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Riftbound Frequently Asked Questions

Search verified questions and answers.

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.
Who draws the card?
The opponent is the one who draws the card. According to the text provided ("If you do, they discard that card and draw 1"), the pronoun "they" refers to the opponent who was chosen and had their hand revealed. Therefore, the opponent performs the discard and the subsequent draw action.
Who gains priority after a spell resolves from the chain?
Ruling: After an effect resolves from the chain, the owner of the next item on the chain gets priority. If the chain is empty, priority depends on the game state. Sequence: - When chain is not empty: Owner of the next effect on chain gets priority - When chain is empty during a showdown (initial chain resolving): Attacker gets focus and priority - When chain is empty during a showdown (not initial chain): Next player after the owner of the most recent effect gets focus and priority - When chain is empty outside showdown: Current turn player gets priority Nuances: - Between each item resolving, both players get an opportunity to respond at reaction speed - If only one player passes (not a double pass), the other player can still respond at reaction speed
Who gets first priority to play action spells in combat?
Ruling: The attacker gets focus first in combat, which is required to play an action. After the attacker either passes or plays something (and it fully resolves), focus passes to the defender. Sequence: - Attacker receives focus first - Attacker may pass or play an action - If attacker plays something, it resolves fully, then focus passes to defender - If attacker passes, focus passes to defender immediately - Focus continues passing between players until both pass in succession
Who gets focus and priority if Bone Skewer is used and it moves the opponent's card to a battlefield?
To determine who gains focus and priority when **Bone Skewer** initiates a showdown, we must look at how the game handles the transition into a Showdown state. ### The Ruling According to **RiftJudge FAQ #10700** and **FAQ #9869**, when you play **Bone Skewer** and force an opponent to play a unit from their hand to a battlefield that already contains your unit, a **Combat Showdown** is initiated. In this scenario: * The unit placed by the opponent's hand is the one that causes the battlefield to become **Contested**. * **The player whose unit was moved (the opponent) becomes the attacker** and receives focus and priority first (per **RiftJudge FAQ #2735** and **Rule 345**). ### Why the Opponent receives Priority and Focus: 1. **Initiating the Showdown:** Combat Showdowns initiate when units controlled by opposing players are present at the same battlefield and that location becomes "Contested" (Rule 447.1). 2. **Attacker Designation:** While you played the spell, your opponent is the one whose unit moved onto your battlefield to contest it. Per Rule 345, the player who applied the contested status (in this case, the owner of the unit that entered the battlefield) gains focus. 3. **No "Action" by You:** Even though you played **Bone Skewer**, the game rules designate the unit that entered the battlefield to contest the location as the "Attacker" for the purpose of combat initiation. As the controller of that attacking unit, your opponent is granted the initial priority and focus. *** **Summary of the Process:** * **Bone Skewer** resolves: You choose a battlefield and force your opponent to play a unit there. * The battlefield becomes **Contested** because units from both players are now present. * A **Combat Showdown** begins. * Your opponent, as the owner of the unit that entered the battlefield to contest it, is designated the **Attacker**. * The **Attacker (your opponent)** receives **Focus** and **Priority** to perform the first discretionary action.
Who gets priority first to react when green Yasuo's ability goes on the stack?
Ruling: The controller of green Yasuo gets priority first to react to the ability on the stack, then priority passes in turn order. Nuances: - This priority rule applies even if Yasuo enters play during an opponent's turn (such as via Ride of Wind) - In a chain, the owner of the current link gets priority first
Who gets to decide who gets saved by Zhonya's Hourglass when multiple units are killed by Elder Drake's ability triggering?
When multiple units die simultaneously—such as when Elder Dragon's play effect deals damage that results in multiple units being killed—the **controller of the Zhonya's Hourglass** decides which unit is saved. According to the rules and related RiftJudge FAQs: * **Simultaneous Deaths:** When multiple units die at the same time, it is treated as multiple simultaneous events that a replacement effect can apply to. * **Controller's Choice:** Rule 373 states that if multiple events occur simultaneously that a replacement effect could apply to, the controller of the replacement effect (Zhonya's Hourglass) decides which event to apply it to first. * **Mandatory Replacement:** Zhonya's Hourglass is a mandatory replacement effect. It must be applied to the first event you choose to replace. Once it is applied to one unit, it is consumed (because the gear itself is killed in the process), and it cannot save any other units from that same batch of simultaneous deaths. **Important timing note:** As clarified in RiftJudge FAQs (e.g., FAQ #331, #1042), Zhonya's Hourglass must be face-up on the battlefield *before* the damage is dealt and the units would die. You cannot wait to see which units are dealt damage and then choose to flip the gear to save one; it must already be active to replace the death event.
