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Riftbound Frequently Asked Questions

Search verified questions and answers.

When cards have 'when a unit dies' effects, do they trigger when the unit itself dies?
Ruling: No, units with "when a unit dies" effects do not trigger when they themselves die. They would be in the trash when their effect would trigger, so they cannot trigger. Nuances: - This game does not have "Last Known Information" (LKI) rules like some other TCGs such as Magic: The Gathering - Without LKI, cards cannot refer to their field text after they have moved to another zone - Even if multiple units die simultaneously (such as to Bullet Time), the units with "when a unit dies" effects will not trigger for themselves or other units that died at the same time
When casting Blade Flurry and moving Warwick in to attack, does Warwick's ability resolve before, during, or after the combat showdown?
Ruling: Warwick's ability resolves during the combat showdown as part of the Initial Chain, which is the first step of a combat showdown and includes "when I attack/defend" abilities. Sequence: - Blade Flurry is cast and Warwick moves in to attack - Combat showdown begins with the Initial Chain step - Warwick's "when I attack" ability triggers during the Initial Chain - The opponent has a reaction window (not an action window) since there is currently a chain and the attacker has focus Nuances: - You can react to Warwick's trigger with Flurry of Blades for the same result - Flash effects can counter Warwick by saving the target during this reaction window
When casting Bullet Time, can the opponent react after the caster decides how much power to pay during resolution?
Ruling: No, the opponent cannot react after the caster pays power during Bullet Time's resolution. The power payment happens during resolution, not as an additional cost during casting, so there is no reaction window after the amount is determined. Sequence: - Cast Bullet Time by paying its energy and power cost, targeting a battlefield and adding it to the chain - Opponent may react while Bullet Time is on the chain (before it resolves) - If opponent passes, Bullet Time resolves and the caster pays any amount of power to deal that much damage - No reaction window exists after the power amount is paid during resolution Nuances: - The opponent can react before resolution (e.g., with Retreat or buffs) but must do so without knowing how much power will be paid - The caster can respond to opponent reactions by choosing to pay 0 power after resolution if desired
When casting Charm, do you need to declare the target unit's destination before resolution, and what are the legal destinations?
Ruling: When you put Charm on the chain, you must declare both the target enemy unit and its legal end destination. Nuances: - Your own base is not a legal destination for the charmed unit - You can declare your opponent's base as the destination, but if the unit is at Vilemaw, Vilemaw's effect will prevent Charm from having any effect unless the unit moves to another battlefield before Charm resolves - If the enemy unit is at Vilemaw, you cannot move it to your opponent's base, but you can move it to the other battlefield
When casting Divine Judgement by tapping 7 runes and recycling 2, can the player also float a power to hide a card on their Battlefront during the same turn?
Ruling: Yes, the player can add a power to their pool while paying for Divine Judgement. The power won't empty until end of turn, so they'll be able to use it to hide something on their Battlefront. Sequence: - Tap the 7 runes and recycle 2 to cast Divine Judgement - Add a power to the pool from the runes - The power remains available until end of turn - Use the floated power to hide a card on the Battlefront
When casting Divine Judgement, if I pass priority without floating resources and my opponent floats energy/power using mana abilities without adding other effects to the chain, do I get priority back before the spell resolves?
Ruling: Yes, you get priority back. When your opponent activates mana abilities (add abilities), those go on the chain and immediately resolve without passing priority, but they count as "adding something to the chain" which means you receive priority again when your opponent passes. Sequence: - You cast Divine Judgement and pass priority without floating resources - Opponent receives priority and activates mana abilities (these go on chain and immediately resolve) - Opponent passes priority - You receive priority again and can now float your own resources or add effects - If both players pass priority in succession without adding anything, Divine Judgement resolves Nuances: - If you float resources first and pass, your opponent can respond with counterspells like Wind Wall - The priority cycle can continue multiple times - if you both keep adding things and passing, each player gets another opportunity to respond - An opponent could strategically float resources to bait you into spending your resources, then counter your spell when they get priority again
When casting Icathian Rain against a unit with Deflect, do you pay the Deflect cost once or for each time you target that unit?
