Legacy admin page — this FAQ browser is scheduled for removal. Use Search or Review Proposals instead.

Riftbound Frequently Asked Questions

Search verified questions and answers.

When you play Possession and move a unit to your base, is the unit tapped/exhausted, or can you move it to a battlefield the same turn?
Ruling: You take the unit in whatever state it is currently in. If it's exhausted it stays exhausted, but if it's ready it stays ready and can be moved. Nuances: - Possession causes a 'recall' which is not a move, so it doesn't exhaust the unit - The card text explicitly states "this is not a move" - Even though it's not a Standard Move (the inherent exhaust-to-move ability), it won't trigger abilities that check for moves - Moving itself does not cost exhaustion - only the Standard Move ability specifically requires exhausting
When you play Riptide Rex, do you have to target a unit if there is one at a battlefield? If there is a unit with Deflect, can you choose to not do the ability?
Ruling: When Riptide Rex's triggered ability goes on the chain, you must choose a target unit at a battlefield if one exists. However, if that unit has Deflect, you may decline to pay the Deflect cost, which causes the triggered ability to fail to finalize on the chain and be removed without resolving. Sequence: - Play Riptide Rex and pay its cost; it enters the battlefield - Riptide Rex's "When you play me" ability triggers and attempts to be placed on the chain as a Pending Item - You must choose an enemy unit at a battlefield as the target - If that unit has Deflect, the ability incurs a mandatory Deflect cost - You may choose to decline to pay the Deflect cost - If you decline, the ability is removed from the chain and never resolves (the 6 damage is not dealt) Nuances: - Declining to pay the Deflect cost is not considered countering the ability; it simply fails to finalize - The ability never becomes a Chain Item if you decline the cost; it is removed while still a Pending Item
When you play Sprite Mother to your Base, does the spawned Sprite enter tapped, making it unable to move to a battlefield before it dies from Temporary? Can you play Sprite Mother directly to a battlefield?
Ruling: The Sprite enters ready (untapped) because Sprite Mother's text specifies "play a ready 3 [M] sprite." You can also play Sprite Mother directly to a battlefield if you control it. Nuances: - If the card didn't say "ready," the Sprite would enter exhausted - The Sprite is not a Recruit, so it will trigger Viktor Champion's ability when it dies
When you play Sun Disc from hand as your first card, does it count itself towards the Legion effect for cards played afterwards that same turn?
Ruling: Yes, Sun Disc counts itself as "another card" for its own Legion effect. When played, it is active the same turn and will trigger Legion for subsequent cards played that turn. Nuances: - Legion has unique properties when it is part of a permanent's abilities (as opposed to other contexts)
When you play Vi Peacekeeper, it applies a stun to a unit. Can this be done to Baron?
No, Vi, Peacekeeper cannot stun Baron Nashor. Vi's "When I attack" ability requires you to **choose** an enemy unit to stun, 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 that choice — even if he's the only enemy unit there. The ability will fail to find a legal target and do nothing.
When you play Void Seeker on a unit on the battlefield and an enemy flashes the chosen unit back, will the spell still do damage and resolve?
No, the spell will not deal damage, but it will still resolve. According to the **RiftJudge FAQ (ID 1794, 5984, 3134, 6470)**, when a unit targeted by **Void Seeker** is moved to a base (or any non-battlefield location) in response to the spell, the unit becomes an invalid target for the damage portion of the effect. Here is the sequence of events: 1. **Chain State:** Void Seeker is played, targeting a unit at a battlefield. 2. **Response:** The opponent plays **Flash** (or a similar effect) to move the targeted unit to their base. 3. **Resolution (LIFO):** The **Flash** effect resolves first, moving the unit to the base. 4. **Void Seeker Resolution:** When Void Seeker attempts to resolve, it checks for its target. Because the unit is no longer "at a battlefield," the damage portion of the spell cannot be executed and is ignored (per Rule 359.3.e.9 and 359.3.e.10). 5. **Remaining Effect:** Because Void Seeker contains two separate effects separated by a period ("Deal 4 to a unit at a battlefield. Draw 1."), the draw effect is not conditional on the damage succeeding. Following the "do as much as you can" rule (Rule 359.3.e.11), you will still draw 1 card.
When you play a Weaponmaster unit, are you allowed to equip more than 1 gear from other units that already have it equipped?
