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Riftbound Frequently Asked Questions

Search verified questions and answers.

When using Ride the Wind to move a unit to an occupied battlefield after the opponent moves there, who is the attacker and defender? Does Reaver's Row trigger in this scenario?
Ruling: The player who moved to the battlefield first is the attacker, and the player who used Ride the Wind to move there second is the defender. Reaver's Row does not trigger in this scenario. Sequence: - The open showdown resolves first - Then a combat showdown starts - Reaver's Row does not trigger during this combat Nuances: - Reaver's Row specifically says "when you defend" but there is no controller of the battlefield in this scenario, so the trigger condition cannot be met
When using Ride the Wind to move a unit with Assault into a showdown, does that unit count as an attacker or defender?
Ruling: The unit moved into combat via Ride the Wind takes the same attacker/defender status as the player who controls it. If you are the defender in the showdown, any unit you bring into combat (including via Ride the Wind) will be a defender, not an attacker, and will not trigger Assault. Sequence: - Determine who initiated the showdown by moving to the opponent's battlefield - The initiating player is the attacker; the other player is the defender - Any units brought into the combat by either player inherit their controller's attacker/defender status Nuances: - If your opponent uses Charm to move your unit to a battlefield they control, you become the attacker in that showdown - The attacker/defender status is determined by who controls the battlefield being contested and who initiated the showdown, not by which units move where
When using Ride the Wind to move your Stalwart Poro to a battlefield where an opponent's Stalwart Poro just moved (making it contested), does your Poro become 3 might as a defender?
Ruling: Yes, your Stalwart Poro becomes 3 might. After Ride the Wind resolves, the showdown continues as non-combat until both players pass. If both players still have units at the end, a new showdown begins that is combat, and it remembers who applied contested to the previous showdown, making your opponent the attacker and you the defender by default. Sequence: - Opponent moves Stalwart Poro to uncontested battlefield - You use Ride the Wind to move your Stalwart Poro to same battlefield - Ride the Wind resolves, showdown continues as non-combat - Both players pass - New combat showdown begins - Opponent is attacker, you are defender - Your Stalwart Poro gets +1 might as defender (becomes 3 might) Nuances: - The player who turns a battlefield to contested is considered the attacker in the subsequent combat showdown - The showdown "remembers" who applied contested even after transitioning from non-combat to combat
When using Sett, The Boss's ability to recall a buffed unit that would die in a showdown, does the showdown damage still resolve on the enemy unit?
Ruling: Yes, the enemy unit still takes the showdown damage and dies. Sett's ability replaces the removal of your unit with a recall, but the damage has already been dealt simultaneously. Sequence: - Showdown damage happens simultaneously to both units - During the resolution step, units with lethal damage would normally be removed - Sett's ability can replace your unit's removal with a recall instead - The enemy unit still dies from the lethal damage it received
When using Stacked Deck and revealing Nocturne, can you play Nocturne and still get a card from the remaining two cards?
Ruling: Yes, you can play Nocturne from Stacked Deck and still choose one of the remaining two cards to put into your hand. Nocturne does not count as your one card from Stacked Deck. Sequence: - Reveal 3 cards from Stacked Deck - If Nocturne is among them, you can choose to play it (put it on the chain pending) - Choose one of the remaining two cards to put into your hand - Recycle the other remaining card - Finish resolving Nocturne (paying power cost, etc.) Nuances: - You cannot whiff Stacked Deck unless your deck is empty or you reveal 3 Nocturnes and play all of them - The effect uses "put into hand" rather than "draw" but this distinction doesn't affect the interaction
When using Switcheroo on two units with the same might (like two Mundos), do they stay the same size? And how does Switcheroo interact with buffs on units?
Ruling: Switcheroo adds or subtracts might equal to the difference between the two units' current might values at the time the spell resolves. If two units have the same might, the difference is 0, so both units gain 0 might and remain unchanged. Sequence: - Calculate the difference between the two units' current might - Apply that difference as a buff/debuff to each unit (one gains, one loses) - The units don't literally swap might values, they gain or lose what's necessary to reach the other unit's might Nuances: - For Mundo specifically, if it receives a negative might modifier from Switcheroo, you must trash additional cards to increase its might back up (removing the negative modifiers one at a time: -6, -5, -4, etc.) - Buffs on units are already factored into their current might when calculating the difference
When using Switcheroo to swap might between two units, if one unit has equipment attached, does the equipment bonus still apply after the swap?