Ruling: You must pay the Deflect cost for each time you target a unit with Deflect, even if you target the same unit multiple times. Since Icathian Rain targets 6 times, you may need to pay Deflect up to 6 times. Sequence: - Choose all 6 targets for Icathian Rain (you can target the same unit multiple times) - Pay the Deflect cost for each target that has Deflect - Opponent has opportunity to respond with reactions - Spell resolves and all 6 instances of damage happen Nuances: - You pay Deflect costs before the spell can be countered by effects like Windwall - Opponents can play reactions after you choose targets but before the spell resolves - All 6 damage instances happen at resolution; you cannot use reactions between individual shots
When casting a spell like Dragon's Rage or Charm, do you need to declare targets and destinations before opponents can counter it?
Ruling: Yes, you must declare the target and destination when you cast the spell, before opponents can counter it with cards like Defy or other counter spells. Sequence: - Declare target and destination when casting the spell - Opponent has opportunity to counter the spell - If spell resolves, Dragon's Rage creates a reflexive trigger (the "do this:" part) that targets a unit to fight - The reflexive trigger cannot be countered (only the original spell can be countered) Nuances: - Dragon's Rage is unique because it uses a reflexive trigger - you only declare the initial target and destination when casting, not the unit it will fight - The fight target is chosen when the reflexive trigger is created upon resolution - Charm works the same way as Dragon's Rage's first part (declare target and destination, can be countered)
When casting a spell with Repeat, does the player need to declare the Repeat after checking if the opponent uses Defy?
Ruling: No. You must declare and pay for Repeat as part of playing the spell onto the Chain, before passing priority. You cannot wait to see if the opponent uses Defy. Sequence: - Declare the spell and whether you are paying the Repeat cost - Choose targets, modes, and other relevant spell details - Pass priority (opponent can now respond with Defy or other responses) Nuances: - Repeat does not create a reflexive trigger; it is an additional cost paid when casting - A spell with Repeat paid is still one single spell on the Chain - If Defy is used on a spell with Repeat, it cancels the entire spell (both instances) - Defy checks the base cost of the spell, so Repeat does not affect whether a spell can be Defied
When casting multiple spells targeting a unit in base (not in combat), does the unit heal between spells, or does damage persist?
Ruling: Casting spells is not combat. Units only heal at the end of combat showdowns (when attacking an already controlled battlefield) and at the end of each player's turn. Damage from multiple spells cast in succession persists until one of these healing triggers occurs. Sequence: - Kaisa can cast first Falling Star, dealing 6 damage to Thousand-Tailed Watcher in base - Kaisa can immediately cast second Falling Star, dealing another 6 damage - The Watcher does not heal between these spells because no combat or turn end has occurred - The damage accumulates and kills the Watcher Nuances: - Moving to an empty battlefield creates an "open showdown" which does NOT trigger healing - Only "combat showdowns" (attacking already controlled battlefields) trigger healing - Units also heal at the end of each player's turn (both players' turns) - During a showdown, spells can target units anywhere, including units in base that are not part of the showdown - Healing is always global when it occurs, affecting all units
When channeling runes with a card like Catalyst, do those channeled runes enter ready or exhausted?
Ruling: Channeled runes enter ready by default. However, if a card specifies that the runes enter exhausted (like Catalyst does), they enter exhausted. Nuances: - Cards must explicitly state if channeled runes enter exhausted - Catalyst specifically states its channeled runes enter exhausted - Most cards that channel runes have them enter exhausted, though some effects (like Obelisk of Power) can have runes enter ready
When charming a unit with a 'When I Attack' ability onto a battlefield, what is the chain resolution order, and does the opponent get focus first even though it's my turn?