No. According to **RiftJudge FAQ #2992**, a single instance of the **Weaponmaster** keyword only allows you to choose one equipment to attach to the unit. As specified in **Rule 821.1.c.7** and **Rule 821.1.d**, if a unit has *multiple* separate instances of the Weaponmaster keyword (for example, if it gained the keyword multiple times), each instance would trigger separately, allowing you to choose one piece of gear per trigger. However, with only one instance of the keyword, you are limited to choosing and equipping exactly one piece of gear.
When you play a card like Deathgrip, when does the controller have to announce which friendly unit they are going to kill?
When you play a card like **Deathgrip**, you must announce and choose the friendly unit you intend to kill **when you play the spell**, as part of the process of placing it on the chain. According to the Core Rules and the established sequence for playing cards, the process is as follows: 1. **Declare the intent to play the card:** You place the card on the chain. 2. **Make relevant choices (Rule 355):** You must choose all targets and make all relevant choices required by the card's text at this time. Because **Deathgrip** targets a friendly unit to be killed, you must select that specific unit now. 3. **Determine Total Cost (Rule 356):** Calculate the total cost of the card. 4. **Pay the card's costs (Rule 357):** Pay the energy and power costs. 5. **Check legality (Rule 358):** Ensure all choices and targets are legal. ### Why this is the case: * **Targeting:** Rule 355.7 states that when a card chooses one or more specific game objects to affect, it is **targeted**. Rule 355.8 explicitly requires that "in order to put a spell or ability on the chain, valid choices must be made for all targets." * **Deathgrip FAQ:** As clarified in RiftJudge FAQ #8401 and #9295, the friendly unit in **Deathgrip** is a **target**, not a cost. Because it is a target, it must be chosen when the spell is played and placed on the chain, not upon resolution. **Summary of the sequence:** * **On Play (Chain):** You choose the friendly unit to kill. This unit is now locked as the target for the spell. * **On Resolution:** The spell resolves. You kill the chosen unit. If the unit is still a legal target and is successfully killed, you then proceed to the next part of the effect (giving Might to another friendly unit and drawing 1). If the unit is no longer a legal target or the kill is replaced (e.g., by *Zhonya's Hourglass*), you do not give the Might, though you still draw 1.
When you play a card with a 'when you play me' effect that targets a battlefield (like Carnivorous Snapvine), can you target units at any battlefield?
Ruling: When you play me (WYPM) targets are not restricted by where you play the unit unless the WYPM says "here" in it. The ability may have its own targeting restrictions (like "at a battlefield"), but you can target any valid battlefield, not just the one where you played the unit. Nuances: - Hidden units with WYPM abilities are an exception: when played from hidden, those abilities must target units at the battlefield you played them from - The WYPM ability itself may specify targeting restrictions (e.g., "at a battlefield") which must be followed
When you play a second Dazzling Aurora and get a Deadbloom Predator from the first Aurora's trigger, does the Deadbloom's showdown resolve before the second Aurora's trigger, and can you place the second Aurora's unit on the battlefield being contested if you win?
Ruling: The second Dazzling Aurora trigger must fully resolve before the Deadbloom showdown can be initiated, because showdowns can only start when the turn is in a neutral open state with no chain items pending. If you get another Deadbloom from the second Aurora, you can place it on the same battlefield the first Deadbloom is contesting since it's still enemy-occupied. Sequence: - First Dazzling Aurora trigger resolves, you play Deadbloom Predator on enemy battlefield - Deadbloom's showdown trigger stages but cannot initiate yet - Second Dazzling Aurora trigger resolves, you play that unit - If that unit has a "when you play" trigger (like Mind Splitter), it goes on the chain immediately and resolves - After all chain items resolve and the game reaches neutral open state, the Deadbloom showdown initiates Nuances: - When you play a unit from Aurora's effect, any "when you play" triggers on that unit finalize onto the chain immediately and must resolve before continuing with remaining Aurora triggers - Abilities can be added to the chain even when other items are still on the chain - Units resolve as soon as they finalize onto the chain, including when played by effects like Aurora - The opponent still controls the battlefield until the showdown resolves, so a second Deadbloom from the second Aurora can also be placed there
When you play a spell from trash with Kai'sa Evolutionary, can you banish it with Jhun's legend ability?