Ruling: Switcheroo applies a fixed might modifier to each unit that accounts for all current bonuses (including equipment) at the time of casting. Equipment bonuses continue to apply after the swap, but Switcheroo's modifier is calculated to achieve the swapped totals. Sequence: - Switcheroo calculates the difference needed to swap the two units' current might totals (including all bonuses) - It applies a fixed positive/negative might modifier to each unit for the turn - Equipment and other bonuses continue to apply normally - If equipment is later attached or detached, the Switcheroo modifier remains fixed, so the unit's total might will change accordingly Nuances: - Example: A 15 might unit (12 base + 3 from equipment) swapping with a 5 might unit receives a -10 modifier, resulting in 12 + 3 - 10 = 5 might - If that equipment is later removed, the unit becomes 12 - 10 = 2 might (the -10 from Switcheroo persists) - There is no limit to the number of equipment cards that can be attached to a single unit
When using Temptation with Repeat, can you effectively swap two enemy units' positions, or does the second activation fail because the game state has changed?
Ruling: The second activation fails. After the first activation moves a unit, the game state changes, and when the repeated activation checks legality, the original target location no longer has a unit to move to, causing it to fail. Sequence: - First activation resolves, moving one unit (e.g., Battlefield A unit to base) - Repeat cost is paid for second activation - Second activation checks legality and finds no valid target at the original location - Second activation fails to resolve
When using Temptation's repeat effect to move units, can you target the same unit to move it back and forth, or does it become an illegal target after the first move?
Ruling: You cannot move the same unit back and forth because all targeting choices for repeated effects are made during finalization (before any moves happen), and you cannot choose a destination that is the same as where the unit currently is at the time of finalization. Sequence: - Choose all targets and destinations for both move actions during card finalization - The unit's current location at finalization determines what destinations are legal - Both move actions then resolve in sequence Nuances: - You CAN move a unit from base to battlefield A, then move a different unit from battlefield B to base - You CAN move a unit from base to battlefield A, then move a different unit from battlefield A to battlefield B - You CANNOT move a unit from base to battlefield and back to base (base would be an illegal destination choice during finalization) - Edge case: Moving two units to swap their positions (one at each battlefield) may be legal but requires further rules clarification (similar to "hidden blade" timing issues)
When using Vi Peacekeeper, when Vi attacks an enemy unit she will stun it and if it dies Vi will proceed to the next unit. My question is does she also stun the next unit?
No, Vi, Peacekeeper does not stun a second unit if the first one she targets dies. According to her card text, her ability is: **"When I attack, [Stun] an enemy unit here."** Here is the breakdown of why she only stuns one unit: 1. **Trigger Condition:** Her ability is an "Attack Trigger" (Rule 383.4.e). It triggers exactly once, at the moment she gains the "Attacker" designation during combat. 2. **Single Effect:** The ability contains one instruction to "[Stun] an enemy unit." When that ability resolves, it carries out that instruction by stunning one unit. 3. **No "Repeat" or "Extra":** Her ability does not include the keyword "Repeat" or any instruction to look for another target if the first one is killed. 4. **"Next Unit" Misconception:** While Vi may be a powerful attacker, the game rules do not automatically allow an attacking unit to "proceed" to another unit and trigger its attack ability again just because the first target died. Once her "When I attack" ability resolves, it is finished for that combat. If you are seeing Vi defeat multiple units in combat, it is likely due to her high **Might (5)** allowing her to win combat against the next unit she faces during the **Combat Damage Step**, not because she is re-triggering her stun ability.
When using Yasuo Unforgiven's legend ability to move a unit from a battleground to base, does that exhaust the unit or does it remain readied?
Ruling: The unit remains in the state it was in (readied or exhausted). Spells and abilities that move units do not change their exhaust or ready status unless they specifically say they do. Nuances: - The ability can move units to uncontested battlefields; it only requires moving from a battlefield to base or base to battlefield without other restrictions.
When using Yasuo's legend ability to tap 2 and move a unit, does the moved unit get exhausted?
Ruling: No, the moved unit does not get exhausted. Exhausting a unit is only a cost for the standard move action. When a unit moves through any other effect (like Yasuo's ability), it does not get exhausted. Nuances: - You can choose to move an already exhausted unit with Yasuo - This applies to other movement effects as well (e.g., Stealthy Pursuer moving with another unit via her effect does not exhaust) - A unit with Ganking moved to the battlefield via Yasuo would not exhaust and could then use Ganking
When using Zenith Blade to defend a battlefield and the combat results in a stalemate (both units at battlefield, attacker's unit stunned), what happens to the units and who controls the battlefield?
