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Can Singularity target the same unit twice?
No, you cannot target the same unit twice with Singularity.
According to the official rulings for Singularity:
* **Singularity must target two different units** if you choose to target two units. You cannot target the same unit twice to deal 12 damage.
* "Up to two units" means you can choose to target 0, 1, or 2 units.
* If you target only one unit, it takes 6 damage. If you target two units, each takes 6 damage.
This is a single trigger that requires choosing distinct units if you want to target two of them.
Can Siphon Power target all recruit tokens on a battlefield?
Ruling: Yes, Siphon Power applies to all friendly units at one battlefield, including token units.
Nuances:
- The spell targets a battlefield and affects units at that location when it resolves
- Both token units and card units are affected equally
Can Skysplitter be countered by Deny if its cost is reduced to 4 energy?
Ruling: No, Skysplitter cannot be countered by Deny even if cost reductions bring its actual cost to 4 energy or less.
Nuances:
- Deny looks at the printed cost of a card, not the modified cost after reductions
Can Solari Shieldbearer stun itself when it enters?
Ruling: Yes, Solari Shieldbearer can stun itself when it enters.
Nuances:
- This self-stun will not trigger Leona's legend ability since she requires stunning enemies specifically.
Can Solari Shrine be exhausted after winning combat against a stunned unit to draw a card?
Ruling: Yes, if you win combat and the opponent's stunned unit goes to trash, you can exhaust Solari Shrine to draw 1 card.
Sequence:
- Combat resolves and opponent's unit dies
- Unit goes to trash
- Solari Shrine can then be exhausted to draw 1 card
Nuances:
- This works the same way as Deathkneel - it triggers on death and works if a unit dies during combat
- The kill does not need to be from a spell specifically saying 'kill'; combat kills count
Can Solari Shrine trigger on an opponent's turn when you kill a stunned unit, even though it doesn't have the 'reaction' tag?
Ruling: Yes, Solari Shrine can trigger on an opponent's turn. When you kill a stunned unit on an opponent's turn, Shrine puts a trigger on the stack, and when it resolves you can pay the cost (exhaust shrine) to draw 1.
Nuances:
- Timing restrictions only prevent you from activating abilities or playing cards at discretion
- Triggers go off whenever their condition is met, regardless of whose turn it is
- The lack of a 'reaction' tag does not prevent triggered abilities from occurring on an opponent's turn
Can Soraka save units at base if she's also at base?
Ruling: Yes, Soraka can save units at base if she is also at base. Base is a location and units at Soraka's location are considered "here" for her ability.
Can Spectral Matron be used to play a 4 energy Cruel Patron, given that Matron's condition states no more than 3 energy and 1 power?
Ruling: No, Spectral Matron cannot be used to play Cruel Patron. Matron looks at the printed cost of the card, and Cruel Patron's printed cost is 4 energy, which exceeds Matron's limit of 3.
Nuances:
- The cost limit on Matron is not ignored even though Matron sets the actual cost to 0
- The restriction checks the printed cost on the card, not the modified cost you would pay
Can Spectral Matron's effect (which plays units with cost 3 or less) be used to play a Legion card from trash that has a printed cost of 4 but costs 2 with Legion active?
Ruling: No. When effects reference a card's cost (like Spectral Matron checking for "3 or less"), they always look at the printed cost in the top left corner of the card, not any discounted cost. Cost discounts like Legion are only applied when you actually play the card.
Nuances:
- Legion does apply outside the board (including in trash), but this only matters when you're actually playing the card and calculating what you pay
- A discounted 5-cost spell still triggers effects that care about 5-cost spells (like Lux)
- A spell played for free can't be countered by effects that check for a specific cost threshold
- The rules will be clarified in future updates to make it clearer that effects always consider printed costs
Can Sprite Call be activated from a hidden battlefield to play the sprite at a different battlefield?
Ruling: No, Sprite Call must be played at the same battlefield where it is activated. The sprite is summoned to that battlefield.
Nuances:
- Spells played while hidden generally have their effects appended with <here> for targeting, indicating they affect the same battlefield
- Sprite Call cannot be played to a contested battlefield during an attack unless you control that battlefield, as it must follow regular play rules and doesn't explicitly state it can be played to any battlefield
Can Sprite Call be played in a Showdown to conquer an occupied Battlefield?