Who gets to order triggers when you have multiple on defend triggers?
Ruling: Each player orders their own triggers. When defending, the attacking player orders their triggers first, then other non-defending players in turn order, then the defending player orders their triggers last. Sequence: - The attacking player orders their triggers and adds them to the chain - All other non-defending players order their triggers and add them to the chain in turn order - The defending player orders their triggers and adds them to the chain Nuances: - On offense, the turn player chooses the order - Each individual player controls the ordering of their own triggers
Who has priority to play an action spell at the beginning of combat/showdown?
Ruling: The attacker gains Focus at the start of a showdown and becomes the active player, allowing them to play an Action or Reaction first, regardless of who was the active player before the showdown. Sequence: - Attacker gains Focus at the start of showdown - Attacker may play an Action or Reaction - If attacker chooses not to play anything, or plays something and the chain fully resolves, Focus passes to the next relevant player - If attacker passes priority and defender plays a spell, priority goes back to the attacker who can then play a reaction Nuances: - This is a change from old rules where the defender had priority - Focus is different from priority: Focus allows playing actions outside of open play states (like during showdowns), while priority determines who can play the next reaction in a chain - When the last effect on a chain resolves during a showdown, focus and priority go to the next player (except for the initial chain when it always goes to the attacker first) - If you play a reaction as defender and it resolves, you do not retain priority to start a new chain with an Action
Who has the right to activate a reaction first when activating an action/reaction/regular spell?
Ruling: The player who activates the action/reaction/regular spell maintains priority to play first.
Why can't Sett - Brawler conquer Monastery of Hirana, get the buff from conquering, and then spend that buff to draw?
You **cannot** conquer the Monastery of Hirana with Sett, Brawler and use the buff he gains from that conquest to pay for the Monastery's draw effect. ### The Correct Sequence When Sett, Brawler conquers the Monastery of Hirana, both abilities trigger simultaneously. According to **Rule 383.3.b.1**, the cost to spend a buff must be paid in order to finalize the Monastery's triggered ability to the chain. 1. **Trigger Placement:** Because the cost must be paid to place the Monastery's trigger on the chain, you must already possess a buff at the moment of conquest. 2. **Cost Payment:** You spend an existing buff to place the Monastery's draw trigger on the chain. 3. **Chain Resolution:** Sett’s trigger is then placed on the chain. When it resolves, he gains a new buff. ### Why this is required * **Cost Timing:** Per **Rule 383.3.b.2**, costs for triggered abilities are not paid upon resolution; they are paid when the ability is placed on the chain. * **Pre-existing Buffs:** You must have a buff available before the conquer event occurs to satisfy the cost requirement for the Monastery's ability. You cannot use the buff gained from Sett's trigger to pay for the Monastery's trigger, as the Monastery's trigger must be finalized on the chain before Sett's trigger can resolve. **Summary:** You must have a pre-existing buff to trigger the Monastery of Hirana's draw effect. You cannot use the buff gained from Sett, Brawler's conquer trigger to pay for the Monastery's cost, as the cost must be paid when the trigger is placed on the chain, prior to the resolution of Sett's ability. Note: I could not fully verify this ruling against the retrieved rules.
Why did Sett win when they didn't control both battlefields?
Ruling: You can win by holding a battlefield (controlling it at the start of your turn) to gain your final victory point, even if you don't control both battlefields. The restriction requiring control of both battlefields only applies when conquering (scoring during your opponent's turn), not when holding. Sequence: - Sett deck held the battlefield with Pit Rookie - Volibear deck removed only the Sett unit - Sett deck started their turn still controlling the battlefield with Pit Rookie - Sett deck gained a point for holding, which was their final victory point Nuances: - When conquering, you need to have scored the other battlefield this turn (though you don't need to control both simultaneously) - When holding, there is no restriction about controlling both battlefields
Why did the Kai'Sa player channel 3 runes on their first turn and the Master Yi player channel 4 runes on their first turn?
