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When moving Travelling Merchant from base to battlefield without cards in hand to discard, what is the correct sequence?
Ruling: You move the Travelling Merchant to the battlefield, skip the discard (since you have no cards in hand), draw 1 card, then initiate the showdown.
Sequence:
- Move Merchant to battlefield
- Skip discard (no cards in hand)
- Draw 1 card
- Initiate showdown
When moving Travelling Merchant to a contested battlefield, can you respond to the move trigger by playing Rengar (who can be played at reaction speed to a battlefield you're attacking) to that battlefield, allowing Rengar to benefit from the discard/draw trigger and be an attacker?
Ruling: No. You cannot play Rengar to the contested battlefield in response to the move trigger because you do not have attacker status yet. The move trigger being on the chain prevents combat from being initiated (the game is in a closed state, not neutral open). You only gain attacker status when combat actually begins, which happens after the move trigger resolves.
Sequence:
- Moving to a battlefield applies the contested status and triggers the move ability
- The move trigger goes on the chain (game is now in closed state)
- Combat is staged but cannot initiate until the chain is empty and the game returns to neutral open state
- While the move trigger is on the chain, you are not yet an attacker
- Once the move trigger resolves and combat begins, attacker/defender designations are given
- By that point, Rengar would already be discarded
Nuances:
- Contested is a status applied to the battlefield, while attacker is a designation given to a player only when combat begins
- You can play Rengar to your base or to a battlefield you control during the move trigger, just not to the contested battlefield
- Applying contested to a battlefield leads to becoming the attacker, but these happen at different times
When moving a character into a battlefield to start a showdown, can the designated attacker play an action card (like Facebreaker) before their opponent gets priority?
Ruling: When you move into a battlefield and showdown starts, the designated attacker has first priority and can play action cards before their opponent.
Sequence:
- Move units into battlefield, starting showdown
- Designated attacker has first priority and can play actions (e.g., Facebreaker)
- Opponent can respond with their own actions if able
- Chain resolves in reverse order (last played resolves first)
- After each effect resolves, the owner of the next effect on the chain gets priority
- If both players pass consecutively, the next effect resolves
Nuances:
- Hidden cards can be played at action speed into the chain
- If a card is not hidden, it cannot be played at action speed in response to another action
- If a target becomes invalid (e.g., moved by another effect), the action will not find its target when it resolves
When moving a unit to a battlefield occupied by an enemy unit, does combat showdown start immediately, or is there a normal showdown first where opponents can play cards before 'when I attack' abilities trigger?
Ruling: Moving a unit to a battlefield occupied by an enemy unit creates a combat showdown directly. 'When I attack' abilities will trigger in the very next showdown without an opportunity for the opponent to play action or reaction cards beforehand.
Nuances:
- The only exception is if an enemy moves to an open battlefield (creating an open showdown) and you move your unit during that open showdown. In that case, you must finish the open showdown before starting the combat showdown.
When moving a unit to an enemy battlefield, can you play actions after your opponent responds with a spell, and what happens when that unit then moves to a second battlefield via Ride the Wind?
Ruling: You can play actions after your opponent's spell resolves because both players must pass focus in sequence before a showdown can end, so you always get an opportunity to play actions. When Darius moves to the second battlefield, a combat becomes staged there, but the first battlefield's showdown must finish before the second combat can start.
Sequence:
- Opponent's spell resolves and damages Darius
- You gain focus and can play Ride the Wind
- First battlefield showdown must complete (both players pass back-to-back before damage calculation)
- If first showdown was combat, damage clears from Darius when it ends
- Second battlefield combat can then begin
- You can continue playing actions/reactions as long as someone plays something and you receive focus
Nuances:
- Damage marked on Darius from the spell persists unless the first showdown was combat (in which case damage clears when that combat ends)
- Both players must pass focus back-to-back to move to damage calculation
- As long as someone plays something, you get passed focus again
When moving a unit to initiate a showdown, what is the correct sequence for playing action cards like En Garde - do you move and immediately play it, or can you move, wait for opponent's response, then play it?
Ruling: When you move a unit to initiate a showdown, you gain the first focus/priority and can choose whether to play action cards immediately or wait. However, if you need the card to win combat, you must play it during your first priority - if both players pass without playing cards, the combat resolves and you cannot play cards afterward.
Sequence:
- Move unit to battlefield (initiates showdown)
- Moving player gains focus/priority first and can play actions/reactions
- Opponent can play reactions in response
- Chain resolves
- Opponent gains focus/priority and can play actions/reactions
- Moving player can play reactions in response
- Chain resolves
- Continue alternating until both players pass without playing cards
Nuances:
- If you need a card like En Garde to win the combat (e.g., throwing a 2 into a 2), you must play it during your first priority or the units will trade when both players pass
- If you only need the card to counter an opponent's response (e.g., to avoid Gust), you can wait and only play it as a reaction if they actually play something
- You can react with cards like En Garde to opponent's cards like Gust that are played in response to your move
When moving a unit with Assault into an empty battlefield, does the unit count as attacking and receive attacker designation and triggers?
Ruling: No, moving into an empty battlefield creates a showdown but not a combat. The unit does not receive attacker designation and Assault does not trigger.