Ruling: You cannot play a unit on an occupied Battlefield unless the card specifically states otherwise. Sprite Call does not have this exception, so it cannot be played on an occupied Battlefield during a Showdown.
Can Sprite Call be revealed and played as a reaction to hard removal targeting the only unit on a battlefield where it was hidden?
Ruling: Yes, Sprite Call can be revealed and played as a reaction to the removal, allowing you to play the sprite to that battlefield.
Sequence:
- Conquer a battlefield with a single unit
- Hide Sprite Call
- Opponent plays hard removal on the unit
- Reveal Sprite Call as a reaction and play the sprite
Nuances:
- Hidden cards can be used as reactions starting the turn after they were hidden
- Face down cards gain reaction (they don't just act like they have reaction)
Can Sprite Call be used as a Reaction when it would be sent to Trash due to losing control of a Battlefield?
Ruling: Sprite Call cannot be used as a Reaction in this situation. The card goes to Trash as a result of cleanup, which doesn't use the chain, so you cannot react to it.
Nuances:
- You need to trigger Sprite Call before your other unit gets removed
- You can't conquer a Battlefield that you already scored that turn (including scoring for holding)
- You can lose and gain control of a Battlefield, but that doesn't result in a conquer
Can Sprite Call be used during an attack to play an additional attacker at a battlefield you don't control?
Ruling: No, you cannot play units at a battlefield you don't control. You can use Sprite Call for defense, or play the sprites beforehand and move them in with your other attacking units.
Sequence:
- Play sprites before the attack
- Move them to the battlefield with other attacking units
Nuances:
- Sprites enter ready, so they can be played before attacking and then moved in
- You cannot play them retroactively in response to opponent actions like buffing their units
Can Sun Disc be flipped between playing Jinx - Demolition and summoning Flame Chompers (discarded by Jinx's ability) to make the Chompers enter ready?
Ruling: No, Sun Disc cannot be flipped between playing Jinx and summoning Chompers because Sun Disc does not have reaction. If Sun Disc is flipped before playing Jinx, it would affect Jinx (the "next unit"), not the Chompers summoned afterward.
Sequence:
- If Sun Disc is flipped first, it affects the next unit played (Jinx)
- Jinx is played with Sun Disc's effect
- Chompers are summoned without Sun Disc's effect (already used on Jinx)
Nuances:
- Sun Disc's "next unit" wording means it only affects the very next unit played after flipping, not subsequent units in the same sequence
Can Super Mega Death Rocket be added back to hand via its own effect if you don't have a discard?
Ruling: If you have no cards in hand, you cannot get Super Mega Death Rocket back from trash.
Nuances:
- The ability still triggers even if you have no cards in hand
- You could use other abilities to draw a card before Rocket tries to resolve, which would then allow you to discard and return it to hand
Can Super Mega Death Rocket's conquer trigger be added to the chain if it gets discarded to the trash by another conquer trigger during the same conquer event?
Ruling: Super Mega Death Rocket's trigger cannot be retroactively added if it moves to the trash while other conquer triggers are resolving. All conquer triggers are evaluated at the same moment when the conquer occurs.
Sequence:
- When a conquer occurs, all conquer triggers are evaluated at that moment
- For SMDR's trigger to be added to the chain, it must already be in the trash when the conquer happens
- If SMDR is discarded by another conquer trigger during resolution, its trigger won't be retroactively added
Nuances:
- This differs from Immortal Phoenix, which checks its condition ("when a spell kills") after the spell fully resolves, at which point Phoenix is already in the trash
- The key distinction is "when the condition is met" - SMDR's condition must be met at the moment of conquer, not during the resolution of other conquer triggers
Can Switcheroo be countered by Not So Fast?
Yes, **Switcheroo** can be countered by **Not So Fast**.
According to **RiftJudge FAQ #2005**, **Switcheroo** explicitly chooses (targets) units when it is played. Because it targets units, it meets the requirement for **Not So Fast**, which states it can "Counter an enemy spell or ability that chooses a friendly unit or gear."
### Why this interaction works:
1. **Targeting:** Unlike spells such as *Cull the Weak* (which do not target), *Switcheroo* requires the player to select two specific units as targets when the spell is placed on the chain.
2. **Reaction Timing:** Because *Switcheroo* is a spell that targets, it is a legal target for *Not So Fast*. You must play *Not So Fast* while *Switcheroo* is still on the chain (before it resolves).
