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Can Vex and Irelia Graceful attacking the same battlefield allow playing Discipline targeting Irelia for free (reducing cost from 1 to 0)?
Ruling: Yes, you can play Discipline for free. When paying costs, you can apply cost reductions in any order, so you can apply Vex's reduction first (getting the spell to 1 energy minimum) and then apply Irelia's reduction to get it to 0 energy.
Sequence:
- Apply Vex's cost reduction first (reduces to minimum of 1 energy)
- Apply Irelia's cost reduction second (reduces to 0 energy)
- Total cost is 0 energy
Nuances:
- The order of applying cost reductions is flexible during cost payment, not determined by layers or timestamps
- This is handled by the cost payment rules rather than the layer system
Can Vex apathic ability stun tokens?
Yes, **Vex, Apathetic** can stun unit tokens, but only if the effect that creates them explicitly uses the word **"play"** in its text.
According to RiftJudge FAQs #8758 and #9485, the distinction depends on the wording of the card effect:
* **Tokens created via "play":** If a card instructs you to "play a [token name]," this satisfies Vex's trigger condition ("When an opponent plays a unit"), and the token will be stunned. Examples include *Reflection* tokens (created by *Mirror Image*) or *Sprite* tokens, provided their creation text uses the word "play."
* **Tokens created via "create" or "put onto the battlefield":** If a card effect simply "creates" a token or "puts it onto the battlefield" without using the word "play," it does not trigger Vex, Apathetic's ability, and the token will not be stunned.
As clarified in **RiftJudge FAQ #9625**, Vex's ability uses **programmatic selection** rather than targeting, meaning it will successfully stun these tokens even if they possess protections against being chosen by enemy spells or abilities.
Can Vex reduce repeat costs and deflect costs, and how can a repeated Bellows Breath be played for free using 2 Vex and 1 Ezreal?
Ruling: Vex reduces the total cost of a spell, including base costs, repeat costs, and mandatory additional costs like Deflect. A repeated Bellows Breath (normally 2 energy, 2 power total) can be played for free by combining 2 Vex reductions with 1 Ezreal reduction, because players can apply cost reductions in any order and Vex's "minimum 1 energy" restriction only applies to its own reductions, not to the final cost after other effects.
Sequence:
- Start with total cost: 2 energy, 2 power (1+1 base, 1+1 repeat)
- Apply Vex reductions to eliminate both power costs (2 energy, 0 power)
- Apply one Vex reduction to energy, reducing from 2 to 1 (respecting Vex's minimum)
- Apply Ezreal's reduction to the repeat energy cost, reducing from 1 to 0
- Final cost: 0 energy, 0 power
Nuances:
- Vex's "minimum 1 energy" restriction only applies to each individual Vex's reduction, not to the final spell cost after all reductions
- Players can choose the order in which to apply cost reductions for optimal results
- Vex can reduce power costs to 0 since the minimum restriction only applies to energy
- Ezreal reduces optional additional costs (like Repeat) and has no minimum restriction
- Vex can reduce Deflect costs since Deflect is added to the spell's total cost before reductions are applied
Can Vex, Apathetic stun Reflection tokens from LeBlanc and Sprite tokens when they enter the battlefield?
Ruling: Yes, Vex, Apathetic can stun Reflection tokens and Sprite tokens because the card effects that create them explicitly use the word "play" (e.g., "play a ready reflection token" or "play a Sprite token"), which satisfies Vex's trigger condition of "when an opponent plays a unit."
Nuances:
- Tokens are only stunnable by Vex, Apathetic if the effect creating them uses the word "play" in its text
- Tokens that are simply "created" or "put onto the battlefield" without the word "play" would not trigger Vex, Apathetic's ability
- The distinction between "playing" and "creating" tokens depends on the specific wording of the card effect that generates them
Can Vex, Apathetic's ability stun Baron Nashor when Baron Nashor is played, given that Baron Nashor has 'I can't be chosen by enemy spells and abilities'?
