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When an opponent plays Thermo, can I exhaust all my unexhausted Gold to generate power and then play Reaction speed spells with that power before Thermo resolves?
Ruling: Yes, you can exhaust all your unexhausted Gold to generate power and play Reaction speed spells with that power while retaining priority before Thermo resolves.
Sequence:
- Opponent plays Thermo
- While you have priority, exhaust your unexhausted Gold to generate power
- Use that power to play Reaction speed spells
- Your unspent power won't disappear until the next draw step or end of turn
Nuances:
- Only unexhausted (ready) Gold can be used to generate power, not exhausted Gold
- This works similarly to recycling a rune, except runes don't need to exhaust to be recycled for power
When an opponent plays a spell (action or non-action), does focus/priority pass to me so I can respond with a reaction?
Ruling: When your opponent plays a spell and passes priority, you can cast a reaction spell which will resolve before their spell resolves. Focus is only used during showdowns to start chains; priority is what passes around during an active chain.
Sequence:
- Opponent plays a spell (like Charm) and passes priority
- You receive priority and can play a reaction spell
- Your reaction resolves first
- Then the original spell resolves
Nuances:
- Focus and priority are different mechanics: focus is only for showdowns and is the ability to start a chain, while priority passes around during an existing chain
- You don't get focus to play actions outside showdowns, but you do get priority to play reactions when spells are on the chain
When an opponent plays an action that increases a unit's might by 7 and you play Smokescreen in response (which reduces might by up to 4 to a minimum of 1), how do these effects interact?
Ruling: Smokescreen resolves first and creates a fixed reduction (up to -4, but cannot reduce below 1 at resolution). Then the +7 resolves and is added to the current might. The final result depends on the unit's starting might.
Sequence:
- Smokescreen resolves first, reducing might by up to 4 (minimum 1), creating a fixed reduction amount
- The +7 might increase then resolves
- Final might = starting might - (fixed reduction from Smokescreen) + 7
Nuances:
- If the unit starts with 5+ might, Smokescreen reduces by 4, then +7 applies for net +3
- If the unit starts with 2 might, Smokescreen only reduces by 1 (can't go below 1), then +7 applies for net +6
- If the unit starts at 1 might, Smokescreen does nothing, then +7 applies for net +7
- The reduction from Smokescreen becomes fixed after resolution; it's not the resulting might that gets fixed
- If other might increases are removed later, the fixed reduction still applies and can reduce below 1 at that point
- Generally better to play Smokescreen after the +7 resolves if the unit has less than 5 might
When an opponent responds to a targeted spell (like Hidden Blade) or a unit with a 'When you play me' ability (like Harnessed Dragon) by moving the target, can the target change or does the spell/ability fizzle?
Ruling: For targeted spells like Hidden Blade, targets must be chosen when the spell is played (finalized) and cannot change. If the target becomes illegal when the spell resolves, it mistargets and has no effect. For units with 'When you play me' triggered abilities like Harnessed Dragon, the unit resolves first with no priority window, then the triggered ability goes on the chain and targets are chosen at that point.
Sequence:
- Hidden Blade: Choose target when cast → opponent can respond to move unit → spell rechecks legality on resolution → mistargets if unit is no longer at battlefield
- Harnessed Dragon: Play unit → unit auto-resolves and enters play (no priority window) → triggered ability goes on chain → choose target for trigger → priority window opens where opponent can respond
Nuances:
- Hidden Blade still technically resolves even when it mistargets, it just has no effect (matters for cards like Ravenbloom Student)
- For Harnessed Dragon's trigger, since it has no targeting restriction beyond 'enemy unit', retreating to hand is one of the few ways to save the targeted unit
- The unit permanent and its triggered ability are separate items on the chain
When an opponent taps a seal, can you respond with a reaction speed spell, or can you only play an action speed spell after it resolves?
Ruling: Abilities that add resources finalize immediately and cannot be reacted to. After a seal resolves, you can play an action speed spell, but you cannot respond with a reaction speed spell because there is no chain to continue.
Nuances:
- While technically the question of "does tapping a seal start a chain" could be answered "yes," practically speaking you cannot react to it because it finalizes immediately.
When an opponent targets a unit with Deflect using a spell, and you counter that spell with Defy, does the opponent still have to pay the Deflect cost? Do they get the rune back if the spell is countered?
Ruling: The opponent must pay the Deflect cost to finalize targeting the unit with their spell. If the spell is then countered by Defy, the Deflect cost has already been paid and the opponent does not get the rune back.