Sequence:
- Moving into an empty battlefield creates a showdown
- During the showdown, both players can play actions
- Attacker/defender designations are only set during combat, not during showdowns
- The contested status is applied to the battlefield, but this doesn't create attacker/defender designations unless combat actually occurs
Nuances:
- If a surprise defense occurs during the showdown (e.g., via Ride the Wind), then combat would begin and the moving player would become the attacker
- Contested status exists outside of combat in case the showdown results in combat
When moving a unit with Showstopper (or Leona's spell), can other units from the base join the same attack, or must the moved unit attack alone?
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.
Nuances:
- You can only move multiple units together using the standard move option, not when moving via spells
When moving an Irresistible Faefolk to an uncontested battlefield, am I the attacker after moving an enemy unit to the battlefield Faefolk moved into?
Yes, you are the **attacker**.
According to **RiftJudge FAQ #9581**, **#9828**, and **Rule 459.2.b.1**, the determination of attacker and defender designations is based on which player applied the "Contested" status to the battlefield first.
### Sequence of Events
1. **Move:** You move **Irresistible Faefolk** to an unoccupied (uncontrolled) battlefield. This applies the "Contested" status to that battlefield. Because you are the player who applied this status, you gain the **Attacker** designation.
2. **Trigger:** The "When I move to a battlefield..." ability of **Irresistible Faefolk** triggers. You place this ability on the chain.
3. **Resolution:** When the ability resolves, you choose an enemy unit and move it to that same battlefield.
4. **Combat Transition:** Because units from opposing players are now present at the contested battlefield, the showdown transitions into a Combat Showdown.
Even though your ability moved the enemy unit, you remain the **attacker** and the enemy unit becomes the **defender** because you were the one who initiated the combat by applying the "Contested" status to the battlefield first.
When moving multiple readied units from base to a battlefield during a standard move, do they move simultaneously or one by one (which matters for effects like Ahri's -2 might that trigger when a unit enters)?
Ruling: When doing a standard move, multiple units can move to the same destination at the same time.
Nuances:
- This matters for effects that trigger when units enter a battlefield, as moving simultaneously means the opponent must choose which unit is affected by single-target effects like Ahri's -2 might, rather than affecting all units if they moved one by one.
When moving onto an uncontested battlefield for a non-combat showdown, can my opponent play an action?
Yes, your opponent can play an action.
According to **RiftJudge FAQ #6170** and **Rule 344**, moving a unit to an uncontested battlefield opens a **Showdown**. During a Showdown, players have the opportunity to play both [Action] and [Reaction] cards.
Here is how the timing works:
1. **Showdown Opens:** When you move your unit to the empty/uncontrolled battlefield, a Showdown begins.
2. **Priority:** The attacking player (you) receives the first opportunity to play an [Action] or [Reaction] to start a chain.
3. **Passing Focus:** If you pass, focus passes to your opponent (the defender). They may then play an [Action] or [Reaction] to start a chain.
4. **Alternating:** Focus continues to alternate between you and your opponent until both players pass consecutively without starting a new chain.
As noted in **RiftJudge FAQ #3245**, players always have an opportunity to play an action spell in a showdown they are part of, allowing them to respond to opponent action spells.
When moving to an empty battlefield or when the last defender is removed, are there still windows for the opponent to interfere and prevent the conquer with actions/reactions?
Ruling: Attempting to conquer starts a showdown, and you can use actions or reactions during this showdown. The showdown phase is never skipped, even when moving to an empty battlefield.
Sequence:
- Attempting to conquer starts a showdown
- Players can play actions or reactions
- Focus passes around every time the chain empties
- Multiple actions can be played throughout the course of a showdown
- When a player plays an action or reaction that starts a chain, if the opponent has no response, it resolves and focus is passed
Nuances:
- You cannot use spells that aren't actions or reactions during a showdown
- Focus passes automatically after a chain empties, not through verbal agreement
When moving units with 'When I move' triggers to attack, what is the order of resolution? Specifically, do 'When I move' triggers resolve before combat starts and before 'When I attack' triggers?
Ruling: When you move units, 'When I move' triggers go on the chain first and must resolve completely before entering showdown/combat. After the 'When I move' triggers resolve, you then enter showdown where 'When I attack' triggers occur.
Sequence:
- Declare move to battlefield
- 'When I move' triggers go on the chain
- Opponents can respond to these triggers on the chain
- 'When I move' triggers resolve
- Combat/showdown begins
- 'When I attack' triggers go on the chain
- Combat proceeds
Nuances:
- Units do not have Assault bonuses while 'When I move' triggers are on the chain, since showdown has not started yet
- Opponents can kill or remove units with reactions while 'When I move' triggers are on the chain, before combat starts
- If there are no 'When I move' triggers, combat starts immediately with no chain
- Even 'may' abilities ('When I move, you may...') still trigger and go on the chain; the 'may' choice is made at resolution
- You cannot start combat while another chain is ongoing
When multiple 'when you conquer' triggers occur from the same conquest, can you order them freely, and will they wait on the chain even if other effects resolve in between?