Ruling: When you charm a unit with a 'When I Attack' ability onto your battlefield, the chain resolution order is attacker triggers first, then defender triggers. Even though it's your turn, your opponent gets focus first because they applied the contested status (through your charm spell). Sequence: - When I Attack triggers resolve first - When I Defend triggers resolve second - Attacker resolves - Defender resolves Nuances: - The order is technically "attacker triggers > defender triggers" rather than strictly "when attack > when defend" (relevant for abilities like Ahri Legend) - Reaver's Row is treated the same as "When I Defend" for timing purposes - When charming an opponent's unit onto your Reaver's Row, they choose their target first (as defender trigger), then you can pull that target to base
When combat damage cleanup happens at one battlefield, does damage get removed from units at other battlefields as well?
Ruling: During a combat cleanup, damage is healed from all units everywhere, not just units at the battlefield where combat occurred. Nuances: - This applies even when the opponent controls multiple battlefields - Damage from sources like Flurry of Blades that affected units at all battlefields will be removed from all those units during any combat cleanup
When combat ends at one battlefield, do units at other battlefields (and at base) heal from damage, including units damaged by spells like Falling Star?
Ruling: Yes, all units everywhere heal when any combat ends, including units at other battlefields and at base. Sequence: - Combat cleanup occurs as the first step of the Resolution Step after combat - During combat cleanup, a Special Cleanup is invoked - All marked damage is cleared from all units (everywhere) Nuances: - This healing applies even to units damaged by spells like Falling Star or Icathian Rain that are not participating in the combat that just ended
When combat is initiated and triggers go on the initial chain, does the defender get focus after the initial chain resolves, or does the attacker always get focus first in the showdown?
Ruling: After the initial chain resolves, the attacker always gains focus first, regardless of whether triggers were present on the initial chain. Nuances: - This is a known rules issue where the current comprehensive rules don't clearly support this outcome - The rules will be clarified in a future comprehensive rules document update
When combat resolves at one battlefield, does damage get removed from units at other battlefields that were not involved in the combat?
Ruling: Yes, when combat fully resolves, all marked damage is cleared from all units at all locations, including units at battlefields that were not involved in the combat. Sequence: - Combat occurs at one battlefield - Combat fully completes and enters the resolution step - All marked damage is cleared from all units at all locations simultaneously Nuances: - This applies even to damage dealt earlier in the turn (such as from Hextech Ray) to units at different battlefields - This rule is not intuitive and can lead to misunderstandings about staging or baiting reactions
When combat starts, is there a window to play cards before Attack/Defend abilities trigger, and does Teemo, Strategist's errata prevent him from triggering his Defend ability when played from hidden during combat?
Ruling: There is no window to play cards between starting combat and when Attack/Defend abilities trigger, unless a triggered ability occurs during movement that creates a priority window. Teemo, Strategist still works when played from hidden at reaction speed during combat because "When I Defend" triggers when a card gains the defending designation, not only at the start of combat. Sequence: - Combat starts and Attack/Defend abilities trigger immediately - Players get priority to respond after these triggers are on the chain - If Teemo is played from hidden at reaction speed during the showdown, he becomes a defending card - When he gains the defending card designation, his "When I Defend" ability triggers Nuances: - The only exception for a window before Attack/Defend triggers would be if a triggered ability occurred during movement (such as a merchant move trigger) - Teemo's errata was specifically implemented because of changes to defender triggers, to ensure he doesn't trigger twice
When conquering Candlelit Sanctum and seeing Nocturne in the top cards, can you exhaust runes to create floating mana before recycling to pay for Nocturne?
Ruling: Yes, you can exhaust runes to create floating mana before recycling to pay for Nocturne. Whenever you need to pay resources, you get a chance to tap and recycle as many runes as you want to float energy, or activate any other reaction add effects. Sequence: - Conquer Candlelit Sanctum and look at top cards - See Nocturne among the cards - When paying for Nocturne, exhaust runes to float energy - Use the floating energy to pay for recycling Nocturne Nuances: - Energy created this way stays in your pool until you use it or end of turn - This applies to any reaction add effects, not just runes
When conquering Candlelit Sanctum for your 8th point (which draws a card instead of scoring), do the card draw and conquer effects happen simultaneously so they can be layered, or is there a specific order?