Sequence:
- Opponent pays the spell's cost and recycles to play the spell
- Opponent declares target (the unit with Deflect)
- Opponent pays the Deflect cost to finalize the targeting
- The spell can now be responded to (e.g., with Defy)
- If countered, the Deflect cost is not refunded
When an opponent targets my Jae Medarda with a spell, do I draw a card?
Ruling: No. In Riftbound, "you" in card text refers to the controller of the card. Jae Medarda's ability "When you choose me with a spell, draw 1" only triggers when you (the controller of Jae Medarda) target her with a spell you control. When an opponent targets Jae Medarda, the ability does not trigger because the opponent is not "you" (the controller).
Nuances:
- The "you" in the trigger condition refers to Jae Medarda's controller, not just any player.
- If you do trigger the ability by targeting your own Jae Medarda, you draw the card as the controller of the permanent.
When an opponent uses Possession on my unit and then either I Rebuke it or they use Retreat on it, does the unit return to my hand as the owner? Does Retreat also give me the exhausted rune?
Ruling: When a possessed unit is returned to hand (whether by Rebuke or Retreat), it returns to the owner's hand, not the controller's hand. If the controller uses Retreat on a possessed unit, the owner gets the unit back and also receives 1 rune exhausted.
Nuances:
- This applies regardless of whether the owner or controller triggers the return-to-hand effect
- The Retreat benefit (1 rune exhausted) goes to the owner, not the player who cast Retreat
When an opponent uses an effect to move one of my units to a battlefield they occupy (starting a showdown), who gains focus and priority?
Ruling: The player who owns the unit that was moved gains focus. The moved unit applies contested status and becomes the attacker, giving its owner focus (assuming the unit has no "when I attack" abilities).
Sequence:
- Opponent moves your unit to their occupied battlefield
- Your unit applies contested status to the battlefield
- You gain focus as the attacker
- Showdown proceeds with you having focus
Nuances:
- This works the same whether you move your own unit or your opponent moves it - what matters is who owns the unit applying contested
- If the unit has "when I attack" abilities, those would trigger and affect focus
- If moved to an open (unoccupied) battlefield, focus and priority work the same way, but the unit is not considered an attacker unless there is actual combat
When an opponent's Blind Fury reveals a Nocturne from the top of your deck, who gets to play the Nocturne and in what order does everything resolve?
Ruling: The Nocturne's owner can choose to banish it from the top of their deck when revealed by Blind Fury. Both the Nocturne and the card chosen by Blind Fury become pending, with Nocturne resolving first, then the chosen card.
Sequence:
- During Blind Fury's resolution, the opponent has the option to banish Nocturne from the top of their deck
- If banished, Nocturne becomes pending until Blind Fury finishes resolving
- The Blind Fury player cannot pick the banished Nocturne as one of their card choices
- Whatever card the Blind Fury player picks also becomes pending
- Nocturne goes on the Chain and resolves first (with no priority window since it's a permanent)
- Then the card picked by Blind Fury goes on the chain
Nuances:
- Even though Blind Fury is the opponent's action doing the revealing (not the Nocturne owner's reveal action), the owner still gets to use Nocturne's ability
- Nocturne is neither an activated effect nor a triggered ability
When an opponent's card effect forces my unit from one battlefield to a battlefield they control, who gets priority/focus to cast the first action/reaction in the resulting showdown?
Ruling: The player whose unit was forced to move becomes the attacker and gets focus first, because their unit is the one that applied contested status.
Sequence:
- The unit is forced to move to the opponent's controlled battlefield
- This causes the moved unit to apply contested status
- The owner of the moved unit becomes the attacker
- The attacker gets focus and can play the first action spell
When and how does Yone trigger? If you conquer a battlefield, is it still open?
He triggers at the end of a noncombat showdown in which he conquers. It also means that he now triggers in “surprise defense” scenarios, caused when units move around during showdowns and you wind up defending a battlefield you don’t control.
When and where do units heal any damage in a turn?
Units heal damage at two specific times during a turn. According to **Rule 142.3.b** and the associated FAQ, these times are:
1. **During a Combat Cleanup:** This occurs after any combat showdown resolves. When a combat showdown ends, all units on the board (both at the base and at any battlefield) heal all damage.
2. **At the end of each player's turn:** This occurs during the End of Turn Cleanup step (Rule 317.2.b).
### Key Points Regarding Healing:
* **Global Healing:** When healing occurs after a combat showdown, it applies to every unit on the board, regardless of their location or whether they participated in the combat.
* **No Immediate Healing:** Units damaged by spells or abilities outside of a showdown do not heal immediately. They remain damaged until the next combat showdown occurs or until the end of the turn, whichever happens first.