Ruling: When multiple triggers share the same trigger condition (like conquering), you can order them as you please. Once a trigger is on the chain, it will wait and resolve even if other effects (like playing cards with their own triggers) resolve first.
Sequence:
- Both 'when you conquer' triggers go on the chain in your chosen order
- The first trigger resolves (e.g., revealing and playing cards)
- Any new triggers from played cards go on the chain and resolve
- After all players pass on each effect, the original second trigger finally resolves
Nuances:
- Triggers execute their instructions as long as they are able to be performed, even after a long chain of other effects
- Playing cards during one trigger's resolution (that themselves have triggers) does not cause you to lose timing on triggers already on the chain
When multiple Showdowns are staged, which one resolves first if one is already open?
Only one Showdown can exist at a time. The currently open Showdown must fully resolve completely before any other staged Showdown can begin. Once the open Showdown closes and a Cleanup occurs, then the next staged Showdown can open and resolve.
When multiple conquer triggers occur simultaneously (e.g., conquering Zaun Warrens while Super Mega Death Rocket is in trash), can the player choose the order in which these triggers stack?
Ruling: When multiple triggers you control trigger at the same time, you choose the order in which they stack.
Nuances:
- This applies to any situation where multiple triggers you control occur simultaneously, not just conquer triggers
When multiple hidden cards are controlled at the same battlefield and triggered by an opponent's unit moving there, can the controller activate both hidden cards consecutively before the opponent can react, or does the opponent get priority to react between each hidden card activation?
Ruling: You can play multiple reactions consecutively as long as you hold priority and do not pass. However, in the specific example given, the opponent has first priority in the showdown, so you can only react after they pass priority to you.
Sequence:
- Opponent moves unit to the battlefield (opponent has first priority in the showdown)
- Opponent passes priority
- You can now activate your first hidden card
- If you hold priority, you can immediately activate your second hidden card without passing
- Once you pass priority or a chain fully resolves, priority returns to the opponent
Nuances:
- You must explicitly state you are holding priority if you want to play multiple reactions consecutively (especially in tournament play)
- When a chain finishes resolving, priority passes to the other player
- Unless there are other trigger effects, the opponent controls when you first get priority in this scenario
When multiple recruit tokens are played from a single ability while Karma and Gemcraft Seer are in play, does each recruit trigger vision separately, and does each vision trigger allow Karma to buff a unit if you recycle during each vision?
Ruling: Unit tokens are played and resolved sequentially. Each recruit token triggers vision separately through Gemcraft Seer, and each vision trigger can recycle up to one card. If you recycle a card during a vision trigger, Karma's buff trigger goes on the chain after that vision trigger.
Sequence:
- First recruit token is finalized and resolves, vision trigger goes on chain
- Second recruit token is finalized and resolves, second vision trigger goes on chain
- Continue for all recruit tokens played
- Resolve vision triggers sequentially with priority windows between each
- For each vision trigger where you recycle a card, a Karma buff trigger goes on the chain
- Buff triggers resolve with priority windows
Nuances:
- Gemcraft Seer grants vision 1, so you can recycle at most one card per vision trigger
- If you choose not to recycle during a vision trigger (e.g., to preserve an important top card), no Karma buff trigger occurs for that vision
- Multiple instances of vision on the same unit trigger separately, not simultaneously
- Opponents can react at any point in this process except between the effect resolving and vision triggers being finalized on the chain
- Recycling multiple cards simultaneously from a single effect only triggers Karma once (due to "one or more cards" wording)
When multiple stat modification effects are played in sequence (like Back to Back and Smoke Screen), does order matter or do effects like 'this turn' apply retroactively to all modifications?
Ruling: Order matters. Effects like Smoke Screen snapshot when they resolve and do not constantly re-check numbers throughout the turn.
Sequence:
- Effects resolve in the order they are played on the chain
- When Smoke Screen resolves, it looks at the current Might value and reduces it by 4 (minimum 1), then locks in that reduction amount
- Subsequent buffs like Back to Back add to the snapshotted value
- Example: 1 Might unit gets +2 from Back to Back (now 3), opponent plays Smoke Screen which snapshots to -2 reduction (can't go below 1, so reduces from 3 to 1), then another Back to Back adds +2 (final result: 3 Might)
Nuances:
- The 'this turn' wording indicates the duration of the effect, not that it retroactively applies to future modifications
- The 'to a minimum of 1' clause is what causes the snapshot behavior - it limits how much reduction actually occurs at resolution time
- The Smoke Screen player ideally wants Back to Back to resolve first before playing Smoke Screen to maximize the reduction
When multiple triggered abilities are placed on the chain at the same time by the same controller, must all decisions related to those triggers (like choosing modes or targets) be announced when ordering them, or can decisions be made as each trigger resolves?
Ruling: When multiple triggered abilities are placed on the chain simultaneously, you decide their order immediately, but decisions related to how those effects resolve are made during resolution, not when ordering them on the chain.