Ruling: You draw the card before resolving Candlelit Sanctum's conquer effect. The scoring (or drawing instead of scoring at 8 points) happens before conquer triggers are put on the chain. Sequence: - The scoring process occurs (you draw a card instead of gaining a point since you're at 8 points) - Conquer/hold triggers are then put on the chain - Conquer effects resolve Nuances: - Conquer and Hold abilities are subsets of "score abilities" - Drawing a card instead of scoring still counts as conquering the battlefield and triggers conquer effects
When conquering Hirana Monastery, does the buff that needs to be spent have to be from that battlefield, or can it be from a unit in base or on a different battlefield?
Ruling: Any buff on your board can be spent to conquer Hirana Monastery, regardless of whether it is on a unit in your base or on a different battlefield. Nuances: - The buff does not need to be specifically from the Hirana Monastery battlefield itself
When conquering Starspring with a non-token unit, and then I activate Legend LeBlanc's ability to create a token there, can I then move the non-token unit back to the base?
No, you cannot move your non-token unit to your base using the ability of Star Spring in this scenario. ### Ruling Breakdown * **Trigger Condition:** The ability of Star Spring states: *"The first time a player plays a **non-token unit** here each turn, they may move another unit they control here to its base."* * **Token vs. Non-Token:** A unit token (such as the one created by LeBlanc's ability) is not a "non-token unit." Therefore, playing a unit token does not satisfy the trigger condition for Star Spring's ability. * **Sequence:** Since you are playing a token unit, the ability on Star Spring will not trigger, and you will not have the option to move your non-token unit back to your base. This is my interpretation based on the card text for Star Spring. No official FAQ exists for this specific interaction.
When conquering The Candlelit Sanctum with 7 points already, does the score point and draw happen before or after looking at the top two cards?
Ruling: The score point and draw happen first, before looking at the top two cards. The Candlelit Sanctum's ability triggers after the conquer is completed, which includes scoring and drawing. Sequence: - Score a point and draw a card (completing the conquer) - Look at the top two cards of your main deck - Recycle one or both cards, or put them back in any order
When conquering Zaun Warrens with Red Kai'sa and no cards in hand, can you choose the order of conquer effects to draw from Zaun Warrens first, then discard to Red Kai'sa, ending with two cards instead of one?
Ruling: Yes, you can choose the order of conquer triggers, so you can have Zaun Warrens trigger before Red Kai'sa to end up with two cards in hand instead of one. Sequence: - Gain the point from conquering - Conquer triggers go on the chain in your chosen order - Resolve triggers in order (e.g., Zaun Warrens draws first, then Red Kai'sa discards) Nuances: - If you conquer at 7 points (triggering the draw instead of gaining an 8th point), that draw happens before conquer triggers go on the chain, because the draw replaces gaining the point and points are gained before conquer triggers - This means the 7-point draw cannot be ordered relative to other conquer triggers
When conquering Zaun Warrens with no cards in hand, do you still get to draw a card if you cannot discard?
Ruling: Yes, you still draw a card even if you have no cards to discard. The discard and draw effects are independent of each other. Nuances: - The card does not use "to" linking the discard and draw, meaning they are separate effects rather than a cost and benefit
When conquering Zaun Warrens, what is the order of conquer triggers and scoring effects?
Ruling: Drawing the card is part of the conquer score. The conquer effect triggers when you conquer (when you draw a card) and is finalized in the following cleanup, so you draw first and then resolve the Zaun Warrens trigger. Sequence: - Draw a card (as part of conquering/scoring) - Resolve Zaun Warrens trigger in the following cleanup
When conquering a battlefield at 7 points with Zaun Warren and an empty hand, can you choose the order of drawing from the conquer attempt and Zaun Warren's discard-then-draw effect?
Ruling: You cannot choose the order. Scoring the point (or drawing a card when at 7 points) happens as part of the conquer effect itself and does not use the chain. Zaun Warren's trigger only goes on the chain after the conquer is complete. Sequence: - You conquer the battlefield and immediately draw a card (instead of scoring point 8) as part of the conquer effect - Zaun Warren's conquer trigger then goes on the chain - When Zaun Warren's trigger resolves, you discard then draw Nuances: - The scoring/card draw is part of the conquer effect itself, not a separate triggered ability - Zaun Warren only triggers after the conquer is done, so it cannot be stacked before the conquer's built-in effects
When conquering a battlefield that has a 'discard 1 and draw 1' effect, and my unit also has a 'draw one when conquering' effect, what order do these effects resolve?