* **Non-Combat Showdowns:** Units do not heal during non-combat (uncontested) showdowns. Healing only occurs after combat showdowns and at the end of the turn.
* **Persistence:** Damage dealt to a unit persists on that unit until one of the two healing windows above occurs.
As stated in **Rule 405.1**: "Damage being cleared from Units is Healing."
When are checks and choices made during the chain - when a card/ability is added to the chain, or upon resolution?
Ruling: Trigger conditions are checked when abilities would be added to the chain. Targeting and movement destinations are chosen when a card is finalized (added to chain). Other choices not listed as "necessary choices" are made on resolution.
Sequence:
- Trigger conditions (like "defending alone") are checked during the initial trigger window; if conditions aren't met, the ability never goes on the chain
- When playing a spell or ability, necessary choices (targets, movement destinations, additional costs) are made when the card is finalized/added to the chain
- Triggers that occur from targeting (like Dreaming Tree) go on the chain immediately after targeting occurs
- Non-necessary choices (like Qiyana's mode selection) are made during resolution
- Chain resolves last-in-first-out
Nuances:
- A unit that doesn't trigger "when defending alone" initially won't trigger later even if other defenders leave, unless it moves to a different occupied battlefield alone
- Dreaming Tree's draw trigger resolves before the targeting spell, and still triggers even if the spell is countered (since targeting already occurred)
- Movement abilities require both the unit target and destination to be chosen when added to chain
When are checks done to see if something dies, and does this happen during a showdown before it ends?
Ruling: Currently, cleanup (when death is checked) happens anytime something resolves, a unit moves, the turn ends, and showdown ends. This means in the Yasuo/Volibear example, Volibear would die during the showdown after Last Breath resolves, before Yasuo would die.
Sequence:
- Yasuo deals 6 damage to 9 might Volibear during showdown
- Last Breath is played, dealing another 6 damage to Volibear
- Cleanup happens when Last Breath resolves
- Volibear dies (12 total damage)
- Yasuo survives
Nuances:
- This rule is changing in the new Comprehensive Rules, where cleanup will happen any time the game state changes
- Healing happens at the end of Combat and end of Turn, not during cleanup
- All combats are showdowns
When are the possible scenarios during play when the game is in an open state where I could play an ACTION card?
Based on the rules of Riftbound, an **Open State** occurs when no chain exists (Rule 330.2). You can play an **Action** card during an Open State in the following scenarios:
### 1. Neutral Open State (Action Phase)
During your turn, when there is no showdown in progress and no chain exists, you are in a **Neutral Open State** (Rule 310.1).
* **When:** During your Action Phase (Rule 316.2).
* **Requirement:** You must have priority.
* **Note:** In this state, you can play Action cards, Reaction cards, or activate abilities (Rule 316.2.b).
### 2. Showdown Open State
A **Showdown** is a structured window of opportunity that occurs during combat or when a player moves to an empty battlefield (Rule 316.5).
* **When:** During a Showdown, provided no chain currently exists (Rule 310.3).
* **Requirement:** You must have **focus** (priority).
* **Note:** According to Rule 316.5.c, a Showdown is a window where players may play cards and activate abilities with the **Action** or **Reaction** keyword.
### Important Constraints to Remember:
* **Actions cannot be played in a Closed State:** If a chain exists (a "Closed State"), you cannot play Action cards. You are restricted to playing only cards or abilities with the **Reaction** keyword (Rule 309.1.a).
* **Actions start chains:** Playing an Action card in an Open State will immediately create a chain, moving the game into a Closed State (Rule 351.1). Because of this, you cannot "respond" to an opponent's Action card with your own Action card; you must wait for the chain to resolve and the game to return to an Open State (Rule 330.1.a and FAQ).
* **Focus in Showdowns:** In a Showdown, the attacker is granted empty focus first for the first chain. Focus only passes to the next player after a chain fully resolves and the game returns to an Open Showdown state (FAQ).
**Summary:** You can play an Action card whenever it is your turn in a **Neutral Open State** or whenever you have **focus** during a **Showdown Open State**.
When assigning combat damage to multiple defending units, must I assign lethal damage to each unit before assigning damage to another?
Ruling: No. The only mandatory restriction for combat damage assignment is the Tank keyword—you must assign lethal damage to Tank units before assigning to non-Tank units. Beyond that, you can choose how to distribute your remaining damage among defending units and are not required to assign lethal damage to each unit before assigning damage to others.
Sequence:
- Assign lethal damage to all Tank units first
- Distribute remaining damage among other defending units as you choose
Nuances:
- If you have 4 Might attacking into a 5 Might and 3 Might defender (no Tanks), you can assign all 4 damage to the 5 Might unit, leaving the 3 Might unit undamaged.