No, you cannot banish the spell with Virtuoso (Jhin's legend ability) in this scenario. According to **RiftJudge FAQ #9409**, the interaction between **Kai'Sa, Evolutionary** and **Virtuoso** functions as follows: ### The Sequence of Events 1. **Conquer Trigger:** Kai'Sa's "When I conquer" ability is placed on the chain. 2. **Resolution of Kai'Sa:** As her ability resolves, you play the spell from your trash. The spell is placed on the chain. 3. **Spell Resolution:** The spell resolves normally and moves to the trash. 4. **Kai'Sa's "Then" Instruction:** Kai'Sa's ability includes the mandatory instruction "Then recycle it." This moves the spell from the trash to the bottom of your deck. 5. **Virtuoso's Trigger:** Only *after* the spell has finished resolving does Virtuoso's "When you play a spell" ability trigger. ### Why you cannot banish it: By the time Virtuoso's ability triggers and is placed on the chain, Kai'Sa's ability has already finished resolving, which includes the mandatory instruction to recycle the spell. Because the spell has already been moved to the bottom of your deck, it is no longer in the trash and is no longer a legal target for Virtuoso’s banish effect.
When you play a unit in Riftbound, can your opponent react to it with a reaction spell before it resolves?
Ruling: You cannot react to units being played. Units go on the chain but immediately leave it, so there is no window for your opponent to play a reaction spell. Sequence: - Unit is played and goes on the chain - Unit immediately leaves the chain (no reaction window) - Unit enters the battlefield Nuances: - If the unit has a "when you play me" ability, opponents can react to the trigger of that ability - Gear behaves the same way as units - you cannot react to gear being played - For spells that create tokens (like Sprite Call), you can react to the spell itself, but the token won't be on the field yet because the spell hasn't resolved - Your opponent can start a chain with a reaction spell during their own action phase (outside of showdowns)
When you play a unit with a 'when you play me' effect, if your opponent reacts and kills or returns the unit to hand, does the on-play effect still trigger?
Ruling: The trigger will always resolve and go on the chain, but it may have no impact on the board depending on the wording of the ability. Sequence: - The unit is played and enters the battlefield - The "when I'm played" trigger goes on the chain - Opponents can react to the trigger (but not to the unit itself being played) - The trigger resolves based on its wording Nuances: - If the ability references "here" or "me" and the unit has been removed, the game returns a null value and the ability resolves without effect - If the ability does not reference a specific location or the unit itself (e.g., "all enemy units get -3 Might"), it will resolve normally even if the unit is no longer in play - Units cannot be countered while on the chain - only spells can be countered by effects like Defy - Units are permanents and resolve too quickly to be targeted while on the chain under normal circumstances
When you play an equipment with QuickDraw, do you have to pay the equip cost?
Ruling: When you play an equipment with QuickDraw, you do not have to pay the equip cost on the initial play. You only pay the card's energy and power costs to play it and equip it to a unit you control. Nuances: - Any subsequent equip actions after the initial play would require paying the equip cost
When you play or reveal a unit card that was previously Hidden, does it enter the battlefield Ready or Exhausted?
Ruling: When you reveal a Hidden unit, you are playing the card just like you would play it from your hand, so it enters the battlefield Exhausted. Nuances: - A facedown card doesn't have a Ready or Exhausted state while Hidden - Playing a card from Hidden works the same as playing it from hand - The Ready/Exhausted state depends on what kind of card it is
When you ready Irelia Fervent with Irelia's Legend, does she get an additional +1/+1 for being readied?
Ruling: Yes, when you ready Irelia Fervent using Irelia's Legend, she receives an additional +1/+1 from being readied, for a total of +4/+4 (+2/+2 from Discipline, +1/+1 from Irelia's Legend, and +1/+1 from being readied). Sequence: - Discipline gives Irelia Fervent +2/+2 - Irelia's Legend gives her +1/+1 - Readying Irelia Fervent with Irelia's Legend triggers her ability to gain another +1/+1 - Total: +4/+4
When you recall a unit (through Zhonya), does it recover to full Might (for that turn) after getting debuffed?