Ruling: When multiple abilities trigger at the same time (such as "when you conquer" effects), the owner of those abilities chooses the order they are placed onto the Chain. Sequence: - Both the battlefield's conquer effect and the unit's conquer effect trigger simultaneously - The player who controls both abilities chooses which order to place them onto the Chain - The effects then resolve in the order chosen
When conquering a battlefield where units die in the process, do death triggers (like Viktor/Deathknell) and conquer triggers (like Zaun Warrens) go on the chain at the same time, or does one happen before the other?
Ruling: Death triggers occur before conquer triggers. Units die first during the resolution step, triggering abilities like Deathknell and Viktor. After those triggers resolve, the battlefield is conquered and conquer triggers go on the chain. Sequence: - Units with lethal damage die during the resolution step - Death triggers (Deathknell, Viktor, etc.) go on the chain - Death triggers resolve - Battlefield is conquered (if no defending units remain but attacking units do) - Conquer triggers (like Zaun Warrens) go on the chain - Conquer triggers resolve Nuances: - In the original example with Viktor, Gemcraft Seer, and Zaun Warrens: Vision triggers from Gemcraft Seer must resolve before Zaun Warrens triggers, even if you wanted to draw first - Players can play reactions to triggered abilities during the resolution step, but cannot activate abilities - The resolution step processes sequentially - each sub-step depends on the previous one completing
When conquering a battlefield, can you move ready units from base to the battlefield, and can you bring units from other battlefields?
Ruling: When conquering a battlefield, you can move any number of ready units from your base to that battlefield. You cannot bring units from other battlefields unless those units have ganking, in which case you can bring one or more ganking units from other battlefields as long as they all move to the same target battlefield. Sequence: - Move any number of ready units from base to the target battlefield - Optionally, move one or more units with ganking from other battlefields to the same target battlefield Nuances: - Units from other battlefields can only join if they have the ganking ability - All ganking units must move to the same target battlefield
When conquering a battlefield, if both a unit ability and the battlefield's ability trigger on conquest, which resolves first?
Ruling: When multiple abilities trigger on the same event (conquering), you get to select the order in which they resolve. Sequence: - Conquer the battlefield - Both abilities trigger simultaneously - You choose which ability to resolve first - Resolve the second ability Nuances: - In the Rek'Sai and Hall of Legends example, you can choose to pay to ready Rek'Sai first (using Hall of Legends), then use her ability, or vice versa.
When conquering a location, does the point/card draw happen before or after the battlefield effect triggers?
Ruling: When you conquer a location, you get the point (or draw a card if replacing the point) first, then the conquer triggers/battlefield effects happen afterward. Sequence: - Conquer the location - Gain the point or draw the replacement card - Resolve conquer triggers/battlefield effects Nuances: - This means a player at 7 points conquering Candlelit Sanctum would draw their card first before scrying from the battlefield effect
When conquering an unoccupied battlefield, is there a showdown and are attacker/defender determined?
Ruling: There is a showdown for responses by players, but it is not a combat, so no attacker/defender is determined and no combat-related triggers or passive effects (like assault or attacking/defending triggers) occur. Nuances: - Effects that trigger on "showdown" will trigger - Effects that trigger on "combat" or "attacking/defending" will not trigger - Combat passive effects like assault do not apply - Players can still play responses during the showdown (e.g., Hextech Ray)
When conquering on an open battlefield, can the opponent play action cards, or only reactions?
Ruling: Yes, actions can be played when conquering on an open battlefield. Additionally, all players are considered relevant in the case of an empty battlefield. Nuances: - Both actions and reactions can be played in response to conquering on an open battlefield - If a unit enters an open battlefield and is removed (e.g., by Gust) before resolution, the point is not scored
When conquering with Kaisa, can you score the point first and then use her effect to cast a spell from discard?