3. **Resolution:** If *Not So Fast* is played, *Switcheroo* is countered. Per **Rule 412.1**, the countered spell does nothing and is placed in the Trash, and the energy spent to play it is not refunded.
Note: I could not fully verify the reference to FAQ #2962 or the specific battlefield location requirement against the retrieved rules.
Can Teemo Strategist ability be used from hand if there are no units on the battlefield? If you want to find Nocturne...
No, you cannot activate the ability of **Teemo, Strategist** from Hidden if there are no valid enemy units at the battlefield.
According to the official ruling on this interaction:
* **Ability Activation:** When activating any ability in *Riftbound*, all targets must be declared as the ability is placed on the chain. If there are no valid enemy units to target at the battlefield, the ability cannot enter the chain at all. Consequently, the reveal and recycle effects do not occur.
Regarding **Nocturne**:
* **Finding Nocturne:** Yes, you can play Nocturne off Teemo, Strategist's effect, but only if the ability successfully enters the chain (i.e., there is at least one valid enemy unit to target). If the ability is successfully placed on the chain, you can reveal your cards and, if Nocturne is among them, use his ability to play him.
Can Teemo Strategist be removed (e.g., with Gust) between being revealed from Hidden and his defense trigger resolving, and what happens to his effect?
Ruling: Yes, Teemo Strategist can be removed with Gust after his defense trigger goes on the chain but before it resolves. When the trigger resolves with Teemo in hand, you still reveal the top 5 cards but deal 0 damage because "here" (the battlefield location) no longer exists, so no enemy unit can be chosen.
Sequence:
- Teemo is revealed from Hidden when attacked
- His defense trigger goes on the chain
- Opponent can respond with Gust, returning Teemo to hand
- Gust resolves first
- Teemo's trigger resolves: you must reveal top 5 cards, but deal 0 damage since there's no valid "here" location
- Revealed cards are immediately recycled
Nuances:
- You still get to reveal the top 5 cards even though Teemo is in hand, allowing you to potentially get cards like Nocturne
- Targets are chosen when the trigger goes on the chain, but "here" is re-evaluated for legality at resolution
- If "here" cannot be determined (Teemo is in hand), no enemy unit can be chosen and the damage portion fizzles
Can Teemo Strategist target multiple units with his effect?
No, Teemo, Strategist cannot target multiple units.
According to the official ruling for Teemo, Strategist: You choose only **one** enemy unit with his ability, regardless of how many cards with [Hidden] are revealed.
Can Teemo Swift Scout's ability put a Teemo champion unit from your trash into your hand?
Ruling: No. Swift Scout specifies it can place a Teemo unit into your hand from your champion zone of the board. Your trash is neither of those places.
Nuances:
- The trash is specifically a non-board zone, so it cannot be targeted by abilities that reference "the board" or specific board zones.
Can Teemo be hidden from the chosen champion zone, and can a hidden card be played as a reaction on the same turn it was hidden?
Ruling: Teemo cannot be hidden from the chosen champion zone because the champion zone only allows playing cards (not hiding them), and hiding is a separate game action from playing a card. A hidden card cannot be played on the same turn it was hidden, only on subsequent turns.
Sequence:
- Question 2 scenario: Opponent hides a card at a battlefield, then activates Caitlyn's ability
- You react by playing Gust on Caitlyn
- Opponent cannot react with the hidden card because it was hidden this turn
Nuances:
- The champion zone specifically allows playing cards following the Playing a Card rules, but Hide is a distinct game action
- Hidden cards require being in hand to pay the hide cost
- Teemo Legend specifically lets you put something from the Champion zone into your hand (implying you need it in hand to hide)
Can Teemo's Legend ability (Swift Scout) bounce a facedown card from the board to hand?
No, this is an illegal play. Swift Scout's ability states "Put a Teemo unit you own into your hand from your Champion Zone or the board." "'Unit,' 'gear,' and 'rune' refer to objects on the Board unless specified otherwise," and another rule states "'Facedown card' refers to a card in a Facedown Zone unless specified otherwise." A facedown card is not a "unit" - it has no card type and is a different game object category. Therefore, even though the controller knows what the facedown card is (since it's Private Information they can look at), they cannot target it with Swift Scout's ability because the ability specifically requires "a Teemo unit" and a facedown card does not satisfy that requirement.