Sequence:
- Multiple triggers go on the chain at the same time
- Controller decides the order of those triggers on the chain
- As each trigger resolves (in the ordered sequence), the controller makes decisions for that specific effect
Nuances:
- You can strategically order triggers to enable certain plays (e.g., ordering Qiyana to resolve first to draw a card, then use that card to pay for Rocket's recovery when it resolves)
- Players should still communicate clearly about chain order and announce changes to public information to maintain honest game state communication
When multiple triggers occur simultaneously (e.g., Vayne's Conquer trigger and SMDR's Conquer trigger), who decides the order, and can you order them to bounce Vayne to hand then discard her for SMDR?
Ruling: You choose the order of triggers that occur simultaneously. You can order Vayne's trigger first to bounce her to hand, then resolve SMDR's trigger to discard her.
Nuances:
- SMDR still triggers even if you have no cards in hand because the discard to retrieve it is optional on resolution
When multiple units assign damage in combat, can each unit select its own target, or must all damage be combined and assigned lethal to one unit before moving to the next?
Ruling: When assigning damage, you combine all might on your side and must assign lethal damage to one unit before moving to the next. You cannot spread damage freely across multiple targets.
Sequence:
- Combine all might from your attacking units
- Assign lethal damage to one defending unit
- Only after assigning lethal can you assign remaining damage to another unit
Nuances:
- With effects like Imperial Decree that trigger on unit death, the optimal strategy is to send units in one at a time rather than all together, to maximize the number of triggers
- Players can agree to shortcut multiple sequential attacks if the opponent is tapped out with no responses and no death triggers are relevant
When multiple units die at the same time while Zhonya's Hourglass is in play, who chooses which unit is recalled?
Ruling: The controller of the Hourglass chooses which unit is recalled when multiple units die simultaneously.
When multiple units die simultaneously from combat damage, does the player using Zhonya choose which unit to save, or does the opponent's damage distribution order determine which unit can be saved?
Ruling: When multiple units die simultaneously, the player using Zhonya chooses which unit to save. The opponent does not determine the order of damage distribution in a way that restricts this choice.
Nuances:
- This same principle applies to other similar effects like Sett's legend ability
When multiple units die simultaneously in combat and the opponent has Zhonya's Hourglass in play, who decides which unit is saved?
Ruling: The controller of Zhonya's Hourglass decides which unit to save. Multiple units die at the same time regardless of the order damage is assigned, so the Zhonya's controller chooses which one to save.
Sequence:
- During combat, damage is assigned by players in order (attacker first, then defender)
- All damage is dealt simultaneously
- Units don't die when they receive damage, but rather during a specific cleanup step
- When multiple units would die at the same time, Zhonya's controller chooses which to save
Nuances:
- If Zhonya's is hidden at the battlefield, it must be flipped before the showdown ends and damage is assigned, as there is no window after combat to use it at reaction speed
- The order in which damage is assigned does not affect when units die - they all die at the same moment
- "Assigning damage" and "dealing damage" are treated as effectively the same for current game mechanics, though technically distinct concepts
When multiple units die simultaneously in combat, which unit does Zhonya's Hourglass save, and what happens if you have multiple Zhonya's?
Ruling: When multiple units die simultaneously, the Zhonya's Hourglass controller chooses which unit to save. Zhonya's must already be face-up at that moment. If you have multiple Zhonya's, you still lose one Zhonya per death prevented.
Nuances:
- All units marked with lethal damage die simultaneously during the resolution step after damage is assigned
- Zhonya's is a mandatory effect that applies immediately without using the chain
- You cannot choose not to activate Zhonya's if a unit would die
When my opponent equips a gear, can I react with Gust?
Yes, you can react to your opponent equipping a gear with *Gust*, provided the gear is being attached using the **Equip** ability and the target unit meets the criteria for *Gust*.
### Why you can react
According to **Rule 818.1**, **Equip** is an activated ability. Activating an ability follows the same process as playing a card: the ability is placed on the chain, which creates a **Closed State** (Rule 150.2.a). Because the ability is on the chain, it creates a window for players to respond with reactions before the ability resolves.
*Note: If the gear is simply being played to the battlefield (not using an Equip ability), it enters the chain and resolves immediately, which would not give you a window to react to the attachment.*
### The Sequence
1. **Activation:** Your opponent activates the **Equip** ability on their gear, targeting a unit.
2. **Chain Starts:** The Equip ability is placed on the chain.
3. **Priority:** The state becomes **Closed**. You have the opportunity to play a **[Reaction]** card.
4. **Your Response:** You play *Gust* (which has the **[Reaction]** keyword) targeting the same unit.
5. **Resolution (LIFO - Last In, First Out):**
* *Gust* resolves first: It checks the target. If the unit has 3 might or less, it is returned to your opponent's hand.
* The **Equip** ability then attempts to resolve. Since the target unit is no longer on the battlefield, the target is now illegal. The ability "whiffs" (resolves with no effect), and the gear remains unattached.
This is based on the interaction mechanics for activated abilities as established in **RiftJudge FAQ #9560** and **FAQ #10323**.
When my opponent goes to my battlefield that I hold and don't play an action spell, can I play it then?
Yes, you can play an **Action** spell in this situation.
When an opponent moves a unit into a battlefield you control, a **Showdown** begins. During a Showdown, players have the opportunity to play spells in an alternating fashion.
