent get to see the hidden cards that were on the field?
Ruling: Yes, when a player scoops or loses, all facedown cards must be revealed to all players because the game is ending. Nuances: - If a player refuses to reveal their hidden cards when scooping, they should be suspected of hiding cards illegally and a judge should be called - This rule exists to prevent cheating by hiding cards that aren't allowed to be hidden
When a player taps runes or cycles to float energy in response to a spell, does this cause another round of priority passing?
Ruling: No, [Add] abilities do not use the chain or affect the priority course. Nuances: - This means a player cannot respond to their own spell by having their opponent float energy first, as the [Add] ability does not give priority back to the active player
When a player uses Charm to force an opponent's unit to move to a battlefield they control, who becomes the Attacker in the resulting Combat?
Ruling: The Attacker is the player whose unit(s) applied the Contested status to the Battlefield, regardless of who controlled the effect that caused the move. Nuances: - Even if you use Charm to force your opponent's unit to move to your battlefield, your opponent becomes the Attacker because their unit applied Contested - This affects how abilities like Assault and Shield function in the Combat
When a player uses Ride the Wind to move a unit into combat at a battlefield, is that unit considered an attacker or defender?
Ruling: Units that join an ongoing combat gain the attacker/defender designation based on their controller's role in that combat, which is determined by who initially applied the contested status to the battlefield. Sequence: - The attacking/defending player designation is set by whichever player initially applied the contested status to the battlefield - Units gain their attacker/defender designation based on their controller's role - Any unit that subsequently joins the combat (such as via Ride the Wind) gains the designation assigned to their controller for that combat Nuances: - Even if the battlefield is not controlled by either player, the attacker is still the player who applied the contested status to the battlefield
When a possessed unit dies, where does it go?
Ruling: A possessed unit goes to its owner's discard pile when it dies. Nuances: - This rule applies to all cards - they can only go to their owner's discard pile - The same principle applies when cards return to deck
When a reaction is played during showdown and the opponent responds with another card, which resolves first?
Ruling: The chain resolves from last to first, meaning the last effect added to the chain resolves first. Sequence: - Player A plays reaction "Gust" (bounce a 3 might unit) - Player B responds with "Discipline" (give a unit +1) - "Discipline" resolves first (last in, first out) - "Gust" resolves second Nuances: - In this specific case, Discipline could increase a unit's might above 3 to prevent it from being bounced by Gust
When a ready unit at a battlefield uses Ride the Wind to move to another battlefield, fights but doesn't die, does it return to base ready or exhausted?
Ruling: The unit is recalled in its current state. Since Ride the Wind doesn't exhaust the unit, it returns to base ready. Nuances: - Ride the Wind does not cause exhaustion on the unit using it - Units are recalled in whatever state they are in when recalled
When a showdown happens between an attacker and a stunned defender, and neither unit dies but the defender has more might, who gains control of the battlefield?
Ruling: When neither unit dies in a showdown, the attacking unit is recalled back to base, so the defender retains control of the battlefield. Nuances: - A stunned unit with higher might will still cause the attacker to retreat if neither dies - Symbol of Solari gear changes this rule by forcing both players' units to retreat after a tie when you're the attacker
When a showdown is initiated and a reaction (Stupefy) is played and resolves, can an action (Cleave) be played next, or can only reactions be chained after an action?
Ruling: When a card on the chain resolves, that chain closes. After a chain closes, the active player regains focus and can start a new chain with either an action or a reaction. Sequence: - Player initiates showdown and may play an action or reaction - Opponent responds with Stupefy (reaction) - Stupefy resolves, closing the chain - Focus passes back to the active player - Active player can now start a new chain with Cleave (action) or any other card - Combat damage occurs only when both players pass without starting a chain Nuances: - Resolving the last item on a chain closes that chain entirely - A closed chain allows the next player with focus to start fresh with either card type
When a showdown on Vilemaw's Lair (which prevents moving back to base) ends with both players still having units on that battlefield, what happens to the attacker's units that would normally have to return to base?
Ruling: The attackers return to base normally because recall is not a move, so Vilemaw's Lair's "can't move" restriction does not prevent the recall. Nuances: - Vilemaw's Lair prevents moving but does not prevent recall - Recall is mechanically distinct from moving
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