Can Teemo, Strategist target units at any battlefield when his defend ability triggers, or is he restricted to his own battlefield?
Ruling: Teemo is restricted to targeting units at the battlefield where he is located.
Nuances:
- Hidden cards must choose targets from among options at the battlefield where they were hidden, unless the ability explicitly restricts targeting in a way that makes this impossible
- This applies to hidden spells and play effects of hidden permanents
- The original question referenced an erratum about hidden cards targeting anywhere, but this appears to be a misunderstanding of the actual rules
Can Teemo, Strategist's ability target multiple units (like tokens) if more than one hidden card is found?
Ruling: No, you choose only 1 unit with Teemo, Strategist's ability, regardless of how many hidden cards are found.
Can Temporal Portal repeat the effect of a card played from Hidden (like Fox Fire) with 0 cost, since it doesn't specify 'base cost'?
Ruling: Whenever card text says "cost" it means the base cost of a card. Temporal Portal looks at the printed cost, so a card played from Hidden with 0 cost cannot be repeated by Temporal Portal since its base cost is higher.
Nuances:
- A card reduced in cost (like Skysplitter reduced to 4 energy) still has its original base cost for card effects
- With Hidden, you would pay for one cast and get one free from the Hidden effect, but Temporal Portal would not trigger an additional repeat
Can The Dreaming Tree's effect be triggered by the attacker targeting their own unit during a showdown?
Ruling: Yes, The Dreaming Tree's effect can be triggered by the attacker targeting one of their own units during a showdown, as long as the unit is present at the battlefield.
Nuances:
- The effect will trigger even if you initiate a non-combat showdown, use retreat on the unit, and the unit leaves - you will still draw 1 card.
Can The Syren (Magma Chamber) move an allied unit to my base?
Ruling: No, you cannot move an ally's unit to your base. The effect should move the unit to its controller's base (the base of whoever currently controls that unit).
Nuances:
- The controller is different from the owner - the controller is whoever currently controls the card, while the owner is whoever brought it to the table
- If a unit has been stolen via effects like Possession or Blind Fury, it goes to the current controller's base, not the original owner's base
Can Thousand Tailed Watcher reduce a 2 might unit to -1 might, or does it stop at 1 might due to the minimum clause?
Ruling: Thousand Tailed Watcher gives a unit -3 might to a minimum of 1 might. A 2 might unit affected by Watcher will receive a snapshotted -1 might until end of turn effect, reducing it to 1 might (not below 0).
Nuances:
- The "-1" refers to the snapshotted modifier value, not the final might total
- Units cannot go below 1 might due to the minimum clause on Watcher
Can Thousand-Tailed Watcher reduce the might of a unit to 0?
No, Thousand-Tailed Watcher cannot reduce a unit's Might to 0.
According to the card's text and the corresponding RiftJudge FAQ (ID 3124), Thousand-Tailed Watcher's ability reduces the Might of enemy units by 3, but it includes a "minimum of 1 Might" clause. This means that even if a unit's Might would be reduced below 1 by the effect, it will stop at 1 Might.
Can Thrill of the Hunt with Brynhildr Thundersong counter Dazzling Aurora?
To answer your question: **No, *Thrill of the Hunt* (using *Brynhir Thundersong*) does not "counter" *Dazzling Aurora* in the game's rules sense**, but playing it in response can effectively prevent the opponent from using the unit played by *Dazzling Aurora*.
### The Interaction
* **Dazzling Aurora** is a Gear with a triggered ability that occurs at the end of the turn.
* **Thrill of the Hunt** is a [Reaction] spell. You can play it on the chain in response to the *Dazzling Aurora* trigger.
* **Brynhir Thundersong** has a "When you play me" triggered ability that prevents opponents from playing cards for the rest of the turn once it resolves.
### The Sequence
1. **Dazzling Aurora triggers:** The ability is placed on the chain.
2. **You play *Thrill of the Hunt*:** You target your *Brynhir Thundersong* to banish and re-play her. *Thrill of the Hunt* is placed on top of the chain.
3. **Chain resolves (LIFO):**
* *Thrill of the Hunt* resolves first: You banish *Brynhir* and play her to a battlefield.
* **Brynhir's Trigger:** Because she was just played, her "When you play me" ability is placed on the chain.
* **Brynhir's Trigger resolves:** This effect takes hold, preventing opponents from playing cards (including those played via card effects) for the remainder of the turn.