Ruling: Yes, Vex, Apathetic's ability will stun Baron Nashor when it is played. Baron Nashor's protection from being chosen by enemy abilities does not apply because Vex's ability programmatically selects the unit rather than having its controller choose a target.
Sequence:
- Baron Nashor is played by the opponent
- Vex, Apathetic's triggered ability activates
- The ability programmatically selects the unit that was just played (Baron Nashor)
- Because the unit is programmatically selected rather than chosen, it is not considered a target
- Baron Nashor's protection does not apply to non-targeting effects
- Baron Nashor is stunned and cannot move that turn
Nuances:
- The distinction between "programmatically selected" and "chosen" is critical - when an ability automatically identifies a game object based on what triggered it (rather than requiring a player to choose), it is not targeting
- Baron Nashor's protection only prevents it from being chosen, not from being affected by programmatic selection
Can Vi (Destructive)'s activated ability be used multiple times in a single turn, and can it be used during a showdown?
Ruling: Vi's activated ability can be used multiple times on your turn, but only at base speed (not during showdowns, and not at reaction or action speed).
Sequence:
- Activated abilities like Vi's can only be used on your turn
- They can only be used at the same speed as base speed spells
- You can activate the ability multiple times before passing priority
- You cannot use it during a showdown
Nuances:
- The ability cannot be used at reaction speed or action speed
Can Vi - Destructive's effect be used while she is at a battlefield?
Ruling: Yes, Vi - Destructive's effect can be used at a battlefield as long as it is your turn, the chain is empty, and there is no showdown occurring.
Nuances:
- The effect can only be used during an open game state
- Cannot be used during a showdown
- Standard timing restrictions apply (your turn, empty chain)
Can Vi Hot Headed use her ability more than once per turn?
Yes, **Vi, Hotheaded** can use her activated ability more than once per turn, provided you can pay the cost each time.
According to Rule 145.2, activated abilities can be executed at any time during your Main Phase while in an "Open State" (i.e., when there is no chain active and you have priority). Since there is no text on the card limiting the ability to "once per turn," you may activate it as many times as you have the energy and resources to pay the `[2][C]` cost.
As a reminder regarding the effect: Vi's ability doubles her *current* Might. Because this is an additive increase, if you activate it multiple times, each activation will increase her Might by her current total at the time that specific activation resolves (Rule 432.1). Each activation is a separate game action that happens one at a time, and your opponent will have the opportunity to react between each activation.
Can Vi and Udyr's activated abilities be used on an opponent's turn, and at what speed do they operate?
Ruling: Vi and Udyr's activated abilities can only be activated at base speed, which means on your turn, in the action phase, with nothing on the chain. You cannot activate their abilities on an opponent's turn.
Nuances:
- Base speed is the same speed at which you play cards that don't have the action or reaction keyword
- This means you cannot use Udyr's ability to stun or deal damage as a reaction
- You cannot use Vi's ability to cycle a card on your opponent's turn
Can Vi use her ability to trash several cards in one turn for more might?
Ruling: Yes, Vi can use her ability multiple times in one turn to trash several cards and gain more might, as long as she has cards to recycle.
Sequence:
- Vi activates her ability once (recycling one card)
- The opponent can react before it resolves
- After it resolves, Vi can activate the ability again if she has more cards to recycle
- This process repeats as many times as Vi has cards available to recycle
Nuances:
- This is an activated ability, not a triggered ability
- Each activation is separate and happens one at a time
- The opponent has the opportunity to react between each activation/resolution
Can Vi use her recycle ability multiple times in the same turn to gain +1 might each time?
Ruling: Yes, Vi can use her recycle ability multiple times in the same turn as long as she can pay the cost (recycling a card from the discard pile). Each activation grants +1 might.
Sequence:
- Activate the ability by recycling one card from the discard pile
- Vi gains +1 might
- Repeat as many times as desired (one card at a time) while cards remain in the discard pile
- Opponent can play reactions between each activation
Nuances:
- The ability is base speed, so it can only be used on your turn when there is no active chain or showdown
- Cannot be used on opponent's turn
- Must be done one activation at a time (opponent has opportunity to respond between activations)
Can Vi's ability "Recycle 1 from your trash: Give me +1 Might this turn" be activated multiple times per turn?