Ruling: When both units are at the battlefield at the end of combat, the attacker's unit is recalled and the defender takes control of the battlefield. In this scenario, the Zenith Blade player is the active defender, so their opponent's unit is recalled and they conquer the battlefield. Nuances: - Being the "active defender" (defending via Zenith Blade) doesn't prevent you from conquering the battlefield - you both defend AND conquer in this situation - The defender status (determined by who didn't apply contested status) and conquering (determined by who takes control of battlefield) are separate mechanics that don't directly interact
When using Zenith Blade to follow an opponent who moved to a new battlefield during a showdown, who becomes the attacker - the player using Zenith Blade or the opponent who moved first?
Ruling: The opponent who first moved to the new battlefield applies the Contested status and becomes the attacker. If you use Zenith Blade to follow them during the original showdown or during the subsequent showdown on the new battlefield, you will be the defender. Sequence: - Opponent uses Ride the Wind to move Yasuo to BF2, applying Contested status to BF2 and starting a non-combat showdown - The showdown on BF2 only starts after the showdown on BF1 finishes - If you use Zenith Blade during the BF1 showdown or during the BF2 showdown, the opponent remains the attacker (having applied Contested status) - If you let all showdowns fully resolve and use Zenith Blade later in open neutral state, then you would be the attacker Nuances: - The Contested status remains with whoever originally applied it, even if the showdown transitions from non-combat to combat - A combat showdown will never stop being a combat, even if there are no units from 2 players present
When using alternate play methods (like hook, aurora) that ignore a card's costs, do you still have to pay additional costs like sacrificing a unit or paying for accelerate?
Ruling: When using alternate play methods that ignore "its costs," you still must pay all additional costs. The phrase "ignoring its costs" only refers to the base costs (energy and power), not additional costs. Nuances: - Optional additional costs (like accelerate) may be chosen but must be paid for if chosen - Mandatory additional costs must always be paid
When you add a rune with a seal, does it float, and if so, can you use it for anything or is it restricted?
Ruling: When you add a rune with a seal, it floats and is not restricted in use. However, seals pay for power costs, not energy costs. Nuances: - Floated power and energy are lost at the end of your turn - Floated power and energy are also lost at the draw phase (to prevent floating energy from before awaken for start of turn effects) - Floated power and energy persist through showdowns
When you cast Retreat on your chosen champion, does it go to hand or return to champion zone?
Ruling: When you cast Retreat on your chosen champion, it goes to hand. Nuances: - Even though the card is a chosen champion, Retreat treats it as a regular unit and returns it to hand rather than the champion zone.
When you charm an opponent's unit into an empty battlefield on your turn, does the opponent score a point? If you then move your own unit there and win the showdown, do both players score a point on the same turn?
Ruling: Yes to both. When you charm an opponent's unit into an empty battlefield on your turn, they score a point. If you then move your own unit there and win the showdown (their unit dies, yours survives), both players score a point on the same turn. Nuances: - You cannot win by conquering alone, so if your opponent had 7 points and you gave them the 8th point through conquering on your turn, they wouldn't win unless you also gave them a conquering at another battlefield that same turn. - If you reverse the order (move your unit to empty battlefield first, then charm opponent's unit there), the charmed unit becomes the attacker and your unit is the defender, because control of the battlefield determines attacker/defender status, not whose turn it is.
When you conquer a battlefield while at 7 points and draw a card instead, what is the timing of that draw relative to 'when I conquer' triggered effects?
Ruling: The draw happens as you conquer, before all "when I conquer" effects trigger. It replaces the normal conquest, so it occurs first. Sequence: - Draw 1 card for conquering at 7 points (instead of gaining a point) - All "when I conquer" effects trigger (can be ordered however you wish) Nuances: - In the Jinx/Zaun Warrens example, you would draw first, then order the battlefield's discard/draw effect and Rocket retrieval effect as desired
When you conquer a battlefield, can you immediately deploy units to it on the same turn?
Ruling: Yes, you can play units to a battlefield immediately after conquering it on the same turn. Units come in exhausted like any other unit would. Sequence: - Conquer the battlefield - You gain control of it after conquering - You can then play units to it (they enter exhausted) Nuances: - You keep control of a battlefield until you have no units present there - You cannot lose or gain control of a battlefield during a showdown - During a showdown, you cannot play units normally - you are limited to legally timed cards - Units played as a result of actions or reactions (like Shen) can be played to a battlefield you are defending during a showdown
When you conquer a battlefield, do you immediately control it before resolving conquer effects (e.g., can a unit revealed by Rek'sai's conquer effect be played at the newly conquered battlefield)?