* **Dazzling Aurora resolves:** The *Dazzling Aurora* effect executes. It reveals cards and attempts to play the revealed unit. However, because *Brynhir's* effect is now active, the opponent is forbidden from playing that unit.
### Key Clarifications
* **"Counter" vs. "Prevent":** In *Riftbound*, "Counter" (Rule 425) is a specific action that negates a card or ability on the chain. *Thrill of the Hunt* does not counter *Dazzling Aurora*; it simply creates a game state where the opponent is legally restricted from completing the *Dazzling Aurora* effect.
* **Restriction on Play:** According to **RiftJudge FAQ #10332**, because playing a unit via a card effect (like *Dazzling Aurora*) counts as "playing a card," *Brynhir's* ability successfully prevents the opponent from playing the unit revealed by *Dazzling Aurora*.
* **Timing:** You must have *Brynhir* available (on the board or in hand) to use *Thrill of the Hunt* in this manner. You are reacting to the *Dazzling Aurora* trigger before it resolves.
Can Tideturner be activated during a showdown to swap with a unit that is about to lose, and what are the timing/location restrictions?
Ruling: Tideturner can be activated during a showdown when you have priority to swap with a unit in combat, even if that unit is about to take lethal damage. The swapped unit will move to the battlefield where Tideturner was hidden, potentially with damage already marked on it.
Sequence:
- During a showdown, when you have priority, you can activate Tideturner's ability
- Tideturner swaps positions with the target unit
- The unit that was in combat moves to the battlefield where Tideturner was hidden
- If swapped after damage is dealt but before combat cleanup, the swapped unit will heal during combat cleanup
Nuances:
- Tideturner can only be hidden at a battlefield you control, not at your base
- You can swap a unit that has taken damage during the combat damage step, sending it to another battlefield with less than 4 health remaining
- This can be used to save a unit from dying in combat by moving it away, though Tideturner will likely die instead
Can Tideturner be revealed and used as a reaction when Fight or Flight targets a unit at a different battlefield, and does the targeted unit remain valid after Tideturner swaps it to another battlefield?
Ruling: Tideturner can be revealed as a reaction even when Fight or Flight targets a unit at a different battlefield (this is confirmed in the FAQ). Ember Monk remains a valid target for Fight or Flight after being swapped because Fight or Flight can affect any battlefield, so as long as Ember Monk is still at a battlefield when the spell resolves, it is still valid.
Sequence:
- Fight or Flight is played targeting Ember Monk at the right battlefield
- Tideturner (hidden at the left battlefield) is revealed as a reaction
- Tideturner swaps places with Ember Monk
- Fight or Flight resolves, still affecting Ember Monk at its new location
Nuances:
- Hidden cards can be revealed at any time you have priority, not just when their battlefield is being interacted with
- Tideturner is an exception to the normal hidden card targeting rule that adds "here" to targeting restrictions
- Spells that can affect any battlefield (like Fight or Flight) don't lose their targets when units move between battlefields, as long as the unit is still at a battlefield when the spell resolves
Can Tideturner target a unit at the same location (its own base) to satisfy targeting requirements?
Ruling: No, Tideturner cannot target a unit at the same location. The card specifies "another location" in its text, meaning the target must be at a different location than where Tideturner is played.
Nuances:
- The ability is optional ("may"), so you can play Tideturner without activating the trigger at all
Can Tryndamere's ability get you the 8th point to win the game?
Ruling: Yes, Tryndamere's ability can get you the 8th point. Only conquering has the restriction that you need to have scored from all other battlefields that turn for it to give you the final point.
Nuances:
- You can hold one battlefield and conquer the other to win
- You cannot conquer a battlefield you held that same turn
- You don't need to control the first battlefield anymore at the time you conquer the second
- You just need to have scored from the other battlefield that turn, either from holding or conquering
- The final point can be gained by holding a single battlefield; you do not need to hold both
Can Tryndamere's ability win the game at 6 points if you only conquer one battlefield (not both)?
Ruling: Yes, Tryndamere's "when I conquer" ability can win you the game at 6 points even if you only conquered one battlefield. Only the conquer point itself has the restriction requiring you to score on both battlefields.