Ruling: There is a battlefield card that causes players to channel an extra rune on their first turn of the game. Sequence: - First player (Kai'Sa) channels 3 runes (2 base + 1 from battlefield) - Second player (Master Yi) channels 4 runes (3 base + 1 from battlefield) Nuances: - This is a battlefield-specific effect, not a core rule - The second player normally channels one more rune than the first player, and the battlefield bonus applies to both players
Why does Dreaming Tree trigger when a spell 'chooses' a unit (as stated on the card) but not trigger for spells like Divine Judgement that also use 'choose' in their text?
Ruling: Dreaming Tree only triggers when a spell targets a unit during the targeting step (when the spell is pending). Divine Judgement and similar cards that instruct players to "choose" units do so during the resolution step, not the targeting step, so they do not trigger Dreaming Tree. Sequence: - Targeting happens during the targeting step when a spell/ability is pending - Players choose targets during this step - The spell then resolves - Instructions like "each player chooses" on Divine Judgement happen during resolution, not targeting - Therefore these resolution-time choices don't count as targeting Nuances: - The word "choose" appears in multiple contexts in Riftbound but doesn't always mean "target" - When Dreaming Tree says "choose," it specifically refers to choices made during the targeting step - Costs also use "choose" but don't count as targeting because costs are paid during finalization, not the targeting step - This distinction is confirmed by developer intent, though the rules wording could be clearer
Why does Ezreal discount happen before Vex with the new updates?
According to the updated rules in the **2026-03-30 Patch Notes** and **Rule 356.4**, the reason Ezreal's discount is applied before Vex's is due to the distinction between **component-specific discounts** and **total-cost discounts**. Here is the breakdown of why this order is required: ### 1. Component vs. Total Cost * **Ezreal, Prodigy** provides a discount that only affects a specific **component** of a cost (optional additional costs). * **Vex, Cheerless** provides a discount that affects the **total cost** of the spell. ### 2. The Application Order (Rule 356.4) The rules were clarified to ensure consistent math when multiple types of discounts apply to the same card: * **Rule 356.4.c:** Discounts that only apply to a **component** of a cost must be applied as soon as that component is added to the total cost. * **Rule 356.4.d:** Discounts that apply to the **total cost** of a spell must be applied **after** any discounts that apply only to a component. ### Summary Because Ezreal’s discount is tied to a specific component (the optional additional cost), it is mathematically "locked in" and applied to that component the moment it is added to the cost. Vex’s discount, which applies to the final sum of the spell's cost, must wait until all component-specific adjustments have been calculated. This sequence prevents ambiguity and ensures that players calculate the cost in a standardized, logical order: **Component Discounts → Total Cost Discounts.**
Why does Falling Star kill a Poro on the battlefield when Master Yi's leader ability should make it 4 might?
Ruling: Master Yi does not boost the Poro because attackers and defenders are only designated once a combat showdown starts, and a showdown cannot start while there is an item on the chain. Since Falling Star is on the chain when it resolves, the Poro is not yet a defender and does not receive Master Yi's bonus. Sequence: - Falling Star is played and goes on the chain - Falling Star resolves while still on the chain - The Poro is not yet designated as a defender because the showdown has not started - Master Yi's ability does not apply because the Poro is not defending - Falling Star kills the Poro at its base might Nuances: - The player cannot move a unit to the battlefield as a reaction to gain the Master Yi bonus, because showdowns and combats require empty chains - Units only become attackers or defenders when a combat showdown actually starts, not when the battlefield becomes contested
Why does Hidden Blade fail to draw cards when its target dies before resolution, but Discipline still draws a card when its target dies or is removed?
Ruling: Hidden Blade fails to draw cards when its target dies because "its controller" cannot be referenced once the target no longer exists. Discipline still draws a card because it uses "draw 1" (referring to the caster) rather than "its controller" (referring to the target). Nuances: - The difference is in the card text wording: "draw 1" vs "its controller draws 1" - When a card refers to "its controller" (meaning the target's controller), it needs the target to exist to determine who draws - When a card says "draw 1" without reference to the target, the caster draws regardless of whether the target still exists
Why does Kaisa's legend ability have reaction speed if activated abilities can only be used during your turn when the chain is empty?