Ruling: Yes, you immediately control a battlefield when you conquer it, before conquer effects resolve. Units revealed by conquer effects can be played at the newly conquered battlefield. Sequence: - Conquer the battlefield - Control is established - Conquer effects happen
When you conquer with Last Rites, can you hide Teemo from trash?
To answer your question: **No, you cannot hide Teemo from your trash.** ### Reasoning: 1. **Last Rites Effect:** The effect of *Last Rites* allows you to **play** a unit from your trash. 2. **Definition of "Play":** Playing a unit (Rule 359) is a distinct game action from **hiding** a card (Rule 421). Hiding is a separate, discretionary action that requires the card to be in your hand or Champion Zone (Rule 421.2.a). 3. **Trash Restrictions:** The trash is a non-board zone. You cannot perform the "Hide" action on a card while it is in your trash. 4. **Last Rites Limitation:** Because *Last Rites* specifically grants permission to **play** a unit, it does not grant permission to perform other actions like "Hide" on cards in your trash. In summary, while *Last Rites* allows you to bring a unit from your trash onto the battlefield, it does not allow you to bypass the requirements for the "Hide" action. You would first need to move the unit from your trash to your hand (or another valid zone) before you could hide it.
When you conquer, does the Battlefield when conquered effect or the Legend effect resolve first?
When you conquer a battlefield, the resolution order between a Legend ability and a "When you conquer" effect depends on the specific trigger condition of the Legend ability. ### Legend Ability vs. Conquer Effect If the Legend ability is triggered by **winning a combat** (such as Draven's ability), it resolves **before** any conquer effects. According to Riftbound FAQ #8578, the sequence is: 1. **Combat concludes:** You win the combat (only your units remain). 2. **Legend Ability:** The "When you win a combat" ability triggers and resolves immediately. 3. **Conquer:** You gain control of the battlefield and score the point. 4. **Conquer Effects:** Any "When you conquer" triggered abilities (from units or the battlefield) trigger and are placed on the chain. ### Multiple "When you conquer" Effects If you are comparing two different "When you conquer" effects (e.g., a unit's conquer ability and a battlefield's conquer ability), they trigger simultaneously. According to Riftbound FAQ #1870 and FAQ #7517: * Both abilities trigger at the same time upon conquering. * The player who controls both abilities chooses the order in which they are placed onto the chain. * They resolve in the order you chose (LIFO - Last In, First Out). *** **Summary of Timing:** * **Combat-winning Legend abilities** resolve before the act of conquering and before conquer effects. * **Multiple "When you conquer" effects** trigger simultaneously, and you choose their resolution order on the chain.
When you control multiple Dazzling Aurora permanents, do both triggers resolve before any creatures enter, or does the first creature enter before the second trigger resolves?
Ruling: Both Dazzling Aurora triggers go on the chain at end of turn, then resolve one at a time. Each creature enters and fully resolves (including any when-you-play-me abilities) before the next Aurora trigger resolves. Sequence: - Both Aurora triggers go on the chain at end of turn (DA > DA) - Last Aurora on chain resolves and plays a unit, adding it to the chain (DA > Unit) - Unit auto-resolves, and any when-you-play-me abilities from that unit go on the chain and resolve - Then the remaining Aurora trigger resolves and repeats the process
When you copy a unit which has a gear attached, do you also copy the gear?
No, you do not copy the attached gear. When you copy a unit, you are only copying the traits of that specific game object (the unit itself). Attached gear are separate game objects that are linked to the unit via the "Attach" action. Because they are separate cards, they are not included in the definition of the unit's "copyable traits." According to the rules regarding copy effects (Patch Notes - 2026-03-30): * Copy effects copy the "copyable traits" of a game object, which are its printed or copied traits. * Nothing "appended or granted" to the object—such as an attached card—is seen by the copy effect. Therefore, the new copy of the unit will enter the board without any of the gear that was attached to the original unit.
When you equip Blade of Ruined King to Unsung Hero, which triggers first? Unsung Hero becomes mighty and dies from Blade of Ruined King, or Blade of Ruined King kills Unsung Hero before she becomes mighty?