Ruling: Yes, Kaisa's ability triggers after you have scored the point from conquering, so you can use that point to cast a spell from discard. Sequence: - Conquer with Kaisa - Score the point - Kaisa's ability triggers - Cast a spell from discard using the point you just scored
When conquering with Qiyana in Candlelit Sanctum and wanting to start a chain, how do you order the triggers so Sanctum resolves first, and when do you decide whether Qiyana draws or channels?
Ruling: You declare Qiyana as Chain 1 and Sanctum as Chain 2, so Sanctum resolves first (last in, first out). You decide whether Qiyana draws or channels when her trigger resolves, not when it triggers, so you can see the Sanctum result before deciding. Sequence: - Declare Qiyana's trigger as Chain 1 - Declare Sanctum's trigger as Chain 2 - Resolve Sanctum first (Chain 2) - Resolve Qiyana's trigger (Chain 1), deciding at this point whether to draw or channel Nuances: - At tournaments, saying "C1 Qiyana, C2 Sanctum" is sufficient shorthand - If conquering for the final point of the game, the final point draw happens before any Qiyana/Sanctum triggers - If Qiyana dies during the battle, you do not draw even if you still conquer
When conquering with Sett (who gains a buff when conquering if he doesn't have one) on Monastery of Hirana battlefield (which lets you spend a buff to draw when conquering), can you order the triggers so Sett gains a buff from his own trigger and then spend it for Hirana's draw effect?
Ruling: Yes, you can spend the buff to draw and get the buff back. You control both triggers and they happen simultaneously, so you can order them as you please. Sequence: - Order Sett's trigger first to gain a buff (if he doesn't have one) - Then order Hirana's trigger to spend that buff to draw a card - Alternatively, if Sett is already buffed, you can spend the existing buff with Hirana's trigger first, then gain another buff from Sett's trigger
When conquering with a unit equipped with both Skyfall of Areion and Trinity Force while at 6 points, do you win the game and what is the correct timing?
Ruling: Yes, you win the game by reaching 8 points. You gain 1 point from the conquer action itself (reaching 7 points), then gain 1 additional point when the Trinity Force trigger resolves from the chain (reaching 8 points). Sequence: - You successfully conquer the battlefield with the equipped unit - You immediately score 1 point from the conquer action (6 → 7 points) - The Trinity Force "When I hold" ability (which Skyfall makes also a "When I conquer" ability) triggers and is placed on the chain - The chain state becomes CLOSED; players may play reaction cards - Once all players pass priority, the Trinity Force trigger resolves - You gain 1 point from the trigger (7 → 8 points) - You win the game upon reaching 8 points Nuances: - Skyfall of Areion's effect does not stack; equipping multiple copies only provides additional Might, not additional triggers - The point from conquering is gained as a game action before any triggers resolve - The point from Trinity Force is gained when its triggered ability resolves from the chain - To score more points in a single conquer, you would need to equip additional copies of Trinity Force, not additional Skyfall of Areion
When contesting an empty battlefield triggers a Non-Combat Showdown, and the opponent moves a unit to that battlefield during the showdown (e.g., with Ride the Wind), what happens?
Ruling: The current Non-Combat Showdown resolves normally (both players pass focus in order). Since both players now have units on the battlefield, control is not established. A new Combat Showdown then begins immediately. Sequence: - The Non-Combat Showdown completes its resolution - No control is established (both players have units present) - A Combat Showdown begins - The player who originally applied contested status to the battlefield becomes the attacker - The player who moved units in second becomes the defender Nuances: - Showdowns cannot change type mid-resolution - During the Combat Showdown, no player has control of the battlefield, so abilities requiring control (like Ahri Legend) will not trigger - Other attack/defend abilities and triggers (like Assault, Ahri Inquisitive) work normally during the Combat Showdown even though no one has control
When controlling Dunebreaker (holding a battlefield) with Jinx Legend and 1 card in hand when opponent passes, can you stack triggers to draw from Legend, then Dunebreaker's hold ability, then normal draw, for 4 cards total?