According to the **Showdown Flow** and **Rule 732**:
1. **Action** is a permissive keyword that allows you to play a spell during a showdown, even when it is not your turn.
2. If your opponent moves into your battlefield and chooses not to play an Action spell, they are essentially passing their initial opportunity to act.
3. Because it is a Showdown, you have the opportunity to play an Action spell as long as you have **Focus** (the permission to start a chain).
**Sequence:**
* Opponent moves a unit to your battlefield (Showdown opens).
* Opponent passes their opportunity to play an Action spell.
* You receive Focus and can play an Action spell to start a chain.
* Once you play your spell, the state becomes **Closed** (a chain exists), and players may then only play **Reaction** spells until the chain resolves.
As noted in **RiftJudge FAQ #2648**, you can play Action spells during an open showdown when an enemy moves a unit into a battlefield to contest it.
When my opponent has Zhonya's Hourglass and 2 of their units die in combat, how do we decide which one is brought back?
Ruling: The controller of Zhonya's Hourglass chooses which unit to bring back when multiple units die.
Nuances:
- Zhonya's Hourglass must trigger when a unit dies; the controller cannot choose to not activate it to save it for a later unit
- The controller can choose the order if multiple units die simultaneously
When my opponent moves to an open battlefield starting a showdown, passes focus, and I play a unit with Ambush and pass, does my opponent get focus again or does combat start immediately?
Ruling: Combat starts immediately. After your unit resolves and enters the battlefield, a cleanup occurs. Because opposing units are now present at the contested battlefield, combat becomes staged. Per the updated rules, the non-combat showdown immediately transitions into a Combat Showdown without requiring both players to pass consecutively.
Sequence:
- Opponent moves to open battlefield, showdown begins
- Opponent passes focus
- You play unit with Ambush, unit resolves and enters battlefield
- Cleanup occurs, combat becomes staged
- Showdown immediately becomes Combat Showdown
- Attacker and Defender are designated
- Initial chain is created with "When I Attack" and "When I Defend" triggers
- After initial chain resolves, Attacker gains focus
Nuances:
- The rule change eliminated the requirement to wait for consecutive passes before transitioning to combat
- This applies when opposing units become present at a battlefield where a showdown is ongoing
When my opponent plays Icathian Rain and I play Not So Fast on one of the targeted units, is the whole spell cancelled or just the damage to that one unit?
Ruling: The entire Icathian Rain spell is countered. Not So Fast counters the spell itself, not just individual instructions. If Icathian Rain targets at least one of your units, you can play Not So Fast to counter it, preventing all six instances of 2 damage regardless of what they were targeting.
Nuances:
- The condition for playing Not So Fast is that the spell must "choose a friendly unit or gear" - if even one of Icathian Rain's six damage instances targets your unit, this condition is met
- Rules about targets becoming invalid during resolution do not apply to counter effects like Not So Fast
When my opponent uses Hard Bargain and I pay the extra value, can he play another Hard Bargain, or does the spell resolve when I pay the extra?
Yes, your opponent can play another *Hard Bargain* in response to you paying the cost for the first one.
Here is the breakdown of how this interaction works based on the rules of the chain:
### 1. The Chain Remains Open
When you play a spell, it goes on the chain. When your opponent plays *Hard Bargain* in response, that *Hard Bargain* is placed on top of your spell on the chain. Because the chain has not yet finished resolving, the game state remains "Closed" (or active), and players still have the opportunity to add more items to the chain.
### 2. Paying the Cost
When you pay the [2] energy to prevent your spell from being countered by the first *Hard Bargain*, you are performing a game action. After you pay that cost, priority passes back to your opponent. They now have the opportunity to play another *Hard Bargain* (or any other [Reaction] spell) on top of the chain before the first *Hard Bargain* resolves.
### 3. Resolution (LIFO)
The chain resolves in **LIFO** (Last-In, First-Out) order:
1. The most recently played *Hard Bargain* resolves first. You must pay [2] energy again to save your spell from this second *Hard Bargain*.
2. If you pay, the first *Hard Bargain* then resolves. Since you already paid for it, your spell is safe from that one as well.
3. Finally, your original spell resolves.
**Important Nuances:**
* **Timing:** Your opponent must play each *Hard Bargain* as a reaction while your original spell is still on the chain. If your spell resolves, it is too late to counter it.
* **Repeat:** As noted in the RiftJudge FAQs, your opponent must decide to pay the *Repeat* cost at the moment they play a specific *Hard Bargain* from their hand. They cannot add *Repeat* to a *Hard Bargain* that is already on the chain.
* **Cost:** Each *Hard Bargain* is a separate instance on the chain. If your opponent plays a second one, you must pay the cost for that one as well to keep your original spell from being countered.
This is my interpretation based on the standard rules for the chain and the provided FAQs (specifically FAQ #8788).
When on 7 points, can you move units to different battlefields to conquer both and score the 8th point, given the rule that units must move to the same destination?
Ruling: You can move units to different battlefields by moving them at different times. The "same destination" rule only applies when units move at the same time.