Ruling: Vi's ability can be activated multiple times per turn as long as you can pay the cost (recycling cards from trash). It can only be activated on your own turn when there is no chain open (neutral open state).
Sequence:
- You must be on your own turn
- There must be no chain open (neutral open state)
- Pay the cost by recycling 1 card from your trash to the bottom of your deck
- Vi gains +1 Might this turn
- Repeat as many times as you can pay the cost
Nuances:
- This is an activated ability, not a triggered ability or on-play effect
- Cannot be used during opponent's turns, even when defending in a showdown
- Cannot be used when a chain is open
- Recycled cards go to the bottom of the deck, not to your hand
- If you have multiple Vi cards on board, activating one Vi's ability does not affect the other Vi cards
Can Vi's ability be activated at instant speed (in response to damage/start of showdown)?
Ruling: Vi's ability can only be activated at base speed (on your turn, not in a showdown, during the action phase, with nothing on the chain). Everything in Riftbound can only be activated or played at base speed by default unless it has the "action" or "reaction" keyword.
Nuances:
- Action speed = base speed plus during showdowns when you have focus and there's no chain
- Reaction speed = any time you have priority and aren't forbidden to play cards or activate abilities
- Abilities need explicit keywords to be used at speeds other than base speed
Can Vi's ability be activated multiple times per turn as long as you can recycle, and what are the timing restrictions?
Ruling: Vi's ability can be activated any number of times in a turn as long as you can recycle, since there are no restrictions on the card limiting frequency. However, since it's not an action or reaction, you cannot activate it on your opponent's turn, and your opponent can respond to you activating Vi.
Sequence:
- You can only activate Vi's ability on your own turn
- You can activate it multiple times as long as you have cards to recycle
- Your opponent can respond to each activation
Nuances:
- The ability is neither an action nor a reaction, which restricts when it can be used
Can Vi's ability be activated multiple times without a flip/exhaust cost, and is recycling a card from trash mandatory?
Ruling: Vi's ability is an activated ability that can be used as many times as you want on your turn, but you must pay the cost (recycle a card from trash) each time you use it.
Nuances:
- The ability can only be used on your turn, not on opponents' turns
- Must be done before showdowns
- Vi needs to survive/hit for the bonus to matter
- Works well in Jinx decks with discard synergy but can be countered by stuns, hidden blades, smoke screens, and other removal
- Vi only recycles cards from your own trash
Can Vi's ability be used when defending in a showdown declared by the opponent?
Ruling: No, Vi's ability cannot be used during a showdown. Vi's ability does not have the "Action" or "Reaction" keywords, so it can only be used during your own turn, outside of a showdown, and only while no chain currently exists.
Nuances:
- The ability must be used during your own turn
- It cannot be used while any chain exists
- It cannot be used during any showdown (whether attacking or defending)
Can Vi's ability to recycle 1 card from trash be used multiple times during a turn, and can it be used in response to opponent actions?
Ruling: Vi's recycle ability can be activated as many times as you want during your turn (one card at a time), as long as there are cards in your discard pile and you are at base speed (outside of showdown). It cannot be used as a reaction to opponent actions because it is base speed.
Sequence:
- Activate Vi's ability once to recycle 1 card and give Vi +1 might
- Opponent can respond with reactions
- Resolve the chain
- Activate Vi's ability again if desired
- Opponent can respond again
- Repeat as many times as desired during your turn at base speed
Nuances:
- The ability is base speed only, meaning it can only be used on your turn when no other abilities are on the chain
- Each activation gives +1 might one at a time; you cannot recycle multiple cards simultaneously
- Opponents have the opportunity to react with reaction-speed abilities after each individual activation
Can Vi's buffing ability be used on an opponent's turn?
Ruling: No, Vi's ability cannot be used on an opponent's turn. It is an activated ability at base speed, which can only be used during your own turn with no existing chain.