Ruling: Yes, you can draw 4 cards total. The triggers are forced to resolve in a specific order based on when they occur during the turn structure. Sequence: - Start of beginning phase: Draw for Jinx Legend's Loose Cannon ability (triggered by having 1 card) - During beginning phase: Draw for Dunebreaker's hold ability - Draw phase: Draw for turn - Total: 4 cards (1 starting card + 3 drawn) Nuances: - The ordering is mandatory, not optional - start of beginning phase effects always occur before hold effects, which always occur before the draw phase
When dazzling finds a unit, can it be played anywhere or only to your base/a battlefield you control?
Ruling: When dazzling finds a unit, it follows the same restrictions as playing any card - you can play it to your base or a battlefield you control unless the unit card itself specifies otherwise. Nuances: - Some units like Sneaky Deckhand or Deadbloom Predator have text that allows them to be played to different locations, overriding the default restriction
When defending Forge of the Fluft in a showdown, can I tap the legend to use Long Sword in my base?
Ruling: No, you cannot use the ability granted by Forge of the Fluft during a showdown. The ability is an activated ability with default timing, which can only be used during your own turn, in an open state, and not during a showdown. Nuances: - You also cannot use this ability on your opponent's turn, even outside of a showdown - The ability can only be activated during your own Main Phase when the game is in an Open State - This is distinct from playing Long Sword directly from hand using its Quick-Draw keyword, which does have Reaction timing and can be used during showdowns
When defending a battlefield with 1 unit (5 might) against 2 attacking enemy units (2 might and 4 might), can the defender assign damage to kill both enemy units?
Ruling: Both players assign damage to units. The defender can split their damage across multiple attacking units, and the attacker chooses how their units' damage is distributed to defending units. Sequence: - Defender assigns their 5 damage (e.g., 4 damage to enemy unit 2, 1 damage to enemy unit 1) - Attacker assigns their damage (e.g., unit 2 deals 4 damage to defending unit, unit 1 deals 1 damage to defending unit) - Units with lethal damage die (in the example: defending unit dies, enemy unit 2 dies) Nuances: - The defender can choose how to distribute their damage among attacking units - The attacker chooses how each of their units assigns damage to defending units
When defending a battlefield, if a player uses Ride the Wind to move Yasuo to that battlefield during combat, does Yasou's 'When I attack' ability trigger?
Ruling: Yasou's 'When I attack' ability does not trigger when moved to a battlefield where his controller is the defender. All units controlled by the defending player are considered defenders, regardless of when they arrive at the battlefield. Sequence: - Attacker attacks the battlefield and passes without playing Actions - Defender plays Ride the Wind to move Yasou to the battlefield - Ride the Wind chain resolves (Yasou's ability does not trigger) - Focus passes back to the attacker, who can play Actions again Nuances: - After Ride the Wind fully resolves, the attacker regains the opportunity to play Actions and could use cards like Last Breath at that point
When defending at Reaver's Row, if you play Discipline in reaction to the defense trigger and opponent responds with Wind Wall, can you still choose to move your unit back to base after the chain resolves?
Ruling: Yes, you can still choose to move your unit back to base after the chain resolves. You target a unit when Reaver's Row triggers, but you choose whether to actually move that unit back when the trigger resolves. Sequence: - When attacking Reaver's Row, "When I attack" triggers go on the chain - "When I defend" triggers go on the chain (Reaver's Row triggers, defender targets a unit) - Defender may play reactions - Attacker may play reactions - Chain resolves - When Reaver's Row resolves, defender chooses whether to move the targeted unit back or not - After all triggers resolve, attacker may play actions Nuances: - You must target a unit at Reaver's Row when the trigger is added to the chain, but the decision to actually retreat happens at resolution - "May" abilities are optionally taken at resolution unless otherwise noted - The attacker always has priority first in a showdown, even if defend triggers are on the initial chain - Actions cannot be played while there is an active chain
When defending at a battlefield that allows bringing a unit back to base when defending, can the attacker use Fox Fire before the defender triggers the battlefield effect to return their unit to base?