To determine the interaction between *Blade of the Ruined King* and *Unsung Hero*, we must look at how costs are paid and how the game processes the "Kill" instruction. ### The Ruling *Blade of the Ruined King* kills the *Unsung Hero* **before** she can become "Mighty" from the equipment. ### Sequence of Events 1. **Initiating the Equip Ability:** You activate the [Equip] ability of *Blade of the Ruined King*. You choose *Unsung Hero* as the target to attach the gear to. 2. **Paying the Cost:** The cost to equip is "[C], Kill a friendly unit." You must pay this cost to place the ability on the chain. 3. **The Kill Instruction:** You kill *Unsung Hero* to pay the cost. At this exact moment, the game notes her attributes (including her Might) to process her *Deathknell* later (Rule 428.1.a.1.b). 4. **Deathknell Trigger:** Because *Unsung Hero* is being killed, her *Deathknell* ability is added to the chain as a pending item. 5. **Resolution:** The *Equip* ability finishes being placed on the chain. When it eventually resolves, it attaches the *Blade of the Ruined King* to the target. However, because the *Unsung Hero* was already killed to pay the cost, she is in the trash and is no longer a valid target on the board to receive the equipment (unless a separate effect brings her back). ### Why she doesn't become Mighty * **Timing of Stats:** The *Blade of the Ruined King* only provides its Might bonus **after** it is successfully attached to a unit. * **Cost vs. Effect:** The "Kill" is a **cost** paid to activate the ability. The equipment is only attached upon the **resolution** of the ability. Because the *Unsung Hero* must be killed to pay the cost, she is removed from the board before the equipment can ever attach to her. * **Mighty Check:** According to **FAQ 4157** and **Rule 734.1.d.3**, the game captures the unit's state (including whether it was "Mighty") at the moment of death. Since *Unsung Hero* was not "Mighty" (5+ Might) at the moment she was killed to pay the cost, she will not draw cards when her *Deathknell* resolves. **Summary:** You pay the cost by killing the *Unsung Hero* while she has her base Might. She never receives the Might bonus from the *Blade of the Ruined King* because she is killed before the equipment attaches.
When you exhaust runes to add them to your rune pool, do you need to spend that power immediately, or can you exhaust multiple runes at different times during your turn and accumulate power in your pool?
Ruling: When you exhaust runes, the power enters your rune pool and does not need to be spent immediately. You can exhaust runes at different times during your turn and accumulate power in your pool to spend later. Sequence: - Exhaust two runes (power enters pool) - Recycle one rune to play a seal - Play Legion Hopeful using the two power in your pool - Exhaust two more runes (power enters pool) - Play another Legion Hopeful with the newly added power Nuances: - Your rune pool empties at the end of every turn and after you perform your Draw for turn start - While you can play a seal before spending the power as described, most players save the seal for when they play a unit with a power cost
When you flip Pyke Dockside Butcher over from hidden, can you pay 1 red to have him ready and +2 this turn?
When you play a card from Hidden, you may choose to pay any optional additional costs specified on the card to receive their associated benefits. You do not pay the card's printed base Energy or Power costs. ### 1. Playing from Hidden According to **Rule 811.1.b** and **FAQ #6234**, when you play a card from Hidden, you ignore its printed base Energy and Power costs. ### 2. The Optional Additional Cost Optional additional costs are applied during the process of playing the card. According to **Rule 356.2.b** and **Rule 357.2**: * **Step 2 (Play/Finalize):** You declare your intention to play the card from Hidden. * **Step 3 (Determine Total Cost):** Because you are playing from Hidden, the base costs are set to 0. You then choose whether or not to pay the optional additional cost. * **Step 4 (Pay Costs):** If you chose to pay the cost in Step 2, you pay it now. ### 3. Triggered Ability Timing Once the payment is confirmed and the card is played, the card’s triggered ability—which checks if the additional cost was paid—triggers. Because the cost was paid during the playing process, the condition is satisfied, and the ability resolves to grant the associated effects. **Summary:** When playing a card from Hidden, you do not pay its base Energy cost, but you must pay any optional additional cost during the "Pay Costs" step to receive the associated bonuses. If you do not pay the additional cost during this step, you cannot gain the bonus. Note: I could not fully verify this ruling against the retrieved rules.
When you gain Focus during a showdown and decide not to do anything, do you pass Priority first before passing Focus, or do you just pass Focus?