Nuances:
- Vi's ability is not technically a "buff" - buffs are a protected term in Riftbound. Vi's ability increases her might.
- The ability is an activated ability, not a trigger.
Can Vi's recycle ability be activated at any time, including on opponent's turns and during showdowns?
Ruling: Vi's recycle ability can only be activated on your turn, outside of showdowns and chains.
Nuances:
- The ability cannot be activated during opponent's turns
- The ability cannot be activated during showdowns or chains (e.g., in the middle of combat)
- The ability is neither an action nor a reaction
- Ganking is just a keyword associated with the ability, not a timing restriction
- The ability can be activated multiple times per turn as long as you have cards to recycle from the trash
Can Vi, Peacekeeper stun Baron Nashor with her 'When I attack' ability?
Ruling: No. Vi, Peacekeeper's ability requires you to choose an enemy unit, which makes it a targeted ability. Baron Nashor's protection ("I can't be chosen by enemy spells and abilities") prevents him from being a legal target for Vi's stun effect.
Nuances:
- Even if Baron Nashor is the only enemy unit at the battlefield, he still cannot be chosen as a target, and Vi's ability will fail to find a legal target.
- This differs from programmatic selection effects (like Vex, Apathetic's "stun it") which automatically identify a specific unit without requiring a choice and can bypass Baron's protection.
Can Viktor Innovator tokens enter the battlefield with Miss Fortune Buccaneer effect (which would place them in the arena instead of the base)?
Ruling: Viktor's restriction specifying tokens are created "in your base" overrides Miss Fortune's effect. The recruit token would be created in your base.
Nuances:
- When a card specifies a location for a token to be created, that specified location takes precedence over other effects that would modify where units enter play.
Can Viktor's ability to make tokens put them at any battlefield they control, or do they always spawn in base?
Ruling: Viktor Legend's token-creating ability can place tokens at any location you control (your base or a battlefield under your control). Viktor Leader specifically requires tokens to be played to base as stated in its rules text.
Nuances:
- The general rule is that playing a unit happens at a location you control
- Viktor Leader is an exception that explicitly specifies base placement in its text
- Viktor Legend does not have this restriction
Can Viktor's legend ability place a generated token directly onto an empty battlefield on turn one to score a point?
Ruling: No, you cannot place a token directly onto an empty battlefield on turn one. Tokens must be played to your base first.
Nuances:
- In the video in question, the player actually played the token to their base, not the battlefield - the physical placement on the mat just appeared close to the battlefield area
- The battlefield was already in play in that game, and the point was tracked late
Can Viktor's signature spell be activated to buff units when an opponent plays Volibear's signature spell targeting units at a battlefield?
Ruling: Action cards can only be played on an opponent's turn during a showdown when no chain exists. Since the opponent has played a spell, a chain exists and only reaction spells can be played at that moment.
Nuances:
- The card being referred to (Grand Strategem) is not Viktor's signature spell, it's an action card
- Viktor's actual signature spell (Siphon Power) is a reaction and could be played in this situation, but only gives +1 might, not +5
Can Volibear's 'split 5 damage' when attacking ability target a unit that Tideturner swaps in when revealed from hidden, before showdown?
Ruling: No, you cannot target the new unit that Tideturner swaps in. Targets for Volibear's attacking ability are chosen when the ability is finalized to the chain, and targets cannot be changed once finalized in Riftbound.
Sequence:
- Volibear's attacking ability goes on the chain
- Targets are chosen when the ability is finalized to the chain
- Tideturner reveals and swaps units
- The original targets are now invalid and the ability resolves to nothing
Nuances:
- When splitting damage, you choose the targets when finalizing to the chain, but you assign how much damage each target receives later when the ability resolves (minimum 1 damage per target)
- You must choose valid targets up to the amount of damage available (up to 5 units for 5 damage)
Can Volibear's legend ability trigger multiple times per turn to generate multiple runes when playing multiple Mighty units?