Ruling: Activated abilities with reaction speed can be used in any reaction speed window, not just during your turn when the chain is empty. The reaction speed designation specifically allows the ability to be used at times beyond the default restriction. Nuances: - The default rule for activated abilities is that they can only be used during your turn when the chain is empty - When an activated ability has reaction speed specified, it overrides this default restriction and allows use in any reaction speed window
Why does Red Darius enter untapped when played as the second card?
Ruling: Red Darius enters untapped when played as the second card because triggered abilities (indicated by "when" or "at") trigger after the event they're looking for has fully resolved. When you play Darius as your second card, he fully resolves and enters the board first, then his ability checks if he was the second card played this turn and triggers. Sequence: - Play Darius as your second card - Darius fully resolves and enters the board - Check for triggered abilities that care about what just happened - Darius' ability sees that a second card was just played (himself) and triggers - Darius enters untapped Nuances: - All triggered abilities with "when" or "at" timing work this way - they check after the event occurs, not during - "Play" abilities trigger after a card has been fully resolved and is on the board
Why does Turn to Dust turn attached gear, but Spinning Axe doesn't die when attached? Aren't they the same effect?
It is understandable why this is confusing, as both cards involve the **[Temporary]** keyword. However, they function differently because of how the keyword is applied and the specific rules regarding when an attached card's text is active or inactive. The short answer is that **Spinning Axe does not die while attached because its printed [Temporary] keyword is inactive**, while **Turn to Dust forces the [Temporary] keyword to be active**, allowing it to trigger. Here is the breakdown of why this happens: ### 1. Inactive vs. Active Rules Text * **Rule 135.4 and 718.2:** When a gear card is attached to a unit, its printed rules text is **Inactive**. * **Spinning Axe:** Because its printed text is inactive, the **[Temporary]** keyword printed on the card does not function. As long as it is attached, it is effectively ignored by the game engine for the purpose of triggering that specific instance of [Temporary]. * **Turn to Dust:** This spell *grants* the **[Temporary]** keyword to the gear. According to **RiftJudge FAQ #9913** and the related Rules FAQ clarification, while a card's *printed* text becomes inactive when attached, **granted** rules text remains **active**. ### 2. Why they act differently * **Spinning Axe:** When attached, its printed [Temporary] becomes inactive. Since the unit it is attached to does not have [Temporary] (only the gear does, and its text is grayed out/inactive), there is no active [Temporary] trigger. * **Turn to Dust:** When you play this on an attached gear, you are adding a new, "active" instance of [Temporary] to the card. Even though the gear's printed text is inactive, this *granted* instance is active and fully functional. Per the **2026-04-29 Rules FAQ**, this active instance will trigger in the controller's next Beginning Phase and kill the gear. ### Summary They are not the same effect because one is a **printed property** (which gets silenced when attached) and the other is a **granted effect** (which persists and remains active while attached). * **Spinning Axe (printed):** Inactive while attached → Does not trigger. * **Turn to Dust (granted):** Active even while attached → Triggers and kills the gear. This is my interpretation based on the interaction between **Rule 135.4 (Inactive text)** and the **2026-04-29 Rules FAQ Clarifications** regarding granted keywords. No official FAQ exists that describes this as a single unified interaction, but these rules collectively explain why the distinction exists.
Why does Zenith Blade allow a yellow Leona to trigger her 'When I attack' ability when played during the Focus window after attackers are already declared?
Ruling: When I attack/defend triggers now happen whenever a unit becomes an attacker or defender, not just during the initial declaration phase. When Zenith Blade moves yellow Leona to the battlefield during the Focus window, she becomes an attacker and her 'When I attack' ability triggers. Nuances: - Enemy units that were already declared as defenders earlier do not trigger their 'When I defend' abilities again when a new attacker joins - The Teemo section in the FAQ provides additional clarification on this timing rule
Why does killing Warwick while his attack trigger is on the chain prevent it from doing anything, but Kog'Maw's deathknell still works after he dies?