- After satisfying Tank requirements, you can assign partial damage to one unit even if another unit could be killed with that damage.
- The lethal damage rule prevents overkilling a unit before moving to another, but does not mandate killing every possible target.
When assigning combat damage to multiple defending units, must an attacker assign lethal damage to all units before moving to the next, or can they choose to assign non-lethal damage and leave units alive?
Ruling: An attacker can choose how to distribute damage among defending units and is not required to assign lethal damage to each unit before assigning damage to others. Damage assigned to units that survive will be healed after combat resolves.
Nuances:
- This allows attackers to avoid triggering death triggers on units they don't want to kill
- Non-lethal damage typically has no lasting effect since it heals after combat
When assigning damage in a showdown with multiple enemy units where one has the Tank tag, must all damage be assigned to the Tank unit even past lethal, or can excess damage be assigned to other units once lethal is assigned to the Tank?
Ruling: You must assign damage to the Tank unit first, but once damage equal to its Might has been assigned (lethal damage), you can and must assign remaining damage to other units.
Sequence:
- Assign damage to the Tank unit first (mandatory due to Tank tag)
- Once lethal damage (equal to Tank's Might) is assigned to the Tank, assign remaining damage to other units
- After all damage is assigned, all damage is dealt simultaneously
Nuances:
- If Kayn's ability is active, Tank is ignored for mandatory assignment purposes, though you can still choose to assign damage to the Tank unit if desired
- Damage assignment happens one unit at a time with lethal amounts required before moving to the next unit; Tank only forces the order, not the total amount
When assigning damage to a tank unit, must you assign all damage needed to kill it before assigning damage to other units, or can you assign just 1 damage to it first?
Ruling: You must assign lethal damage to the tank unit in full before you can assign damage to any other units. In the example given, all 4 damage would need to be assigned to the 4 might tank unit before any damage could be assigned to the 3 might unit.
Sequence:
- Assign damage to the tank unit until lethal damage is reached
- Only after lethal damage is assigned to the tank can you assign remaining damage to other units
When assigning lethal damage to a unit that already has marked damage, do you need to assign damage equal to its full Might value, or only enough to reach its Might value?
Ruling: When assigning lethal damage to a unit that already has marked damage, you only need to assign enough damage to reach its Might value (the remaining amount needed to destroy it), not its full Might value. Any excess damage must be assigned to other units if they exist.
Sequence:
- Marked damage on a unit persists until the end of combat or end of turn
- When assigning lethal damage, calculate how much additional damage is needed to equal or exceed the unit's Might
- Assign only that amount to achieve lethal damage
- Remaining damage must go to other eligible units
Nuances:
- Marked damage does not reduce a unit's actual Might value, but it does count toward the lethal damage threshold
When attackers are moved back to base after combat ends with defenders still alive, do they become exhausted or stay in their prior state?
Ruling: Attackers stay in the same state they were in before being moved back to base. They are Recalled back to base, which is not considered a 'Move'.
Nuances:
- Being Recalled back to base is mechanically distinct from a Move action
When attacking Candlelit Sanctum, if combat damage kills a stunned unit and you conquer the battlefield, in what order do Solari Shrine's draw trigger and Candlelit Sanctum's conquer trigger resolve?
Ruling: Solari Shrine's trigger resolves completely (drawing a card) before Candlelit Sanctum's conquer trigger is added to the chain.
Sequence:
- Combat damage is dealt
- Special Cleanup kills damaged units
- Solari Shrine trigger is added as pending
- Special Cleanup finalizes Solari Shrine trigger
- Cleanup finishes, chain interrupts game process
- Solari Shrine trigger resolves (after possible reaction), draw 1 card
- Rest of combat resolution completes, ending with conquer point
- Candlelit Sanctum trigger is added to chain
When attacking Reaver's Row with Yasuo Remorseful, what resolves first: Yasuo's when attacking ability (dealing damage equal to might) or Reaver's Row's ability (pulling a unit back to base)?
Ruling: The defender's triggers (Reaver's Row) resolve before the attacker's triggers (Yasuo's ability), so the opponent can pull a unit back to base before Yasuo's damage is dealt.
Sequence:
- Defender's triggers (Reaver's Row ability) enter the chain first
- Attacker's triggers (Yasuo's ability) enter the chain second
- Chain resolves in reverse order, so Reaver's Row pulls a unit first
- Then Yasuo's damage is dealt
When attacking Sunken Temple with Cleave, if a unit only has mighty from Assault +3, does it trigger Sunken Temple's conquer ability?