Ruling: Volibear's legend ability triggers and creates a chain each time you play a Mighty unit, but you can only generate one rune per turn because the ability requires you to exhaust Volibear to channel and get the rune. Once exhausted, you cannot use the ability again that turn unless you untap Volibear through another method.
Sequence:
- Play a Mighty unit
- Volibear's legend ability triggers and creates a chain
- You may exhaust Volibear to channel and gain a rune
- If you play another Mighty unit that turn, the ability triggers again and creates another chain, but you cannot exhaust Volibear again to gain another rune (he's already exhausted)
Nuances:
- The ability still creates multiple chains when multiple Mighty units are played, even though you can only get one rune
- Even effects that play multiple units do so sequentially, not simultaneously
- You could potentially get multiple runes in one turn if you have a way to untap Volibear between playing Mighty units
Can Wages of Pain kill units or just leave them with 0 or negative Might?
"Wages of Pain" is a spell that deals damage to a unit. Whether it kills a unit depends on the unit's current Might and the amount of damage already marked on it.
According to **Rule 142.2.a**, a unit is killed if it has "nonzero damage marked on it equalling or exceeding its Might."
Because "Wages of Pain" deals 3 damage:
* If the target unit has 3 or less Might, and the total damage marked on it (including the 3 from this spell) equals or exceeds its Might, the unit will be killed.
* If the target unit has more than 3 Might, it will not be killed by this spell alone, unless it already had enough damage marked on it to reach its Might threshold.
**Important Clarification on Might:**
While some effects in the game reduce a unit's Might (which can result in 0 or negative Might), "Wages of Pain" is a damage-dealing effect, not a Might-reduction effect. It does not change a unit's Might; it marks damage on the unit.
As noted in **RiftJudge FAQ #8477** and **Rule 142.2.a**, units do not die from having 0 or negative Might alone; they must have non-zero damage marked on them equal to or exceeding their Might. Therefore, "Wages of Pain" can certainly kill a unit if the damage it deals (plus any existing damage) meets that lethal threshold.
Can Warwick split his combat damage to deal 1 damage to 5 different enemy units, or must he assign lethal damage to one unit before moving to the next?
Ruling: Combat damage must be assigned to one unit until it would receive lethal damage before you can assign damage to another unit. You cannot split 1 damage across multiple units.
Sequence:
- Choose the order in which defending units will take damage
- Assign enough damage to the first unit to be lethal (equal to its health)
- Only after assigning lethal damage to one unit can you assign damage to the next unit
- Continue until all combat damage is assigned
Nuances:
- To maximize Warwick's multi-target damage ability, you need to pre-damage enemy units before his attack ability resolves
- Pre-damage can be done by casting spells like Flurry of Blades either before moving Warwick to the battlefield, or after moving him but before his "when I attack" ability resolves
- Warwick's ability triggers during the showdown chain ("when I attack"), not during the combat step, so damage must be dealt before his ability resolves
Can Warwick with Flurry of Blades attack one battlefield, use his trigger to kill everything, then use Ride the Wind to move to the opponent's other battlefield and trigger again to clear that battlefield too?
Ruling: No, this combo will not work to clear both battlefields. When the first combat ends, damage is cleared at all locations, so the second battlefield's units will heal before Warwick can trigger there.
Sequence:
- Warwick attacks the first battlefield with Flurry of Blades
- Warwick's attack trigger resolves during showdown, killing units at that battlefield
- The first combat must fully resolve and end
- When combat ends, all units at all locations heal
- Only after the first combat is complete can a second combat begin
- By the time Warwick moves to the second battlefield, those units have already healed
Nuances:
- If the opponent has units on only one battlefield and the other is empty, Warwick could conquer the empty battlefield without triggering combat (and thus no damage clearing), then move to attack the occupied battlefield
- There can only be one combat at a time, so the second combat must wait until the first is completely finished
Can Weaponmaster equip an equipment that is already equipped to another unit, and is the effect voluntary?
Ruling: Yes to both. Weaponmaster may equip an equipment even if it's already attached to another unit, and the effect is voluntary.