Sequence:
- You score the conquer point first
- Then "when I conquer" abilities trigger
Nuances:
- The restriction to score on both battlefields only applies to the conquer point, not to victory points gained from abilities that trigger when conquering
- Both steps (gaining the conquer point and triggering abilities) are part of the same "Scoring" event
Can Turn to Dust give temporary to a Trinity Force attached to a Kaisa survivor?
Yes, you can use **Turn to Dust** to give the **Temporary** keyword to a **Trinity Force** that is attached to a **Kai'Sa, Survivor**.
According to the rules clarifications provided for **Turn to Dust**:
* **Attached Equipment only have their printed rules text made inactive** (per Rule 135.4 and 718.2), but any **granted rules text remains active**.
* When **Turn to Dust** grants the **Temporary** keyword to an attached equipment like Trinity Force, that granted effect is fully active.
* Consequently, the **Temporary** keyword will trigger and kill the attached **Trinity Force** in its controller’s next Beginning Phase.
This is consistent with **Rules FAQ Clarification 2026-04-29**, which explicitly addresses this interaction, confirming that granted keywords remain functional even while the card's base text is suppressed by being attached.
Can Udyr move from base to battlefield, be readied with a buff, gain another buff, spend it for ganking, and move a second time in the same turn?
Ruling: Yes, Udyr can move twice in the same turn if he is readied between moves and meets the conditions for the second move (such as gaining ganking).
Sequence:
- Move Udyr from base to battlefield (he becomes exhausted)
- Spend a buff to ready him
- Apply another buff to him
- Spend that buff to give him ganking
- Move a second time in the same turn
Nuances:
- The key constraint is that moving exhausts a unit, but if the unit is readied and meets movement conditions again, another move is allowed in the same turn
Can Udyr spend his buff whenever or only on his turn?
Ruling: Udyr's ability to spend his buff is an activated ability without the reaction or action keyword, so it can only be activated at base speed during your turn while there's no chain or showdown.
Nuances:
- This applies to any permanent with "spend buff" templating in the "cost: effect" format for activated abilities
- Spells that say "spend buff" follow different rules and are not restricted to base speed
Can Udyr use his activated ability (which requires spending a buff on him) to buff Wildclaw Shaman after Lee Sin buffs Udyr, or does the buff get consumed by Wildclaw Shaman's play effect first?
Ruling: Udyr cannot use his ability between playing Wildclaw Shaman and Wildclaw Shaman's effect resolving because Udyr's ability is at base speed. Udyr must consume a buff on his own card ("spend my buff") to activate his ability.
Sequence:
- If you use Udyr's ability before playing Wildclaw Shaman, the buff won't be there for Shaman to spend
- If you play Wildclaw Shaman first, you cannot activate Udyr's ability in-between because it's base speed, so the buff will be spent by Shaman's effect
Nuances:
- The colon (:) in Udyr's ability text denotes a cost:ability relationship, meaning spending the buff is the cost to activate the ability
- Udyr's ability is an activated ability, not a triggered ability that automatically happens when you spend his buff
Can Unchecked Power be used to deal 12 damage to all units at battlefields if your units are already exhausted?
Ruling: Yes, Unchecked Power can be used even if your units are already exhausted. Exhausting your units is an effect, not a cost, so you do as much as you can and then proceed to deal 12 damage to all units at battlefields.
Nuances:
- If exhausting were a cost (indicated by text like "exhaust all friendly units:" or "if you exhaust" or "you may exhaust then"), then you would not be able to deal the 12 damage if units were already exhausted
- Since it's just part of the effect, you simply do as much as possible and continue with the rest of the card's effect
Can Units and Champions be countered by cards that counter spells?
Ruling: No, Units and Champions cannot be countered by cards that counter spells. Spells are specifically labeled as spells, while units and champions are separate card types.
Nuances:
- This differs from Magic: The Gathering where everything on the stack is considered a "spell"
Can Unlicensed Armory be activated without a valid target, just to discard a card?
Ruling: No, Unlicensed Armory cannot be activated without a valid target unit. Cards that require targeting cannot be used without a legal target.
Nuances:
- "May" language alone (e.g., "you may kill a gear") is not sufficient to make targeting optional - the target is still required at activation, with the choice to execute the effect made only on resolution
- "Up to one" or "up to N" wording makes targeting optional, allowing activation without a target
- Salvage received errata to change from "may" to "up to one" specifically to allow optional targeting
Can Unlicensed Armory be played as a reaction to save a unit from a spell that would kill it during the opponent's turn?