Ruling: No, Assault bonus might goes away along with the attacker designation just before conquering happens. If you don't have any units who are mighty without their Assault bonus might, Sunken Temple won't trigger.
Sequence:
- Unit attacks with Assault bonus might
- Attacker designation is removed
- Assault bonus might is lost (since it requires attacker designation)
- Conquering happens and conquer abilities check for mighty units
- Sunken Temple only triggers if units are mighty at this point
When attacking a Deflect unit with a 'when I defend' ability (like Teemo), does the defending player pay Deflect when the ability is put on the stack, or can they cast a reaction spell (paying Deflect for that) and then not pay for the defend ability?
Ruling: The defending player must pay Deflect when the defend ability is put on the stack, before any reactions can be played. All targets must be chosen and Deflect costs paid for abilities to finalize before reactions are possible.
Sequence:
- The defend ability attempts to add itself to the stack
- Targets are chosen and Deflect must be paid (or declined) for the ability to finalize
- Only after abilities finalize can players play reaction spells
When attacking a Nine-Tailed Fox player's unit with Yasuo, Remorseful, what is the order that their triggered effects enter the chain?
Ruling: The attacker's triggers go on the chain first, then the defender's triggers, which means the defender's effects resolve first. After the initial chain resolves, the attacker will have focus and priority.
Sequence:
- Yasuo's "when I attack" trigger enters chain as C1
- Nine-Tailed Fox's trigger enters chain as C2
- Nine-Tailed Fox's effect resolves first
- Yasuo's effect resolves second
- Attacker regains focus and priority
Nuances:
- Nine-Tailed Fox is worded differently but functions as "When I defend" since legends can't have that text while working globally
- Each attacking unit triggers Nine-Tailed Fox separately, so all defending units get -1/-0
When attacking a battlefield and starting a showdown, can the attacker use a reaction card (like Smoke Screen) when they have priority, or can showdowns only be started with actions?
Ruling: Yes, the attacker can play reaction cards when they have priority during a showdown. You can play any appropriately timed card (action or reaction) or activate any appropriately timed ability when you have priority.
Sequence:
- Attacker moves into occupied battlefield, starting a showdown
- Attacker has first priority during the showdown
- Attacker can play reaction spells (like Smoke Screen) before passing priority
- Opponent can respond before each spell resolves
Nuances:
- The attacker can play as many reaction spells as they like before passing to the opponent
- The opponent can respond before each spell resolves
When attacking a battlefield and triggering a 'When I attack' ability, is there another chain during showdown before combat damage, or is there only one chain during combat?
Ruling: After the initial chain (when I attack, defend, actions/reactions) resolves, the attacker receives Focus and Priority and can play actions/reactions. There is no defined number of chains that can happen during a showdown.
Sequence:
- When I attack triggers go on the initial chain to start the showdown
- Initial chain resolves
- Attacker gets Focus and Priority
- Players can play actions/reactions until both pass
- This can create multiple chains before combat damage
When attacking a battlefield controlled by an opponent, can you move units in separate batches (e.g., move a 3 might unit to trade, then move a token afterward to conquer), and do you score when conquering this way?
Ruling: You can move units to the same battlefield in multiple batches during your turn. When you conquer a battlefield by moving in additional units after a trade, you do score.
Sequence:
- Move your first unit (e.g., 3 might) to trade with the defending unit
- Move additional units (e.g., a token) to the same battlefield afterward
- Conquer the battlefield if you now control it
- Score when you conquer
Nuances:
- Trading alone does not conquer a battlefield or trigger scoring, since you don't become the new controller just by having a unit trade
- You only score when you actually conquer (become the controller of) the battlefield
When attacking a battlefield with Mega-Mech, if the defending Kayn uses Ride the Wind to leave and then return to the battlefield during the showdown, what happens to combat and battlefield control?
Ruling: When you move to a battlefield you don't control, 'contested status' is applied which prevents control from changing until the end of the showdown and locks you in as the attacker. When Kayn uses Ride the Wind to leave and return, he has moved twice and cannot take damage, so if he lacks enough might to kill the attacker, attackers are recalled at combat resolution.
Sequence:
- Mega-Mech moves to battlefield with Kayn, starting a showdown and applying contested status
- Kayn gains focus and uses Ride the Wind to move out
- Focus passes back to opponent
- Kayn uses Ride the Wind to move back into the ongoing combat
- Kayn has now moved twice and cannot take damage
- Combat proceeds to resolution; if Kayn cannot kill Mega-Mech with might, attackers are recalled
- Battlefield control never changes due to contested status
Nuances:
- Hidden cards on the battlefield remain even when no units are present, as long as contested status prevents the controller from losing control of the battlefield
When attacking a battlefield with higher might but getting stunned, who bounces back to base?