Nuances:
- The ability uses "may equip" indicating it is optional
- The ability explicitly allows equipping equipment "even if it's already attached"
Can Weaponmaster stop me from needing to kill a unit with Blade of the Ruined King?
No, **Weaponmaster** cannot stop you from needing to kill a unit to equip **Blade of the Ruined King**.
According to RiftJudge FAQ #5147, while the Weaponmaster keyword allows you to pay the equip cost at a discount (reducing the power cost by [A]), you must still pay all other portions of the cost, including non-power requirements like "kill a friendly unit." Weaponmaster only reduces the power [C] requirement of the equip ability; it does not bypass mandatory sacrifices or other non-power costs.
Can Weaponmaster take an already equipped equipment from another unit and equip it on its own?
Yes, a unit with the Weaponmaster keyword can take an equipment that is already attached to another unit and equip it to itself.
According to the FAQ and Rule 747.1.b, Weaponmaster allows you to choose an equipment you control and attach it to the unit with the Weaponmaster ability, even if that equipment is already attached to a different unit. This effect is voluntary.
Can Weaponmaster take equipment off friendly equipped units?
Yes, a unit with the **Weaponmaster** keyword can take an equipment that is already attached to another unit you control and equip it to itself.
According to the FAQ and **Rule 747.1.b**, Weaponmaster allows you to choose an equipment you control and attach it to the unit with the Weaponmaster ability, even if that equipment is already attached to a different unit. This effect is voluntary.
Can Whirlwind bounce an opponent's Ruin Runner despite Ruin Runner's ability 'I can't be chosen by enemy spells and abilities'?
{"ruling": "YES, Whirlwind can bounce Ruin Runner. Whirlwind does not choose units—it targets players, who then choose units during resolution.", "sequence": ["You play Whirlwind (no units are chosen at this time)", "Whirlwind resolves", "Starting with the next player, each player in turn order makes a choice during resolution", "When it's your opponent's turn to choose, they select which unit to return to hand", "The opponent (Ruin Runner's controller) is making the choice during resolution, not the spell choosing during casting", "Ruin Runner can be returned to hand because the player is choosing their own unit, not an enemy spell choosing it"], "nuances": ["Whirlwind targets players, not units—the players make choices during resolution", "Ruin Runner's protection ('I can't be chosen by enemy spells and abilities') does not apply because the spell itself is not choosing the unit", "The choice is made by the player during resolution, not by the spell during casting", "This follows the principle that effects where 'each player chooses' do not target or choose the objects themselves", "The 'player chooses, not the spell' argument is correct in this specific context—it's about who is making the selection during resolution", "This is consistent with recall effects not targeting"]}
Can Wielder of Water (a 2 Might unit with 'While this is alone and attacking or defending, it gets +2 Might') be affected by Gust when it moves to attack?
Ruling: No, Wielder of Water cannot be bounced by Gust when moving to attack an enemy-occupied battlefield. Wielder's passive 'while' ability grants +2 Might immediately when designated as an attacker, making it 4 Might before the first reaction window occurs.
Sequence:
- Wielder moves to enemy battlefield
- Combat showdown begins and Wielder is designated as attacker
- Wielder passively gains +2 Might (now 4 Might)
- Initial chain is populated with 'when attack' triggers (like Mask of Deceit)
- Any 'when defend' triggers are added
- First priority/reaction window occurs (Wielder is already 4 Might, too large for Gust)
Nuances:
- If Wielder had a 'when I attack' trigger instead of a 'while' passive, Gust could bounce it before the buff resolves
- If Wielder moves to an empty battlefield (no combat showdown), it never becomes an attacker/defender and doesn't gain the buff, so Gust would work
- You can react to 'when I attack/defend' triggers with Gust before they resolve
Can Wind Wall and Defy target any spell on the chain, or only the spell they are reacting to?
Ruling: Wind Wall and Defy can target any spell on the chain, not just the most recent one they are reacting to.