Sequence:
- Move some units to battlefield one and conquer it
- Then move other units to battlefield two and conquer it
Nuances:
- If you have 7 points and would score a point but don't meet the criteria to score the 8th point, you draw a card instead
When one of my units becomes mighty and I end my turn, but forgot to use Fiora Grand Duelist legend card for its effect, may I do it in the next turn for that unit that became mighty in the previous turn?
No, you cannot use Fiora, Grand Duelist's ability on your next turn for a unit that became Mighty on a previous turn.
According to the card's ability, it triggers specifically **"When one of your units becomes [Mighty]."** This is a triggered ability that must be resolved at the moment the condition is met (when the unit's Might changes from less than 5 to 5 or greater).
Because the trigger condition occurred on your previous turn, the window to use the ability has passed. You cannot retroactively apply the trigger on a subsequent turn.
When one player moves a unit to an empty battlefield, then the opponent uses a spell to move their unit to the same battlefield, who is the attacker and what happens with showdowns?
Ruling: The player who first caused the battlefield to be contested is the attacker, and the opponent who moved in second is the defender. Two showdowns occur in sequence.
Sequence:
- First player moves unit to empty battlefield, starting an open showdown
- Opponent plays spell to move their unit to the same battlefield, which puts another showdown on the chain
- The first open showdown must complete first, but does not result in a conquest because units of two players now exist in the battlefield
- Then immediately, a second showdown begins with the second player attacking the first player's controlled battlefield
Nuances:
- It is not possible to change the type of showdown you are in (an open showdown cannot become a contested one)
- Showdowns chain rather than transform into different types
When opponent flips Teemo Strategist to defend, can I play actions before his 'when I defend' effect resolves, and can I use Fight or Flight to move Teemo to prevent his effect?
Ruling: When Teemo Strategist is flipped to defend, his 'when I defend' trigger is immediately added to the chain. You can only respond with Reactions, not Actions. Moving Teemo in response will make the 'here' targeting invalid, so he will deal 0 damage, but the opponent still recycles 5 cards.
Sequence:
- Opponent flips Teemo to defend
- Teemo's defend trigger is immediately added to the chain
- You can respond with Reactions only (not Actions)
- If you move Teemo, the damage portion fails but recycle 5 still happens
Nuances:
- The triggered ability cannot be prevented from being added to the chain once Teemo is revealed
- Moving Teemo makes the 'here' targeting invalid, preventing damage but not the recycle effect
- The ability resolves regardless, just with 0 damage if targeting becomes invalid
- Not so Fast (green spell) is currently the only way to counter abilities and remove them from the chain
- Targets are announced when the ability is put onto the chain, and hidden cards must target at the battlefield they were hidden at
When passing priority during a Showdown in combat with an empty chain, does the non-turn player need to pass twice in a row after the turn player passes, or does passing work differently?
Ruling: When you have focus and priority and the chain is empty, passing means you pass both focus and priority together (not just priority). If both players pass consecutively with nothing on the chain, the showdown ends.
Sequence:
- Contesting player (usually turn player) gains focus and priority at showdown start
- If contesting player passes with empty chain, they pass both focus and priority to opponent
- If opponent then passes with empty chain, both players have passed consecutively and the showdown closes
- Combat continues to damage step
Nuances:
- Focus passes back and forth until both players pass consecutively - it's not about each player getting one turn
- One player could play 5 actions while the other plays 0 if they keep passing focus back
- The player who contests the battlefield gains focus (usually turn player, but not always)
- Passing is contextual: passing with something on the chain only passes priority, passing with empty chain passes both focus and priority
When paying a Power cost for Nocturne (who banishes himself and becomes a pending item), can you tap a rune you're about to recycle to float energy before recycling it?
Ruling: Yes, you can tap the rune to float energy before recycling it to pay for Nocturne's Power cost. Any time you have to pay resources (including Power), you can use Add abilities to generate any type of resource, even if that specific resource isn't required.
Nuances:
- Add abilities can be used during the resolution of other abilities, even when paying costs
- The rule allows using Add abilities whenever "resources" (plural) need to be paid, meaning any resource payment triggers the ability to use Add abilities
- This works even though you cannot normally react to permanents being played, because Add abilities have special timing rules
When play from hidden, does unit exhaust or ready?
According to Rule 811.1.c.3 and the related FAQs (such as FAQ #1908 and #8277), units played from **Hidden** follow the same rules as playing a unit from your hand.
**Ruling: Units played from Hidden enter the battlefield exhausted by default.**
While the act of playing a card from Hidden does open a chain (Rule 811.1.c.3), it does not change the inherent state in which a unit enters the battlefield. Unless a specific card effect explicitly states that the unit enters ready (such as the *Accelerate* keyword or a card-specific override), the unit will always enter the battlefield in an exhausted state.
When played from hidden, can Fae target units outside of his battlefield?
Ruling: No, Fae cannot target units outside of his battlefield when played from hidden. Only Tideturner has this unique ability among hidden cards.
Nuances:
- Tideturner is the only hidden card that can target outside of its battlefield when played from hidden
- All other hidden cards (including Blastcone and Fae) can only target the same battlefield they are revealed from
- Tideturner is receiving a text change to clarify its unique interaction
When player1 uses gust on a target unit that was selected by hidden blade, does the controller of the target unit still draw 2?