Ruling: You pass Focus directly. You cannot pass Priority when there is nothing on the chain. Sequence: - When you pass Focus, the next player in turn order gains both Focus and Priority Nuances: - Passing Priority (which retains Focus) is only possible when there are items on the chain - When the chain is empty, you can only pass Focus, not Priority
When you have 2 Vi's on the board, do you need to choose which Vi gains each +1 or do they both benefit from a +1 per card when recycling?
Ruling: Only one Vi gains the +1 when you recycle a card. You choose which Vi activates the ability. Sequence: - Choose which Vi activates the ability - Recycle 1 card - The chosen Vi gets +1
When you have a Ravenbloom Student and play a spell, does Ravenbloom Student gain power before or after the spell resolves?
Ruling: Ravenbloom Student gains power after the spell resolves. Cards are only considered "played" when they fully resolve. Sequence: - Spell is placed on the chain - Spell resolves - Ravenbloom Student's trigger activates and she gains power Nuances: - Placing a card on the chain is not the same as "playing" a card - This general rule has an exception with Brynhir, where "play" is considered being put on the chain for that specific ability
When you have a hidden Zhonya's Hourglass at a battlefield with multiple units and one is about to die, are you forced to activate the hidden Zhonya's, or can you choose not to use it?
Ruling: You are not forced to activate a hidden Zhonya's Hourglass. Hidden cards are private information and not in play yet - they may be played for 0 as a reaction, but this is optional. Nuances: - Hidden cards have no public information and the game has no way to force you to play them - If you lose control of the battlefield, hidden cards there are trashed - For combat damage, you must flip Zhonya's during the showdown BEFORE damage assignment (there is no reaction window during damage assignment) - For spell or ability damage, you must flip it in response to the spell/ability before the damage happens, not in response to the damage itself
When you have multiple Breakneck Mechs out at the same time, does it increase from Deflect 1 to Deflect 2 and so on?
Yes, multiple **Breakneck Mech** units on the board will cause their **Deflect** effects to stack. According to **Rule 809.2**: "If a Unit has Deflect, or has been granted Deflect, and is granted Deflect by an additional source, the Deflect Value of all granted Deflect keywords is summed." Since **Breakneck Mech** grants "Deflect" (which defaults to a value of 1 per **Rule 809.1.b.3**), having two copies of the card in play results in your other Mechs having **Deflect 2**. An opponent must pay 2 additional Power of any domain to target those units with a spell or ability. **Note on Ganking:** While the **Deflect** stacks, the **Ganking** keyword does not. Per **Rule 736.2**, multiple instances of Ganking are redundant, so having multiple **Breakneck Mechs** provides no additional benefit to movement beyond what a single instance provides.
When you have multiple Zero Drives in play, do you need to track which units were banished by each specific Zero Drive, or can triggering one Zero Drive's play effect return units banished by any Zero Drive?
Ruling: Each Zero Drive can only return units that were specifically banished by that individual Zero Drive's effect. Cards can only refer to things banished by their own effects, not by other cards with the same name. Sequence: - When a Zero Drive banishes a unit, track which specific Zero Drive banished it - When that Zero Drive's play effect triggers, only units banished by that specific Zero Drive can be played - Units banished by other Zero Drives (even with the same name) remain banished Nuances: - Physically placing banished cards underneath their respective Zero Drive (either directly under or horizontally) is a recommended method to track which units belong to which Zero Drive
When you have two Aurora triggers and the first one hits a unit, does the unit resolve immediately between the two Aurora triggers, or do both Aurora triggers fully resolve before the unit is played?
Ruling: When Aurora's second trigger resolves and hits a unit, the unit becomes pending during that trigger's resolution. In the cleanup after the trigger, the unit immediately resolves and is played. Any when-you-play-me (WYPM) effects go on the chain on top of Aurora's first trigger. After those WYPM effects resolve, Aurora's first trigger resolves. Sequence: - Aurora trigger 2 resolves and reveals a unit - Unit becomes pending during the trigger - In cleanup after the trigger, the unit immediately resolves and is played - Any WYPM effects from the unit go on the chain on top of Aurora trigger 1 - WYPM effects resolve - Aurora trigger 1 resolves Nuances: - If the first Aurora hits a Deadbloom and starts a showdown, that showdown waits for both Aurora triggers to resolve before initiating - If you hit a second Deadbloom from the second Aurora, you cannot play a unit next to it because you don't control the battlefield (it's contested), unless you hit a second predator in which case the battlefield is still an occupied enemy battlefield
When you hide a card like Flight or Fight using the Hide action, can it be played at action speed, reaction speed, or only reaction speed?