Nuances:
- Even if counter spells could only target the most recent spell, an opponent could wait until each spell resolves one by one and react when the desired spell becomes the topmost item on the chain
- There is a window to react after each resolution (except after the last non-showdown item)
Can Wind Wall counter unit and champion abilities like Harnessed Dragon's ability to kill a unit?
Ruling: Wind Wall can only counter spells. It cannot counter unit or champion abilities.
Nuances:
- No current cards can counter unit abilities
Can Yasu move in, deal 6 damage with his ability, use Ride the Wind to move back before combat damage, then use his Legend ability to ready him and move in again for another 6 damage?
Ruling: Yes, this sequence works, but the initial combat must fully resolve first (including healing) before you can use Yasu's Legend ability to move him in again. The 6 damage from the first ability will be healed when the showdown ends if the unit survived.
Sequence:
- Move Yasuo in
- Attack/defense triggers happen, dealing 6 damage
- During showdown, use Ride the Wind to move Yasuo back
- Showdown closes and units are healed (if the unit wasn't killed)
- Return to neutral state
- Use Yasuo's Legend ability (base speed) to ready and move him in again
- Repeat the process
Nuances:
- Yasuo's Legend ability is base speed, so it cannot be used during a showdown
- Units heal after combat ends, so the 6 damage from the first ability is healed unless it killed the unit
Can Yasuo - Remorseful trigger his 6 damage ability twice in the same combat by using two Ride The Wind cards to leave and re-enter the battlefield?
Ruling: No, Yasuo's attacker trigger can only activate once per combat, even if he leaves and re-enters the battlefield multiple times during that same combat.
Sequence:
- Yasuo enters battlefield and deals 6 damage with his attacker trigger
- First Ride The Wind can move him back to base
- Second Ride The Wind can move him back to the battlefield
- However, his attacker trigger will not activate again during this same combat
- After combat ends, the enemy unit will heal
Nuances:
- There is no heal/cleanup between the two Ride The Wind resolutions during combat
- The showdown doesn't end until both players pass with focus on an empty chain
- Units only heal after the entire combat ends, not between actions during combat
Can Yasuo - Unforgiven move a teammate's unit in 2v2, including from their base to the battlefield?
Ruling: Yes, Yasuo - Unforgiven can move a teammate's unit because "friendly" includes your teammate. The card has errata that specifies when moving a teammate's unit to a base, it goes to the owner's base, and the errata also covers moving units from a teammate's base to the battlefield.
Nuances:
- When moving a teammate's unit to a base, it must go to that unit's owner's base (not Yasuo's owner's base)
- The errata specifically addresses both directions of movement involving teammate units
Can Yasuo Legend be used during the opponent's turn, and if so, in which cases?
Ruling: No, Yasuo Legend cannot be used during the opponent's turn. Everything in the game operates at "base" speed (meaning on your turn, with no chain and no showdown) unless it specifically states Action or Reaction speed.
Nuances:
- Only cards that explicitly specify Action or Reaction speed can be played outside of your normal turn timing
Can Yasuo Unforgiven's ability be used in showdowns or only on your turn?
Ruling: Yasuo Unforgiven's ability can only be used on your turn, not in showdowns, because it lacks the action or reaction tag.
Nuances:
- All abilities are base speed unless tagged as action or reaction
Can Yasuo legend or Viktor legend abilities be used on an opponent's turn?
Ruling: No, these abilities cannot be used on an opponent's turn. Abilities without Action or Reaction tags can only be used on your turn (or your teammate's turn in 2v2) during your action phase when there's no showdown and no chain.
Sequence:
- Must be your turn (or teammate's turn in 2v2)
- Must be during action phase
- Must be no showdown occurring
- Must be no chain active
Nuances:
- Abilities that CAN be used on opponent's turns are specifically tagged (example: Kai'Sa's legend ability)
Can Yasuo move a just-played (exhausted) unit to a battlefield and have it initiate a showdown the same turn?
Ruling: Yes, Yasuo can move an exhausted unit to the battlefield, and that unit can initiate a showdown the same turn. Exhausting is only the cost for a unit to move itself; other sources of movement (like Yasuo's ability) do not require the unit to be ready.