No, the controller of the targeted unit does not draw 2 cards.
According to **RiftJudge FAQ #5070**, for the draw effect on **Hidden Blade** to resolve, the unit must be a legal target at the moment the spell begins to resolve, and it must be in a zone where the spell can ascertain its information (specifically, on the battlefield or in the trash if the spell itself moved it there).
### Sequence of Events
1. **Player 1** plays **Hidden Blade**, targeting a unit on a battlefield.
2. **Player 2** (the opponent) reacts with **Gust**, targeting that same unit.
3. The chain resolves in reverse (LIFO). **Gust** resolves first, returning the unit to its owner's hand.
4. **Hidden Blade** attempts to resolve. It checks for its target on the battlefield.
5. Because the unit is no longer on the battlefield (it is in the hand), the target is illegal. As a result, the spell cannot determine the "controller" of the unit, and the draw effect does not occur.
This is consistent with **Rule 359.3.e.12**, which states that if a spell checks information about a target that is no longer legal or whose location has changed such that the information is unavailable, that check returns "null" and all related instructions are ignored.
When players are tied 1-1 in games and time is called, how is the match winner determined?
Ruling: When time is called and the match is tied 1-1, after the additional turns are completed, the player with the most points in that final game wins that game, resulting in a 2-1 match victory.
Nuances:
- If the final game ends in a point tie after additional turns, the match result is 1-1 (a draw)
- If the match score is 1-0 when time is called in game 2, and the player who lost game 1 has more points after additional turns, the match ends 1-1 (not 1-0)
When playing 2v2, can you share gold for each other's recycle cost?
No, you cannot share resources or use your teammate's resources to pay for your own costs in 2v2.
According to Rule 484.8.c, **"Control is not shared"** in 2v2. Each player maintains their own Rune Pool and acts as an individual controller of their own cards and resources. While teammates can communicate and coordinate, they cannot draw from each other's Rune Pools or use each other's units/gear to pay costs unless a specific card effect explicitly allows it.
Regarding "Gold" specifically, if you are referring to Gold gear tokens: they provide Power to your own Rune Pool when their ability is activated (as clarified in RiftJudge FAQ #9133). Since you only control your own gear, you can only trigger the ability of the Gold gear tokens that you control.
When playing Ambush as a Reaction into a BF with my Defending Unit, does the Ambush gain Assault if it contains the Keyword?
To answer your question: No, a unit played via **Ambush** into a battlefield where you already control a **Defending** unit will not gain the benefits of **Assault**.
### Reasoning
1. **Assault Requirement:** According to **Rule 807.1.c**, the **Assault** keyword is functionally short for "While I am an attacker, I have +X [M]." **Rule 807.1.d** clarifies that a unit only gains the "Attacker" designation during **Combat**.
2. **Designation Conflict:** When you play a unit via **Ambush** into a battlefield where you already have a unit designated as a **Defender**, you are joining an ongoing combat as the defending player. Because you are the defender, your units at that location hold the **Defender** designation, not the **Attacker** designation.
3. **Passive Ability Status:** Since **Assault** is a passive ability that is only "on" when a unit is an **Attacker** (as per **Rule 807.1.d.1**), and your unit is entering the battlefield as a **Defender**, the condition for the **Assault** bonus is not met.
### Summary of Interaction
* **Ambush:** Allows you to play the unit as a **[Reaction]** to a battlefield where you already control units (**Rule 822.1.b**).
* **Assault:** Remains inactive because the unit does not gain the **Attacker** designation in this scenario.
* **Defender Designation:** Any unit you control at a battlefield where you are the defender gains the **Defender** designation. If your unit has the **Shield** keyword, it would benefit from that instead, as **Shield** is active while a unit is a **Defender** (**Rule 814.1.c**).
This interpretation is based on the definitions of the **Assault** and **Defender** keywords provided in the core rules. No official FAQ exists for this specific interaction, but it follows directly from the requirement that **Assault** only functions while a unit is designated as an **Attacker**.
When playing Arcane Shift on Fizz, what resolves first, the 3 damage or the Fizz ETB?
When playing **Arcane Shift** targeting your own **Fizz, Trickster**, the 3 damage dealt by Arcane Shift resolves **before** Fizz’s "When you play me" (WYPM) ability.
According to **RiftJudge FAQ #8499** and **Rule 157.3.a**, a spell or ability must finish resolving all its instructions in their entirety before any other chain items (including triggered abilities that were added during that resolution) can begin their own resolution.
### The Resolution Sequence:
1. **Cast Arcane Shift:** You target your **Fizz** and an enemy unit. Arcane Shift becomes a Finalized Chain Item.
2. **Banish Fizz:** As Arcane Shift begins resolving, its first instruction moves Fizz from the board to the Banishment zone.
3. **Play Fizz:** Arcane Shift's second instruction moves Fizz from Banishment back to a battlefield.
4. **Fizz Triggers (WYPM):** The moment Fizz is played, his "When you play me..." ability triggers and is added to the chain as a **Pending Item** on top of the still-resolving Arcane Shift.