Ruling: Warwick's trigger uses "here" which is a restriction that must be met both when the ability is placed on the chain and when it resolves. If Warwick is removed from the battlefield (moved to trash/hand), there is no longer a "here" location to reference, so the ability resolves but does nothing. Kog'Maw's deathknell uses "my battlefield" instead of "here", which functions differently, though the developers have admitted this isn't well-covered in the current comprehensive rules and will be clarified in version 1.2. Sequence: - When Warwick attacks, his trigger goes on the chain - If Warwick is killed/removed before the trigger resolves, he is no longer at any location on the battlefield - When the trigger resolves, it looks for "here" but Warwick has no "here" anymore - The ability resolves but does nothing because the restriction cannot be met - Kog'Maw's deathknell works because "my battlefield" is treated differently by developer ruling Nuances: - "Here" acts like a pointer that constantly references the unit's current location - If Warwick moves to a different battlefield before his trigger resolves, the trigger will affect the new "here" location - Abilities without locational restrictions (like Traveling Merchant's loot trigger) still resolve fully even if the unit is removed - Kog'Maw's damage occurs after combat healing but before scoring - The "my battlefield" wording needs additional rules support that doesn't currently exist in the comprehensive rules
Why does rule 352.4.b specify that targets for triggered abilities from permanents are chosen when the trigger finalizes, not when the permanent finalizes?
Ruling: Targets for triggered abilities are chosen when the trigger itself finalizes on the chain, not when the permanent that creates the trigger finalizes. This distinction matters because other triggers can be added to the chain between when a permanent resolves and when its trigger finalizes. Sequence: - A permanent card is played and finalizes - The permanent resolves and may create triggered abilities - If multiple triggers occur simultaneously, they finalize in turn order (turn player first, then next player, etc.) - Each trigger's targets are chosen only when that specific trigger finalizes to the chain - Triggers resolve in reverse order (last finalized resolves first) Nuances: - This primarily matters when playing a permanent on an opponent's turn with a WYPM (When You Play Me) ability, as the opponent may control triggers that finalize before yours, potentially affecting your targeting decisions - On your own turn with a WYPM permanent, there typically cannot be interceding triggers that finalize before your own - The rule prevents players from being locked into targeting choices made during permanent finalization before seeing what other triggers might occur
Why does the rune pool empty after the draw phase (in addition to at end of turn)?
Ruling: The rune pool empties after the draw phase to prevent potential exploits where players could float resources from exhausting/recycling runes during the Beginning step, then immediately re-channel those runes for excessive resources in a single turn. Sequence: - Rune pool empties after the draw step - Rune pool empties again at end of turn Nuances: - Without this rule, if your rune deck is empty, you could exhaust and recycle two runes for 2 Energy and 2 Power during the Beginning phase, then immediately re-channel those runes and have up to 14 Energy and Power that turn - The rule prevents floating energy to save up for another turn - When you exhaust/recycle runes, resources are added to your "rune pool" and can float temporarily until used or the pool is emptied - Emptying the pool is automatic and different from spending resources down to 0
Why doesn't Sett Brawler get +4 Might when his buff is spent to play Call to Glory during a showdown?
Ruling: Sett only gets +4 Might from his activated ability, which can only be used during the action phase on his turn with nothing on the chain and no showdown present. When his buff is spent as a cost to play Call to Glory, this does not trigger his ability. Additionally, Call to Glory itself only grants +3 Might and only when it resolves (not when played). Sequence: - Spending the buff is a cost to play Call to Glory and happens when the spell goes on the chain - If Call to Glory is countered (like by Defy), it never resolves - Since Call to Glory didn't resolve, Sett gets no stat bonus from it - Sett's own activated ability cannot be used during showdowns Nuances: - Sett's ability is an activated ability, not a triggered ability that happens whenever a buff is spent - Call to Glory grants +3 Might (not +4) when it resolves - Costs are paid when a spell is played, but effects only happen when it resolves
Why is Manufactor run more than Drummer in Viktor decks, given Drummer has the same cost but higher might?
Ruling: Manufactor (Faithful) is better because it generates a token immediately when played anywhere, while Drummer (Noxian) must be played at your base, wait to ready, then move to a battlefield to trigger its effect. Sequence: - Manufactor: Play to any battlefield → immediately get token - Drummer: Play to base → wait for ready phase → move to battlefield → trigger effect Nuances: - Manufactor offers flexibility to separate the unit and token to different battlefields - Drummer does not trigger its effect if played directly to a battlefield
Why were banish-before-play errata added to cards like Baited Hook, Blind Fury, Dazzling Aurora, Nocturne, and Promising Future?