No, a unit recalled by Zhonya’s Hourglass does not recover its original Might; it retains any debuffs (such as might reductions) that were on it. According to **RiftJudge FAQ 1357**, when Zhonya’s Hourglass triggers to save a unit, the unit is recalled and healed (damage is cleared). However, "other effects like might reductions from Stupidify remain on the unit." Furthermore, **Rule 453.1** confirms: "Unless otherwise stated by the source of the Recall, Damage, Exhausted Status, Buffed Status, and applied Layer alterations will all remain unaffected by a Recall." To summarize: * **Damage:** Cleared (the unit is healed). * **Debuffs/Buffs:** Retained (they do not reset). * **Exhausted Status:** The unit becomes exhausted as part of the Zhonya's effect.
When you recycle 2 cards during a mulligan, do you shuffle them together?
Ruling: When 2 or more cards are recycled to the Main Deck simultaneously (such as during a mulligan), they are placed on the bottom of the deck in a random order. You shuffle only the recycled cards together, not the entire deck. Sequence: - Set aside cards for mulligan - Recycle the set-aside cards - Randomize only those recycled cards together on the bottom of the deck Nuances: - The opponent can also shuffle your recycled cards - Only the recycled cards are shuffled together, not the entire deck
When you recycle 2 cards from your trash, it goes to the bottom of your deck, right?
Yes, that is correct. When you recycle cards, they are moved to the bottom of the corresponding deck. According to **Rule 416.1**, "Recycling cards is the action in which a player takes one or more cards from a specific zone and then puts it on the bottom of the corresponding deck." Additionally, because you are recycling 2 cards simultaneously, **Rule 416.5** specifies that they must be placed on the bottom of the Main Deck in a random order.
When you rest Heimerdinger, do you cast all of your rest abilities or just one of your rest abilities?
Ruling: When you rest Heimerdinger, you cast just one of your rest abilities. Nuances: - An ability in this context is the full "cost: effect" structure - Heimerdinger gets a copy of each ability that has an exhaust symbol in the cost part, including that cost - When using an ability, you pay the full cost associated with that specific ability (exhaust plus any other costs) and perform that specific effect
When you reveal Evelyn, can you gust it, what happens?
Yes, you can use **Gust** to react to **Evelynn, Entrancing** when she is played from a hidden state. According to **Rule 811.6**, cards that are Hidden gain the **[Reaction]** keyword while facedown or when played from facedown, allowing you to play them at reaction speed. When you reveal (play) Evelynn, her "When you play me from face down" ability triggers, creating a chain. Because this ability uses the chain, you (or your opponent) can play **Gust** as a reaction to it. ### Sequence of Events 1. **Evelynn is played:** You reveal Evelynn from her hidden state and place her on the battlefield. Her triggered ability ("When you play me from face down...") is placed on the chain. 2. **Reaction:** An opponent plays **Gust** targeting Evelynn, adding it to the chain above her ability. 3. **Gust resolves (LIFO):** Gust resolves first, returning Evelynn to your hand. 4. **Evelynn's ability resolves:** The ability attempts to resolve, but because Evelynn is no longer on the battlefield to serve as the destination for the enemy unit, the ability fails to move any unit. **Summary:** By using **Gust** in response to Evelynn's reveal, you successfully return her to your hand and prevent her ability from moving an enemy unit. This interaction follows the established Riftbound rules for chain resolution (LIFO) and the requirement that a card must remain on the board to complete "move to my battlefield" effects (referencing **RiftJudge FAQ 10352** regarding similar "move" triggers).
When you reveal Guards! does it go to the battlefield or base?
When you play **Guards!** by revealing it from its hidden position, the **Sand Soldier** token it creates must be played at the same battlefield where the **Guards!** card was hidden. You cannot play it to your base. This is a firm requirement supported by multiple rules and FAQs: * **Rule 811.1.d.3:** "If a hidden spell or a play effect of a hidden permanent causes you to play a unit, you must choose to play that unit at that battlefield [where the card was hidden]." * **RiftJudge FAQ #9273:** Explicitly states, "No, you cannot play the Sand Soldier token created by *Guards!* to your base." * **RiftJudge FAQ #9517:** Reaffirms that the token must enter play at the same battlefield where the *Guards!* card was hidden.
When you score your 8th point outside your turn, do you still need to control all the battlefields?