Ruling: Cards hidden with the Hide action gain reaction timing, which gives you permission to play them at reaction speed in addition to whatever other timing permissions they already have. Nuances: - Once a card is played, it no longer has a speed - Timing permission is cumulative: cards with Reaction can be played when you have permission to play Actions, and both Actions and Reactions can be played when you have permission to play default timing abilities or take discretionary actions
When you hide a unit and your opponent successfully contests the battlefield while you choose not to flip the hidden unit, does the hidden object get revealed and discarded or does it play to your base exhausted?
Ruling: The hidden object is discarded to your trash face up. Sequence: - Opponent successfully contests the battlefield - You choose not to flip over the hidden unit - The hidden object is revealed and discarded face up to trash
When you hold Power Nexus, can you use the ability on the battlefield multiple times?
To answer your question regarding the **Power Nexus** battlefield: **While you can trigger the ability on Power Nexus multiple times in a single turn, you can only successfully score once per battlefield per turn.** ### Ruling and Reasoning According to **FAQ #2852**, Power Nexus starts a chain every time you hold it. Because the ability is a triggered ability ("When you hold here..."), it triggers each time the condition is met. While **Rule 447** states that a player may only "Score" once per battlefield per turn, the Power Nexus ability allows you to pay a cost to "score 1 point." Because this is a specific card effect that interacts with the scoring mechanic, it is subject to the limitation that you can only successfully score once per battlefield per turn. **Sequence of events:** 1. **Trigger:** You move a unit to the Power Nexus battlefield, satisfying the "When you hold here" condition. 2. **Chain:** The Power Nexus triggered ability is placed on the chain. 3. **Resolution:** You have the option to pay the cost to score 1 point. 4. **Subsequent Attempts:** If you were to move your unit out and back into the Power Nexus battlefield (or move a different unit there), the ability would trigger again. However, because you have already scored at that battlefield for the turn, you would be unable to score a second point from that same battlefield, as per **Rule 447** ("A player may only Score, from either method, once per Battlefield per turn"). ### Summary of Interaction * **Triggering:** The ability triggers every time you hold the battlefield. * **Scoring Limitation:** Per **Rule 447**, you are limited to scoring once per battlefield per turn. Therefore, while you can trigger the ability multiple times, you can only successfully complete the "score 1 point" instruction once per turn at that specific battlefield. Note: I could not fully verify this ruling against the retrieved rules.
When you move Lee Sin and he becomes exhausted, does he get his self-buff, or do you have to specifically exhaust him in place to get the buff?
Ruling: Moving Lee Sin does not trigger his self-buff. You must use his activated ability (which exhausts him as a cost) separately to buff him. Sequence: - If you move Lee Sin, he exhausts but does not get buffed - If you want to buff Lee Sin, you must use his activated ability (exhausting him as the cost) - You cannot do both in the same action since both require exhausting him Nuances: - Lee Sin's buff is an activated ability with exhausting as a cost, not a trigger that occurs whenever he exhausts - Moving uses a Standard Move action that exhausts him, which is separate from his buff ability
When you move a unit into an open (uncontested) battlefield, are there attacker/defender designations for card effects like Mask of Foresight?
Ruling: There are no attackers or defenders during uncontested showdowns. Moving a unit into an open battlefield makes it contested but does not create attacker/defender designations. Nuances: - The player who moves their unit in first is the one applying the 'contested' status to the battlefield - If the opponent later moves a unit in (e.g., via Ride the Wind), they would become the defender - Units with Assault and Shield do not get their might boosts during uncontested showdowns - Effects that trigger on or reference attackers/defenders (like Mask of Foresight) do not apply until the showdown becomes contested with both players having units present
When you move a unit on your turn, does it happen immediately without creating a chain, preventing opponents from responding with Reaction spells before the move resolves?
Ruling: Normal movement resolves immediately and does not create a chain, so opponents cannot respond with Reaction spells before the move completes. Nuances: - If a unit has a "when I move" trigger, then a chain is created - Moving to a battlefield starts a showdown (which does create opportunities for responses)
When you move a unit that has taken damage during a combat to another battlefield (e.g. using Hextech Ray on it, then moving it with Ride the Wind), does it heal before it fights on the new battlefield?