Ruling: The attackers bounce back to base when stunned.
Nuances:
- This applies even when the attacker has higher might than the defender
When attacking a contested battlefield, if I pass without playing an Action spell and my opponent plays an Action spell, can I respond with an Action spell or must I use a Reaction spell?
Ruling: When you pass focus and your opponent plays an Action spell, you can only respond with Reaction spells while that Action is on the chain. After that chain resolves, focus passes back to you and you can then play an Action spell.
Sequence:
- You have focus and pass without playing an Action
- Opponent plays an Action spell
- You can respond with Reactions (not Actions) to that Action
- When that chain closes, focus passes back to you
- You can now play an Action spell
- Both players can play Reactions to any Actions played
- Once both players pass focus, combat resolves
Nuances:
- Until an Action card is resolved, you cannot play another Action
When attacking in a showdown, does the attacker or defender start the action/reaction chain and have first focus/priority?
Ruling: The attacker has first focus/priority. If there is an initial chain of "when I attack/defend" triggers, the attacker will have priority for first reaction, and they retain first focus after that initial automated chain completes (focus does not pass after the initial chain). From there, focus passes normally between players.
Sequence:
- Attacker moves unit and starts showdown
- Initial chain of attack/defend triggers resolves (attacker has priority for first reaction)
- Attacker retains first focus after initial chain completes
- Focus then passes normally between players
Nuances:
- "Initial chain" is a specific term meaning the chain created automatically by attack/defend triggers
- You cannot use multiple action cards in the same chain, but once you gain focus again you can use another action
- This priority rule was changed in CR 1.1
When attacking the battlefield with a unit, can you change your attack target after the opponent uses a reaction that increases the originally targeted unit's might?
Ruling: You do not declare where your damage is going until the end of the showdown, after both players have finished using actions and reactions.
Sequence:
- Declare attack on battlefield
- Both players use actions/reactions
- After all actions/reactions are resolved, assign/split damage to targets
When attacking with 2 Anivia into a battlefield with 2 Nocturnes and a hidden Teemo Strategist, when is the latest the defending player can flip Teemo before losing control of the battlefield due to all units dying to Anivia triggers?
Ruling: The defending player can wait until after both Anivia triggers resolve to flip the hidden Teemo Strategist. During a showdown, you maintain control of a contested battlefield even if you have no units remaining on it.
Sequence:
- Both Anivia triggers resolve, killing both Nocturnes
- Focus passes back and forth during the showdown as normal
- Defending player receives focus after the attacker uses or passes it
- Defending player can flip the hidden Teemo Strategist while still controlling the battlefield
Nuances:
- This rule changed in version 1.2 - previously cleanup would cause loss of battlefield control immediately
- As long as a battlefield is contested (during showdown), you don't lose control even with no units present
- You would only need a Deathknell trigger if you wanted to flip after the showdown completely resolves
When attacking with 6c green Yasuo's ability before showdown, if the opponent reacts with Shen, does Yasuo's ability target the original enemy or does Shen become the new target?
Ruling: Yasuo's ability targets the original enemy unit and cannot be changed once on the chain. Shen's Tank ability does not affect Yasuo's "When I attack" effect because it is not combat damage, but Shen will require damage assignment during the Combat Damage Step.
Sequence:
- Yasuo moves to an enemy-controlled battlefield and a Showdown starts
- Yasuo's "When I attack" effect triggers and goes on the chain, targeting the enemy unit at the battlefield
- The opponent reacts by flipping Shen
- Yasuo's effect resolves with the original target (targets cannot change once on the chain)
- The original target dies to Yasuo's effect
- Both players pass, Showdown ends, Combat Damage Step starts
- Yasuo deals 6 combat damage, some must be assigned to Shen due to Tank (Shen also deals damage to Yasuo)
Nuances:
- Yasuo's "When I attack" effect is not considered combat damage, so Tank does not redirect it
- Tank only applies during the Combat Damage Step
When attacking with Crackshot Corsair (deals 1 damage to an enemy unit when I attack) and Warwick (kills all damaged units here when I attack), can I choose which trigger resolves first?
Ruling: Yes, when abilities you control simultaneously trigger, you get to choose the order they resolve.
Sequence:
- Both "when I attack" triggers happen simultaneously
- You choose which trigger resolves first
- You can choose to have Crackshot Corsair deal 1 damage first, then Warwick kills all damaged units
When attacking with Darius - Executioner and recruits against Ahri - Nine-Tailed Fox, what is the final Might of the recruits after both effects apply?