Yes, with a key clarification: the rule is about **scoring** (not just controlling) all battlefields that turn. **Ruling:** To win by scoring the 8th point on an opponent's turn, you must conquer **every** battlefield that same turn. A single conquer on the opponent's turn will only draw you a card instead. Here's why: The only way to score outside your turn is by conquering — Hold only happens during your Beginning Phase (Rule 464.2). And Rule 466.1.b.2 says that when you try to gain the winning point through a Conquer, you must have **Scored every Battlefield through either method this turn** — otherwise you draw a card instead of getting the point. Since you haven't held anything this turn (it's not your turn), you'd need to conquer both battlefields on that same opponent's turn to win. Conquering just one puts you at 7 while drawing a card, no win.
When you spend power using Rune Cards, can you still use them for energy?
Yes, you can use a rune for both energy and power in the same turn, but the order matters. According to **RiftJudge FAQ #5399**, a single rune can provide both 1 energy (by exhausting it) and 1 power (by recycling it) in the same turn. These resources go into your resource pool and can be used to pay for different costs. To do this, you must follow this sequence: 1. **Exhaust the rune** to generate 1 energy. This energy goes into your resource pool. 2. **Recycle that same exhausted rune** to generate 1 power. This power also goes into your resource pool. **Important Nuances:** * **Order:** You must exhaust the rune *before* recycling it. If you recycle it first, the rune is gone and you cannot exhaust it for energy. * **Floating:** Once generated, energy and power exist independently in your resource pool. You do not have to spend them immediately; you can "float" them and use them later in the same turn. * **Expiration:** Your resource pool empties at the end of your draw phase and at the end of your turn. Any unspent energy or power is lost at those times. * **Clarity:** For the sake of game state clarity, you should verbally announce when you are exhausting a rune for energy before recycling it.
When you take an open battleground, what does this trigger and what cards can be played?
Ruling: Taking an open battleground triggers a showdown. During a showdown, you can play cards and activate abilities that have Action or Reaction printed on them. Nuances: - Focus is not a card type; it is a term used to give a player priority - Examples of what can be played: cards like Disintegrate or abilities like Kai'Sa - Examples of what cannot be played: abilities like Lee Sin (which presumably don't have Action or Reaction)
When you take control of a unit with Deflect using Hostile Takeover, do you still have to pay the Deflect cost when targeting it with your own abilities (like Deathgrip)?
Ruling: No, you do not have to pay the Deflect cost. Once you take control of a unit with Deflect, it becomes your friendly unit, and Deflect only applies to enemy abilities. Nuances: - The term "Opponents" in the context of Deflect refers to opponents of the controller, not the owner of the card - When you control a unit, you are not your own opponent/enemy, so your abilities targeting it are not "enemy abilities"
When you target a gear with Adaptatron, do you have to pay Deflect if unit has it even via the gear? Svellsongur is attached to Ornn?
No, you do not have to pay the **Deflect** cost when targeting an attached piece of gear, even if the unit it is attached to has **Deflect**. According to **RiftJudge FAQ #734**: * "Equipment cards have their own properties, not those of the unit they are attached to (the Top Most Card)." * "If a spell or ability targets an equipment that is attached to a unit with deflect, does the deflect need to be paid? Ruling: No, you can target attached equipment normally." ### Why this is the case: 1. **Deflect applies to the unit, not the gear:** **Deflect** is a keyword that grants protection to the permanent that has it. When **Svellsongur** is attached to **Ornn, Forge God**, the **Deflect** keyword is active on **Ornn**. It does not transfer to the **Svellsongur** card itself. 2. **Gear properties are distinct:** Even while attached, the gear remains a separate game object from the unit. Targeting the gear is not the same as targeting the unit, so the unit's **Deflect** protection does not trigger. 3. **Inactive text:** As noted in **FAQ #5734**, while gear is attached, its own rules text becomes inactive. Even if the gear were to somehow gain **Deflect** while attached, that text would be inactive and would not provide protection. Therefore, when you use **Adaptatron** to target an opponent's attached gear (like **Svellsongur** attached to **Ornn**), you are targeting the gear, not the unit, and the **Deflect** cost does not apply.
When you use Charm on an opponent's unit and bring it to your occupied battlefield, who is the attacker and defender?
Ruling: When you Charm an opponent's unit to a battlefield you control, your opponent becomes the attacker and you are the defender. The attacker is the player who gave the contested status to the battlefield. Nuances: - The charmed unit's controller (your opponent) is the attacker, so they get any "when attacking" effects - The attacker gains focus and priority first - You can use Charm to move units between battlefields regardless of whether they have ganking; the restriction on inter-battlefield movement only applies to the Standard Move action
When you use Charm to move an enemy unit into a battlefield you control, does it move ready, does it create a showdown, and if the moved unit wins do they gain a point?