5. **Deal Damage:** Because Arcane Shift is still resolving, it continues with its next instruction and deals 3 damage to the targeted enemy unit.
6. **Arcane Shift Banishes:** The final instruction of Arcane Shift is to banish itself. Arcane Shift leaves the chain.
7. **Fizz Ability Resolves:** Now that Arcane Shift has finished resolving and left the chain, Fizz’s WYPM ability is the newest item on the chain and begins its resolution. You now choose a spell in your trash to play.
**Key Timing:**
* **Triggering vs. Resolving:** Fizz's ability is added to the chain during the resolution of Arcane Shift (Step 4), but it cannot begin its own resolution until the spell that triggered it finishes executing all of its instructions (Step 7).
* **Targeting:** Per **RiftJudge FAQ #10020**, you choose the target spell in your trash the moment you add Fizz's triggered ability to the chain, but you do not play that spell until the ability itself resolves in Step 7.
When playing Arise, what is the correct order of operations for using Weaponmaster and readying up to two units?
When playing **Arise!**, the correct order of operations is as follows:
### 1. Playing the Spell
You play **Arise!** as a spell. Once its costs are paid, it is placed on the chain as a pending item.
### 2. Resolution of Arise!
When the spell resolves, its instructions are executed from top to bottom (Rule 157.1):
1. **Token Creation:** You play a 2 [M] Sand Soldier unit token for each Equipment you control.
* Per Rule 157.3.a, you must finish resolving all effects of the spell (**Arise!**) before addressing any chain items (like triggers) it created. Therefore, the tokens enter play, but the spell continues to the next instruction before the triggers resolve.
2. **Readying:** You are instructed to "Ready up to two of them" (the Sand Soldiers created by the spell).
### 3. Chain Resolution
After **Arise!** has finished resolving its instructions in their entirety, the chain items that were generated during its resolution are processed (Rule 157.3.a).
* **Weaponmaster:** If the created tokens have triggered abilities that trigger upon their entry, those triggers are now placed on the chain and resolve in the order they were added.
* **Readying:** The instruction to ready the tokens happened as part of the spell's resolution, so those tokens are marked as ready immediately upon that instruction's execution.
### Summary of Interaction with Weaponmaster
**Weaponmaster** is a "When you play me" triggered ability (Rule 821.1). According to Rule 157.3.a, you cannot resolve these triggers while **Arise!** is still resolving. Once **Arise!** finishes its entire text (creating tokens and readying them), you then proceed to resolve the pending triggers on the chain.
Note: I could not fully verify this ruling against the retrieved rules.
When playing Blitzcrank to an open battlefield and hooking an enemy unit, who is the attacker and who is the defender in the resulting showdown?
Ruling: When you play Blitzcrank to an open battlefield (using an ability like purple Miss Fortune) and hook an enemy unit, you are the attacker because your unit applied the Contested status to the battlefield first.
Sequence:
- You play Blitzcrank to the open battlefield
- The showdown is marked as pending
- Blitzcrank's hook ability resolves, pulling an enemy unit to the battlefield
- When the chain resolves, the showdown starts
- You are the attacker because Blitzcrank applied the Contested status first
Nuances:
- You need an ability like purple Miss Fortune to play a unit to an open battlefield in the first place
- If you play Blitzcrank to a battlefield you already control, the enemy unit causes the Contested status, making you the defender instead
When playing Bullet Time, does the player have to declare how much power they're paying and which units are being damaged before passing priority, or is that determined during resolution?
Ruling: Paying power for Bullet Time happens during resolution, not when the card is played. The player does not declare damage amounts or targets when passing priority after playing Bullet Time.
Sequence:
- Player plays Bullet Time
- Priority passes to opponent for reactions
- Priority passes back
- During resolution, the player pays X power and assigns damage
- No priority window exists between damage assignment and resolution
Nuances:
- This works the same way as Get Excited, where discarding a card happens during resolution, not when the card is played
- Cards that say "as an additional cost" would require declaring/paying before passing priority, but Bullet Time does not have this wording
When playing Called Shot with Vex, do you pay 1 mana with no recycle, or 0 mana with no recycle?
Ruling: You pay 0 mana for the spell when playing Called Shot with Vex. If you repeat the spell, you will pay chaos mana.
Sequence:
- First cast: Pay 0 mana (no recycle)
- If repeated: Pay chaos mana
When playing Cannon Barrage during Combat Showdown against multiple enemy units, how is damage assigned and resolved?
Ruling: Cannon Barrage resolves during Combat Showdown, dealing 2 damage to everything in combat. After the Showdown ends, units assign their might as damage in the Combat Damage step, and all damage is dealt simultaneously.
Sequence:
- Cannon Barrage resolves during Combat Showdown, dealing 2 damage to all units in combat
- Combat Showdown ends
- Move to Combat Damage step where units assign their might as damage
- All damage is dealt simultaneously
Nuances:
- You cannot React to units moving into a battlefield; Cannon Barrage must be played during Combat Showdown
- Damage from Cannon Barrage is marked on units before they assign combat damage
- When assigning combat damage, you only need to assign enough to destroy remaining enemy units