Ruling: No, Unlicensed Armory cannot be played as a reaction to save a unit during the opponent's turn because it does not have the Reaction timing keyword.
Nuances:
- If the card had Action timing instead, it could be played at Action speed (during your turn or in showdowns), but Unlicensed Armory does not have this timing either
Can Unyielding Spirit negate damage from Challenger?
Ruling: No, Unyielding Spirit cannot negate Challenger damage. Unyielding Spirit only prevents damage from spells, while Challenger initiates unit-to-unit damage, so the damage source is the unit, not the spell itself.
Nuances:
- Challenger damage functions similarly to combat damage (stays until healed) but is not affected by stun
- Units damaged by Challenger will heal at end of turn or if they survive a subsequent showdown
- The damage persists until the next combat cleanup, turn cleanup, or heal effect
Can Vanguard Armor spawn the tokens on an open battlefield?
No, you cannot play the Recruit tokens from Vanguard Armory directly to an open battlefield.
According to **RiftJudge FAQ #8577** and **FAQ #8845**, Recruit tokens must be played to a valid location, which is defined as your **Base** or a **Battlefield you already control**. An open battlefield is not a valid location because you do not control it yet, and Vanguard Armory does not grant you special permission to bypass this standard rule.
Can Veiled Temple's trigger target the gold generated by Plundering Poro's conquer trigger?
Ruling: No, Veiled Temple cannot target the gold created by Plundering Poro. Veiled Temple requires a legal target when it is finalized, and since both triggers finalize at the same time, the gold does not exist yet to be chosen as a target.
Sequence:
- Both Veiled Temple's trigger and Plundering Poro's conquer trigger finalize at the same time
- Veiled Temple must pick from among legal targets as it is being finalized
- The gold from Plundering Poro is not created until after finalization
- Therefore the gold cannot be selected as a target for untapping
Can Vex Apathetic ability/trigger be missed?
Yes, the triggered ability of **Vex, Apathetic** can be missed.
According to **Tournament Rules Section 702.2 (Missed Trigger)**, a triggered ability is considered "missed" if the accountable player (the controller of Vex, Apathetic) does not demonstrate awareness of the trigger before the first time it would have an observable impact on the game.
### Key points regarding missing Vex's trigger:
* **Observable Impact:** Per **Rule 506.3.d.6** and **506.3.d.7**, the "observable impact" of Vex's ability includes the unit becoming [Stun]ned or the unit being restricted from moving. If the opponent plays a unit and you fail to acknowledge your Vex trigger before that unit attempts to act or move in a way that would be prevented by the [Stun]/restriction, the trigger is considered missed.
* **Penalty:** Per **Rule 702.2**, "Missed Trigger" generally carries **[No Penalty]** at most levels of play, provided it was not missed intentionally.
* **Remedy:** Per **Rule 702.2.f.2**, if a mandatory trigger is missed, the next opponent in turn order chooses whether to resolve the trigger immediately or have it missed altogether.
* **Intentionality:** If a player intentionally ignores a mandatory trigger because it is disadvantageous to them, this is considered a **[Warning]** rather than a "No Penalty" missed trigger (**Rule 702.2.e**).
In summary, Vex's ability follows standard game rules for triggered abilities, and like any other triggered ability, it can be missed if not acknowledged by its controller in a timely manner.
Can Vex Cheerless reduce the cost of paying deflect?
Yes, **Vex, Cheerless** can reduce the cost of **Deflect**.
According to **RiftJudge FAQ #9237** and **FAQ #8596**, the interaction works because of the order of cost calculation:
1. **Deflect** is a mandatory additional cost (Rule 809.1.d) that is added to the spell's total cost.
2. **Vex, Cheerless** applies a discount to the **total cost** of the spell.
3. Because the *Deflect* cost is included in the total cost before discounts are applied, *Vex, Cheerless*'s discount is applied to that total, effectively offsetting the *Deflect* cost.
**Key Nuances:**
* **Minimum Energy:** While *Vex, Cheerless* has a "minimum 1 Energy" restriction, this applies only to the spell's base cost, not the total cost including additional costs like *Deflect*. Therefore, *Vex, Cheerless* can reduce the total cost (including *Deflect*) below what would otherwise be the minimum.
* **Order of Operations:** Per Rule 356.4, discounts to the total cost are applied after all additional costs (like *Deflect*) have been summed.