Ruling: When you move a unit via card effect, it stays in the same state (ready or exhausted). If you move an enemy unit to a battlefield you control, it creates a showdown with them as the attacker, and if they win they would gain a point. Sequence: - Play Charm on your turn - Move the enemy unit to your battlefield - Unit retains its current state (ready or exhausted) - Showdown is created with the moved unit as attacker - If the moved unit wins, they gain a point Nuances: - Charm can only be used on your turn (not during opponent's showdowns) because it lacks an action keyword - Spells and abilities without the "action" keyword cannot be played during showdowns - You must use non-action abilities before moving units into showdowns, not during them
When you use Charm to move an enemy unit to a battlefield you control, is that unit the attacker or defender?
Ruling: When you use Charm to move an enemy unit to a battlefield you control, that unit is the attacker. The unit moved to contest the battlefield you control, regardless of what effect caused that move to happen. Nuances: - This differs from Ride the Wind scenarios where if you initially move to contest an open battlefield and your opponent uses Ride the Wind in response, you remain the attacker because you were the one who applied contested first.
When you use Charm to move an enemy unit to your battlefield to initiate a showdown, who gets focus and priority first?
Ruling: The attacker (your opponent) always has focus first, even though you used Charm to initiate the showdown. The game considers your opponent's unit (and therefore your opponent) as the one who initiated the showdown. Nuances: - Even though you played the spell that caused the showdown, the game mechanics treat the opponent as the initiator because it's their unit that is attacking.
When you use Counter Strike, do you draw the card right away or wait till after the chain?
When you play **Counter Strike**, you do not draw the card immediately. You must wait until the spell resolves. According to the rules of Riftbound, spells are added to the chain as pending items and do not execute their effects until they resolve. **Sequence of events:** 1. **Play:** You play Counter Strike, paying its costs. It is added to the chain. 2. **Priority:** After you play it, priority passes to your opponent, who has the opportunity to react to or counter the spell. 3. **Resolution:** If no further items are added to the chain, the chain resolves in reverse order (Last-In, First-Out). When Counter Strike resolves, you choose a unit to protect from the next instance of damage and then draw 1 card. As noted in the Riftbound rules regarding chain resolution (Rule 340.1), the newest item on the chain resolves and executes its game effects in their entirety. You cannot draw the card before the spell resolves, and your opponent has a window to react to the spell while it is on the chain. Note: I could not fully verify this ruling against the retrieved rules.
When you use Hidden Blade to kill your own unit, do you still draw 2 if you use Sett to sworn a buff to revive?
Yes, you still draw two cards. According to **RiftJudge FAQ #8540** and **#2372**, when you use **Hidden Blade** on your own buffed unit and use **Sett's (The Boss)** legend ability to save it, the draw effect still occurs. Here is the breakdown of why this works: 1. **Replacement Effect:** Sett’s ability acts as a replacement effect that intercedes during the resolution of the "kill" instruction. 2. **Tracking the Controller:** Because the replacement effect only modifies what happens to the unit (recalling it to base instead of sending it to the trash), the unit remains a valid referent for **Hidden Blade**. 3. **Successful Resolution:** Since the unit was a legal target when **Hidden Blade** began resolving and the controller can still be identified, the draw instruction of the spell successfully executes. **Important Note:** The unit must be at a battlefield when **Hidden Blade** begins resolving for the spell to target it legally. As long as you use Sett's ability during the resolution process to replace the "kill" with a "recall," the controller is still identifiable, and you get your draw.
When you use an 'Add' ability (like Kai'sa's legend ability or Malzahar) during a Showdown, does focus pass after it resolves, or do you retain focus?
Ruling: Add abilities do not pass focus when they resolve. You retain both focus and priority after an Add ability resolves, allowing you to immediately play another action or reaction without waiting for your opponent. Sequence: - Activate the Add ability during an open state with focus - The ability goes on the chain (creating a closed state) - The ability resolves immediately and cannot be reacted to - Focus and priority remain with you - You can immediately use the added resources to play cards or activate other abilities Nuances: - Add abilities still create a chain, they just resolve immediately without allowing reactions - You can use "Reaction - Add" abilities while paying costs for spells (you don't need the resources in your pool beforehand) - Gear with "Reaction" or "Action" keywords can be used during Showdowns, despite the general rule that gear abilities are base speed - This ruling represents a functional change from earlier interpretations where Add abilities were thought to pass focus upon resolution
When your chosen champion is killed, does it return to the champion zone or go to trash?