Ruling: The battlefield effect triggers first when the showdown starts, before any actions like Fox Fire can be played. The defender can choose to use the battlefield effect to bring a unit back to base before the attacker can play Fox Fire. Sequence: - The showdown starts - The battlefield effect triggers and starts a chain - The defender chooses whether to use the "can" effect to bring a unit back to base - After all effects and reactions resolve, actions like Fox Fire can be played - Once the trigger has passed, the battlefield effect can no longer be used Nuances: - Fox Fire is not a reaction unless it's hidden at the battlefield, which it can't be if you are defending that battlefield - The opponent could react to the chain, but Fox Fire specifically cannot be used as a reaction in this scenario
When defending in combat, do you divide your total might among attackers, or do equal might units kill each other?
Ruling: Both attackers and defenders total up their might and distribute it as damage to opponent units in any way they choose. Sequence: - Total up your might - Distribute damage to opponent units in any way you like - Once you start putting damage on a unit, you must assign it lethal damage before moving on to the next unit Nuances: - Defenders have the same damage distribution choice as attackers
When defending with Fiora Peerless, can you play Punch First before her Might-doubling trigger resolves?
Ruling: No, you cannot play Punch First before Fiora's Might-doubling trigger resolves because Punch First is an [Action], and only cards with [Reaction] can be played in response to triggers during a Closed State. You must wait until after the trigger resolves and the chain empties, then play Punch First when you gain Focus as the Defender. Sequence: - Showdown begins and Fiora is designated as Defender - Fiora's "When I defend" trigger is placed on the Initial Chain - Only Reactions can be played in response (game is in Closed State) - Fiora's trigger resolves, doubling her Might from 3 to 6 - Chain empties and Defender gains Focus (Open State) - Now you can play Punch First as an Action - Fiora gains +5 Might for a final total of 11 Nuances: - Actions can be played "on your turn or in showdowns" but only when the chain is empty (Open State) - The distinction between [Action] and [Reaction] keywords is critical for timing
When defending with Master Yi's +2 might bonus and playing a Challenge Action spell during a showdown, does Challenge count only the unit's base might or does it include the defending bonuses?
Ruling: The might increase from defending bonuses counts. The unit has the increased might while the showdown is ongoing, so Challenge uses that total might. Nuances: - The +2 from Master Yi is technically not a "buff" in game terminology, though it functions as a might increase during defense
When defending with Reaver's Row, can I choose my Irelia, Fervent without moving her back to base and still have Irelia gain +1 Might?
Ruling: Yes, you can choose Irelia, Fervent to trigger her ability and gain +1 Might, then decide not to move her when Reaver's Row resolves. Choosing the unit happens when placing the trigger on the chain, while the "may move" decision happens at resolution. Sequence: - When you defend at Reaver's Row, the battlefield ability triggers - You place the trigger on the chain and choose Irelia, Fervent as the target - Irelia, Fervent gains +1 Might immediately because she was chosen - If using Blade Dancer legend with an exhausted Irelia, Fervent: the legend trigger also goes on the chain, you can resolve it first to ready her, which grants another +1 Might - When Reaver's Row resolves, you decide whether to move the chosen unit to base or not Nuances: - Choosing a target and performing the effect are distinct steps in Riftbound - Targets are locked in when abilities are placed on the chain, but "may" decisions happen at resolution - Multiple triggers from the same event are controlled by the same player and can be ordered as desired on the chain - Your own abilities targeting your units do not trigger Deflect costs (Deflect only applies to opponents)
When defending with Teemo Strategist, when can the opponent react to the ability - before or after revealing cards and targeting a unit?
Ruling: The opponent can react before you reveal cards. Sequence: - Teemo Strategist's ability triggers - Opponent has opportunity to react - Cards are revealed and unit is targeted - Ability resolves Nuances: - If a Nocturne is revealed, it will be played immediately as it's added to the chain as a pending item, and once Teemo is done resolving, pending items are finalized in the order they were added (regardless of who has priority in combat)
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