Ruling: Yes, the unit heals before fighting at the new battlefield. When the combat at the first battlefield ends, all units everywhere heal, and this happens before the combat at the second battlefield can begin. Sequence: - Combat showdown occurs at Battlefield A - Unit takes damage from Hextech Ray during that combat - Unit is moved to Battlefield B where opposing units are present - Combat at Battlefield A must finish first - When Battlefield A combat ends, all units everywhere heal - Then combat at Battlefield B can start with the now-healed unit Nuances: - Only one showdown or combat can happen at a time; the current one must end before another can start - Damage heals only during two instances: after a combat resolves, and at the end of a player's turn - Even if a unit is moved away from a battlefield during a showdown, if the showdown was initiated as a combat showdown, it will conclude as such and healing will occur
When you move a unit through an effect, would it be exhausted or ready?
When a unit is moved by a card effect, its state (Ready or Exhausted) does not change unless the card explicitly states otherwise. According to the FAQ in the game rules: * **"When a card effect explicitly says to 'move' a unit, a readied unit stays readied unless the card specifies otherwise."** * Card effects that move units work regardless of the unit's current exhaust state. * This is distinct from the "Standard Move" action, which is an inherent ability that requires exhausting the unit as a cost. In summary, if an effect simply says to "move" a unit, the unit maintains its current state. It only becomes exhausted if the card text specifically includes an instruction to exhaust it.
When you move a unit with Charm to one of your battlefields but lose the position, does your opponent gain 1 point and activate their Conquer ability?
Ruling: Yes, when you lose a position after moving a Charmed unit to your battlefield, your opponent gains 1 point and activates their Conquer ability.
When you move a unit with Charme to your battlefield, who is the defender?
Ruling: You are the defender when you move a unit with Charme to your battlefield.
When you move all your units out of a contested battlefield using Fight or Flight, does the hidden at that battlefield go to trash, or can it remain because you still control the battlefield during the contest?
Ruling: A player maintains control of a battlefield while it is contested (during combat showdown), even if they have no units present at that battlefield. The hidden remains valid and can be revealed as long as the battlefield is still contested. Sequence: - Player defends with a unit at a battlefield with a hidden - Combat showdown begins and the battlefield becomes contested - Defending player uses Fight or Flight to move their unit away from the battlefield - The battlefield remains contested and under the original controller's control - The hidden can still be revealed before combat damage resolution - Control only changes after the combat is fully resolved (defended or conquered) Nuances: - This represents a rule change from version 1.0 to 1.1; previously having a unit present mattered, but now only control of the battlefield matters - The contested status remains until the battlefield has been properly defended or conquered - Control remains with whoever had it originally throughout the entire contested period
When you move an enemy unit into your occupied battlefield (e.g., with Charm), does that enemy become the attacker or defender?
Ruling: The enemy unit becomes the attacker. Even though your spell moved the unit, it is their unit that applies the contested status to the battlefield. Sequence: - You use a spell/ability to move an enemy unit into your occupied battlefield - The enemy unit applies contested status to the battlefield - The enemy unit is treated as the attacker
When you play Arcane Shift to retrieve and play Fizz from trash, what is the order of resolution?
Ruling: Arcane Shift fully resolves before Fizz's on-play effect triggers. You cannot play cards while another card is resolving. Sequence: - Target an enemy unit and your unit for Arcane Shift - Banish the targeted unit (Fizz) - Put Fizz as pending on the chain - Deal 3 damage from Arcane Shift - Banish Arcane Shift - Fizz resolves on the same chain - Play Fizz immediately (as he is a unit) - Fizz's on-play effect triggers Nuances: - If Fizz is at a battlefield you control and you banish him with Arcane Shift during combat showdown (as defender), you can play him back to that same battlefield because control is only lost at the end of combat during resolution - The spell Fizz chooses with his on-play effect avoids timing restrictions, so you can choose spells without action/reaction timing even mid-showdown
When you play Deadbloom Predator to an enemy battlefield from hand, can you move readied units from your base to join it in the showdown?
Ruling: No, you cannot move readied units from your base to join Deadbloom Predator when it is played to an enemy battlefield. Deadbloom Predator will start the showdown alone. Nuances: - Deadbloom Predator is being played (not moving), so the normal rules for moving units together do not apply.
When you play Kadregrin does it see itself as a Mighty unit?
Yes, Kadregrin can count itself as a Mighty unit. According to the official RiftJudge FAQ: **Q: Does Kadregrin draw for itself?** **A: Ruling: Yes, Kadregrin can count itself.** Additionally, per Rule 708, a unit "is Mighty" as long as its Might is 5 or greater. When Kadregrin enters play, if its Might is 5 or greater, it satisfies this condition and is counted by its own ability.
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