Ruling: When your chosen champion is killed, it goes to trash. It does not return to the champion zone like commanders do in Magic: The Gathering.
When your unit dies with an equipment, does the equipment go to trash?
When a unit with attached equipment dies, the equipment **does not go to the trash**. Instead, it detaches and returns to your base. According to the established rulings: * **Equipment returns to your base:** When a unit dies, any attached equipment detaches and remains at your base in a ready state. * **Exception:** If a unit's death is prevented or replaced (such as by *Guardian Angel* or *Zhonya's Hourglass*), the unit is not considered to have died, and the equipment remains attached to the unit. * **Specific Card Text:** Some cards may have specific text that overrides this general rule (e.g., if a card explicitly states it is destroyed or sent to the trash when the unit dies). Always check the specific text of the equipment card you are using.
Where can Charm move a unit? Is it limited to the unit's possible standard moves (e.g., does the unit need flanking to move between battlefields)?
Ruling: Charm can move a unit to either battlefield or the unit's own base, regardless of the unit's normal movement restrictions like flanking. Standard move restrictions only apply when exhausting units to move them. Nuances: - You cannot move units to other players' bases or invalid locations like the trash - External effects that prevent moving to/from certain locations still apply (e.g., Vilemaw's Lair prevents moving units back to base from there) - Charm can move exhausted units since exhausting is only a cost for standard moves - Whether you can legally play Charm targeting a unit at Vilemaw's Lair with destination being base is uncertain and not definitively resolved
Where do you hide Zhonya's - at a battlefield you occupy or in base?
Ruling: You must hide Zhonya's to a battlefield you control, not to base. When you play Zhonya's from hidden, you play it to base. Nuances: - Zhonya's can be played whenever you have priority (whenever you could play a reaction), not just in response to a unit dying - You cannot play a hidden card on the same turn you hide it; you must wait until a subsequent turn
Where in the Comprehensive Rules is it defined that action spells cannot be played in response to something and must be played on an empty chain?
Ruling: Action spells can only be played during closed states, not in response to other effects. This means they must be played when the chain is empty. Nuances: - The relevant timing rule is found in the Reaction timing section of the rules, which specifies that reactions can be played during closed states (implying actions have different timing restrictions).
Where in the regulation does it say how to deal with excess damage?
The rules regarding excess damage are primarily addressed in the context of **Combat Resolution** and the **Combat Damage Step**. According to **Rule 443.1.d.4**: > "Units cannot have more damage assigned to them than the minimum required to constitute lethal damage unless no further units remain to have damage assigned to them." This implies that "excess damage" (damage beyond what is required to kill a unit) can only be assigned to subsequent units once all preceding units in the assignment order have been assigned lethal damage. Additionally, the **FAQ** in the retrieved context provides a specific clarification on how this functions in practice: * **Regarding the order of assignment:** You must assign lethal damage to a unit (equal to its Might) before you can assign any remaining damage to other units. * **Regarding "excess" calculation:** Excess damage is only considered once all defending units have been assigned lethal damage. If you have damage remaining after all defending units have been assigned lethal damage, that remaining amount is considered excess. **Summary of the sequence:** 1. Assign damage to the first defending unit until it reaches its Might (lethal). 2. If there is remaining damage, assign it to the next defending unit until it reaches its Might (lethal). 3. Repeat until all defending units have been assigned lethal damage. 4. Any damage remaining after all defending units have been assigned lethal damage is then considered "excess."
Where in the rules does it specify that you can play units to a battlefield you control?
Ruling: The rule specifying what constitutes a "valid Location" for playing units is currently missing from the Comprehensive Rules, though it was present in previous versions. The current CR only states that you must choose a valid Location when playing Units, but does not define what makes a Location valid. Nuances: - The definition of "valid Location" (a Location you have control over) was in previous versions of the CR but has been accidentally omitted from the current version - Rule 352.2 exists but is incomplete without the definition of "valid Location"
Where in the rules does it state that moving into an empty battlefield causes a showdown?