Ruling: If Darius arrives at the battlefield with the recruits as Ahri's trigger resolves, the recruits will be 1 Might. If Darius somehow arrives after Ahri's triggers resolve, they'll wind up at 2 Might.
Sequence:
- Darius's passive effect applies immediately when recruits arrive at the battlefield, giving them +1 Might (making them 1 Might)
- Ahri's legend trigger goes on the chain when enemies attack
- When Ahri's trigger resolves, it reduces Might by 1 to a minimum of 1
- One-time effects like Ahri's perform their calculation ("to a minimum of 1") as they resolve, then apply that result continuously
- Since the recruits are already at 1 Might when Ahri's effect resolves, they stay at 1 Might
Nuances:
- This interaction works the same way with War Camp instead of Darius
- Continuous effects apply continuously, while one-time effects with calculations perform that calculation at resolution
- The timing of when Darius arrives at the battlefield matters for the final result
When attacking with Draven, Vanquisher, when must the power cost for his triggered ability be paid - on activation (when the ability goes on the chain) or on resolution?
Ruling: Draven's power cost is paid ON RESOLUTION, not when the ability goes on the chain. The "may pay" cost appears in the ability's effect text (after the comma), making it a "cost within instructions" that is decided when the ability resolves.
Sequence:
- Draven attacks, triggering his "When I attack" ability
- The triggered ability automatically goes on the chain (no cost paid yet)
- Defender's "When you defend" triggers are added to the chain
- Reaction window opens for both players
- Chain resolves in LIFO order (last in, first out)
- When Draven's ability resolves, the controller decides whether to pay the 1 Fury Power
- If paid, Draven gains +2 Might for the turn
Nuances:
- This differs from Deflect costs, which must be paid when the ability goes on the chain
- Because the cost is paid on resolution, you can wait to see if the opponent uses defensive abilities (like Reaver's Row moving a unit away) before deciding whether to spend the power
- The "may" in Draven's ability is part of the effect instructions, not a separate cost-payment trigger
When attacking with Lecturing Yordle against Ahri (Inquisitive) and Ahri Legend, should Cleave be played before or after the showdown starts to maximize Might?
Ruling: Playing Cleave after the showdown starts results in higher Might (4) compared to playing it before entering the battlefield (2), because the timing of when Ahri's Might reduction effects apply differs.
Sequence:
- If Cleave is played before Yordle enters: Yordle starts at 2 Might + 3 from Cleave - 1 from Ahri Legend - 2 from Ahri Champion = 2 Might total
- If Cleave is played after entering (during showdown): Yordle starts at 2 Might - 1 from Ahri Legend - 0 from Ahri Champion (doesn't apply yet) + 3 from Cleave = 4 Might total
Nuances:
- Cleave activates in both timing scenarios (before or after entering battlefield)
- The key difference is when Ahri Champion's Might reduction applies relative to when Cleave's bonus is added
When attacking with Showstopper, can another unit come with the spell target?
No, another unit cannot join the attack alongside the unit targeted by **Showstopper**.
According to RiftJudge FAQ #4987:
> "Ruling: When you move a unit with a spell like Showstopper or Leona's spell, you cannot move other units alongside it - the unit must attack alone."
**Key points regarding this interaction:**
* **Showstopper** moves only one unit (FAQ #4591).
* Because the movement is performed by a spell and not by a standard move action, the moved unit cannot be followed by other units (FAQ #4035).
* Standard movement and non-standard movement (like spells) cannot be combined to bring multiple units into a battlefield before the showdown (FAQ #2357).
This is my interpretation based on the referenced RiftJudge FAQs. No official core rule number specifically lists this limitation, but it is the established mechanical precedent for spells that move units.
When attacking with Volibear Furious (which deals 5 damage) against a unit with Deflect, do you pay 1 power or 5 power for Deflect?
Ruling: You only pay 1 power to target the unit with Deflect. Volibear Furious deals 5 damage as a single instance, not five separate instances.
Nuances:
- Icathian Rain would require paying power multiple times (6 times) because it explicitly creates six separate instances of damage with "do this 6 times"
- The key distinction is whether the effect creates multiple instances of damage or one instance of multiple damage
When attacking with Volibear and Warwick at the same time, can you use Volibear's ability first to damage up to 5 units, then use Warwick's ability to kill those damaged units before combat starts? Generally, when multiple 'When I attack' abilities trigger simultaneously, can you choose the order?
Ruling: Yes, when multiple triggers happen at the same time, the controller of the triggers chooses the order in which they are placed onto the Chain.