Nuances:
- Being exhausted doesn't change how a unit functions; it only prevents the unit from being exhausted again as part of a cost for something else
- This effectively allows Yasuo to give any unit a form of acceleration by moving it to the battlefield immediately
Can Yasuo's leader skill move a unit from base to battlefield, from battlefield to base, or both?
Ruling: Yasuo's leader skill allows you to move a unit either from base to battlefield OR from battlefield to base. You choose one of these two options.
Nuances:
- This ability is activated during your turn and cannot be used as a reaction to spells or abilities
- If a unit is moved to base or hand by some other effect, targeted spells like Rebuke that affect units on the battlefield would resolve to no effect (though they don't "fizzle" - they still resolve for purposes of abilities that care about resolution)
Can Yasuo's legend ability or spells like Ride the Wind move a unit with Ganking from battlefield to battlefield?
Ruling: Yasuo's legend ability and spells like Ride the Wind can move a unit with Ganking from battlefield to battlefield. Ganking only restricts Stand Move actions, not legend abilities or spells.
Nuances:
- Ganking only applies to Stand Move actions
- Spells that say "Move" can move a unit to anywhere other than an enemy base
- Yasuo's ability has built-in restrictions, but Ganking does not override his text
- Units without Ganking can also be moved from battlefield to battlefield with cards like Ride the Wind or Charm
Can Yordle Explorer draw for Akshan if you play the additional cost?
No, **Yordle Explorer** will not trigger when you play **Akshan, Mischievous**.
### Reasoning
According to the official rules and FAQs (specifically RiftJudge FAQ 8453, 8812, and 18):
* **Yordle Explorer** checks the printed Power cost of the card being played.
* The printed Power cost is defined as the set of Power symbols ([A]) listed in the upper left corner of the card's cost box.
* Additional costs, such as the [C][C] optional additional cost for **Akshan, Mischievous**, are not part of the printed Power cost and are not factored into the trigger check.
* **Yordle Explorer** triggers when you play a card with a printed Power cost of [A][A] or more.
Because **Akshan, Mischievous** has no printed Power cost symbols ([A]), he does not meet the condition to trigger **Yordle Explorer**, regardless of whether you choose to pay his optional additional [C][C] cost.
Note: I could not fully verify this ruling against the retrieved rules.
Can Zaun Warrens trigger if you have no cards in hand?
Ruling: Yes, Zaun Warrens can trigger even if you have no cards in hand. You do as much as you can, following the instructions in order.
Sequence:
- Attempt to discard a card (if you have no cards, you can't discard)
- Draw a card
Nuances:
- This principle applies to similar effects: if an effect instructs you to discard then draw, you'll discard as many cards as you can and then draw the specified number of cards
Can Zdrive revive tokens?
No, Zero Drive cannot revive tokens.
According to **RiftJudge FAQ #720**, tokens cannot be banished and played again later because they cease to exist immediately upon entering any non-board zone, including the banish zone.
While Zero Drive's ability allows you to play units that were banished by it, there will be no tokens left to play because they disappear the moment they enter the banish zone.
Can Zenith Blade move an exhausted unit, does this trigger combat, and would Symbol of the Solari trigger if the exhausted unit defeats some but not all defenders?
Ruling: Spells or abilities can move exhausted units. A combat starts whenever a unit is moved into a battlefield with an opponent's unit present, even if the moved unit is exhausted. Symbol of the Solari only triggers if a combat took place.
Sequence:
- Exhausted Fiora (5 might) is moved to battlefield with three enemy units (3 power, 2 power, 2 power)
- Combat occurs despite Fiora being exhausted
- Fiora defeats the 3 power unit and one 2 power unit
- Since defenders remain, Fiora is recalled
- Symbol of the Solari triggers because combat took place, affecting the remaining defender
Nuances:
- Units do not need to be ready to be moved by spells or abilities
- Exhausted units can still participate in combat when moved
- Symbol of the Solari triggers based on whether combat occurred, not on whether all units were defeated