Ruling: The rule stating that moving into an empty battlefield causes a showdown is found in section 425 of the rules (not in section 316.5.b.1, which only describes the consequences of such showdowns).
Where in the rules is "Board Zone" defined, and does it include the banish zone?
Ruling: Board zones are defined in the rules (rule 106), and the banish zone is included as a board zone. Nuances: - This ruling has implications for cards like Portal Rescue that interact with board zones
Where is the rule stating that a player can move a unit from hand to a battlefield they control?
Ruling: When playing a Unit, you choose a Location you control on the Board where that Unit will be placed. Battlefields are categorized as Locations. Nuances: - The rules use the term "Location" rather than specifically "Battlefield" when describing where Units are placed
Where is the ruling that hidden cards need to be revealed at the end of a game even if they weren't used?
According to **Rule 421.4** of the Core Rules, you must reveal all facedown cards at the end of a game: > "421.4. If a facedown card would change zones or if the game ends, its owner reveals it to all players. See rule 128. Privacy for more information." This ensures that all players can verify the cards that were played throughout the game, regardless of whether they were activated or remained hidden until the conclusion of the match.
Which happens first: holding (turn draw) or 'at the start of beginning phase' effects like Loose Cannon and Grove of the God-Willow?
Ruling: 'At the start of beginning phase' effects (like Loose Cannon and Grove of the God-Willow) fully resolve before moving to the holding step where you draw your turn card. Sequence: - Beginning phase starts - Loose Cannon draw is added to chain and resolves - Grove of the God-Willow draw is added to chain and resolves - Chain fully resolves - Move to holding step - Draw turn card Nuances: - The beginning phase and holding are separate steps - You can potentially draw 3 cards in one turn (Loose Cannon, Grove, and turn draw) - For scoring hold points: you score the point first, then Grove triggers because you held
While sitting in the Battlefield Void Gate if you challenge, you apply the bonus damage still, right?
No, you do not apply the bonus damage from **Void Gate** when units use **Challenge**. According to the **RiftJudge FAQ #2276**: * **Ruling:** Void Gate does not amplify damage from Challenge. * **Nuances:** Challenge makes units deal damage to each other directly, rather than the effect itself dealing damage. Void Gate only amplifies damage from spells or abilities, not damage dealt by units to each other. Because Challenge is an action where the units themselves are the source of the damage, it does not qualify as a "spell or ability" dealing damage, and therefore does not trigger the bonus damage effect of Void Gate. Note: I could not fully verify this ruling against the retrieved rules.
Who are the relevant players during a Showdown in a 4 player FFA, and can players other than the attacker and defender play actions and reactions?
Ruling: In multiplayer games, all players can participate in a Showdown without needing invitations. Priority and focus pass in turn order. Sequence: - Attacker acts first - Turn order proceeds from attacker (skipping defender) - Defender acts last - Example: If players are seated A, D, X, Y and A attacks D, focus passes A → X → Y → D Nuances: - The invitation system was removed in version 1.1 - This change added more "chaos" to multiplayer games by allowing all players to react to combat
Who assigns combat damage in Riftbound, and how does damage assignment work?
Ruling: Each player assigns the damage that their units do to the enemy units. Both players assign damage to each other, with the attacker assigning first. Sequence: - When assigning damage, you must first assign all your damage to killable units (enough to kill them) - Once a unit has been assigned lethal damage, any leftover damage can be assigned to the next killable unit - This continues until all damage is assigned - If the opponent buffs their units during combat and you have less might, your opponent assigns which of your units take damage (following the same rules: must kill one unit before assigning to others) Nuances: - All units contribute their full might to the fight, then players decide which enemy units to kill (unlike Magic where units battle one by one) - Edge cases exist for units that receive no damage (like Kayn) or stunned units (like Leona's ability) - You have a chance to respond with your own buff if the enemy buffs their units during combat
Who decides first/second after game one?
In a best-of-3 match, the loser of the previous game decides who plays first or last in the next game. According to **Tournament Rule 407.4**: > "For games after the first game of a match, the loser of the previous game gets to choose if they play first or last. If the previous game was a draw, the starting play from the previous game is maintained." Additionally, per **RiftJudge FAQ 3308**, this decision is made after the battlefield for the next game has been chosen.
← PreviousPage 161 of 227Next →