Sequence:
- Both Volibear and Warwick's "When I attack" abilities trigger simultaneously
- Place Warwick onto the Chain first
- Place Volibear onto the Chain second
- Volibear's ability resolves first (damaging up to 5 units)
- Warwick's ability resolves second (killing the damaged units)
- Combat begins after both abilities resolve
When attacking with Yasuo Remorseful, if the opponent moves a unit away from the battlefield in response but another unit remains there, can you target the remaining unit, or was the target locked in when the ability went on the chain?
Ruling: You must choose the target when Yasuo's attack trigger goes on the chain. If the opponent moves that targeted unit in response, the ability resolves with no effect and you cannot choose a different target.
Sequence:
- Move Yasuo to a battlefield
- His attack trigger goes on the chain and you choose your target at this time
- Pass priority; opponent can cast reaction spells
- If opponent moves the targeted unit, it resolves
- Yasuo's ability resolves with no effect since the original target is no longer at that battlefield
When attacking with a 'when attack' ability unit (like Volibear with 5 damage) into a unit with Shield +2 and Might 4, does the shield apply before the attack ability resolves?
Ruling: Shield becomes active as soon as combat showdown starts, not as a triggered ability. The defending unit will have 6 Might (4 base + 2 shield) when the attack ability resolves.
Sequence:
- Combat showdown begins
- Shield becomes active immediately (passive ability)
- When attack abilities trigger
- Damage is calculated with shield already applied
Nuances:
- This same principle applies to other passive abilities like Yi's buff effect - they are active before triggered abilities resolve
When attacking with a 2 might unit buffed by Imperial Decree into a battlefield with two 10 might units, can you split the damage 1 and 1 to kill both units?
Ruling: No, you cannot split the damage to kill both units. You must assign damage equal to a unit's Might before assigning damage to other units, and Imperial Decree does not modify the concept of Lethal Damage.
Sequence:
- Assign damage normally (must assign damage equal to the unit's Might before moving to next unit)
- Imperial Decree triggers after damage is assigned and when damage is actually dealt
Nuances:
- Even though Imperial Decree reduces enemy Might to 1, this does not change the damage assignment rules
- Lethal damage is defined as damage greater than or equal to the unit's Might
When attacking with a 3 might unit into an opponent's battlefield, what are the timing rules for using actions like Cleave, Hextech Ray, Discipline, and Fight or Flight?
Ruling: When you attack and pass focus, your opponent can play actions like Hextech Ray which must resolve before you can respond, potentially killing your unit before you can use Cleave. After an opponent's action resolves and the chain closes, you regain focus and can play your own actions.
Sequence:
- When attacking, you can use Cleave before passing focus
- If you pass focus, opponent can play actions (like Hextech Ray or Discipline)
- Opponent's action resolves first
- After the chain closes, you regain focus and can respond (e.g., with Cleave after Discipline)
- Fight or Flight can be used at action speed to move units back
Nuances:
- If moving into an empty battlefield, Fight or Flight can move you back at action speed
- If you use Hextech Ray to kill a defending unit, the opponent can still use Fight or Flight at action speed to push your unit back (even though their unit is dead)
- The difference between Cleave and Hextech Ray in combat is that with Hextech Ray the defending unit dies before Fight or Flight resolves, while with Cleave it doesn't
When attacking with a unit and using Ride The Wind as an action to move Yasuo into the same battlefield, does Yasuo's 'when I attack' effect still trigger?
Ruling: Yes, Yasuo's "when I attack" effect triggers even when moved into the battlefield with Ride The Wind after an attack has already been declared.
Sequence:
- Declare attack with a unit
- Play Ride The Wind as an action to move Yasuo into the same battlefield
- Ride The Wind resolves and Yasuo moves
- After the move, Yasuo's "when I attack" ability triggers and goes on the chain
Nuances:
- Yasuo's ability does not go on the chain at the same time as Ride The Wind; it only triggers after Ride The Wind fully resolves
When attacking with a unit that has more power than the combined power of multiple defending units, can the attacker destroy all defending units or must they choose which one to destroy?
Ruling: The attacker must destroy all defending units if they have enough power. Damage cannot be overassigned to a unit unless it is the last unit being assigned damage.
Sequence:
- Add up the attacker's total might
- Distribute damage to defending units
- Each defending unit must be assigned exactly its power value in damage (no overassigning)
- Only the last unit in the damage assignment order can receive excess damage
Nuances:
- With 7+ power attacking a 3-power and 4-power defender, there are only two valid damage distributions: (1) assign 3 to the 3-power unit and 4+ to the 4-power unit, or (2) assign 4 to the 4-power unit and 3+ to the 3-power unit
- The attacker cannot choose to destroy only one unit when they have enough power to destroy both