Ruling: Banishing the card before playing it prevents complications when playing the card needs to be undone (such as when it becomes illegal during finalizing). Without banishing first, it's unclear whether to return the card to the top or bottom of the deck, or shuffle it into recycled cards. Sequence: - Card is banished first - Then the card is played - If playing needs to be undone, the card simply stays in banish Nuances: - Cruel Patron provides an example where you find the card but can't finalize its additional cost, requiring the play to be undone
Why would Teemo's Legend ability move a unit from champion zone to hand, and can champions be targeted/hidden while in the champion zone?
Ruling: As of version 1.1, you can hide directly from the champion zone. Teemo's ability to move from champion zone to hand exists primarily to obscure whether you're hiding Teemo specifically, making it less obvious which card you're hiding from your hand. Nuances: - The ability was likely designed before hiding from champion zone was allowed in the rules - With current rules, this ability provides minimal benefit beyond obscuring which card is being hidden - Hollowed Tomb is a card that can return units to the champion zone - The champion zone currently functions mainly as where your chosen champion starts until played
Will Ezreal Prodigy make the additional cost of Pyke Dockside Butcher free?
Yes, **Ezreal, Prodigy** will reduce the additional cost of playing **Pyke, Dockside Butcher** to zero. According to the text of **Ezreal, Prodigy**, "Optional additional costs you pay cost [1] or [A] less." **Pyke, Dockside Butcher** features an optional additional cost to play him: "You may pay [C] as an additional cost to play me." Because [C] (Chaos/Purple rune) is a type of rune/power cost that can be reduced by the [A] ("any domain") discount provided by Ezreal, and because the discount applies to the optional additional cost component, the cost is reduced. Per Rule 356.4.f, discounts can reduce additional costs to 0. Therefore, if you control Ezreal, Prodigy, you may choose to pay the additional cost for Pyke, and the [C] cost will be reduced to 0 by Ezreal's ability.
Will Legion effect still work if a card I played gets countered?
Yes, your **Legion** effect will still work if the card you played is countered. According to **RiftJudge FAQ #9463** and **#9461**, the **Legion** condition is satisfied the moment a card is **Finalized** on the chain. ### The Sequence 1. **Playing the Card:** You play a card. It is placed on the chain as a "Pending Chain Item." 2. **Finalization:** You choose targets and pay all costs. The card becomes a "Finalized Chain Item." At this exact moment, the **Legion** condition is met for the turn. 3. **Reaction:** Your opponent plays a card like *Defy* to counter your card. 4. **Resolution:** The counter resolves, and your card is cleared from the chain (per **Rule 425.1.a**). Even though your card was countered and did not resolve, the requirement for **Legion** was already satisfied during the Finalization step. Therefore, any **Legion** abilities on cards you play afterward that turn will be active.
Will Rebuke spell return unit, including attached equipments to owner's hand?
No, the attached equipment will not return to your hand. According to **RiftJudge FAQ #8967** and **Rule 422.4.b**, when a unit is returned to your hand (such as by the effect of **Rebuke**), any gear attached to that unit does not return to your hand with it. Instead, the gear detaches and remains at the battlefield where the unit was previously located. Following the resolution of the spell, because the gear is now an un-attached card present at a battlefield, it will be **Recalled** to your base during the next cleanup phase (per **Rule 452.1**).
Will Skyfall trigger Candlelit Sanctum on holding?
No, **Skyfall of Areion** will not cause **The Candlelit Sanctum** to trigger on a Hold action. ### Why this interaction does not work: 1. **Skyfall's Scope:** According to its card text and related FAQs (e.g., FAQ #288), **Skyfall of Areion** only modifies the triggered abilities of the **equipped unit**. It does not modify the abilities of the battlefield. 2. **Candlelit Sanctum's Ability:** The battlefield's ability specifically states: *"When you conquer here..."* Because Skyfall does not grant the Sanctum the ability to recognize "Hold" as "Conquer," the battlefield's trigger condition remains tied exclusively to the "Conquer" action. ### Summary * **Skyfall of Areion** only affects the unit it is attached to (making that unit's "When I hold" and "When I conquer" effects interchangeable). * **The Candlelit Sanctum** is a battlefield and is not affected by equipment attached to units. It will only trigger when a player performs a "Conquer" action at that battlefield.
Will a unit with both Skyfall and Trinity equipped score an additional point on conquest?
Ruling: Yes, a unit with both Skyfall and Trinity equipped will score an additional point on conquest. Equipment abilities are appended to the unit's text, allowing equipment to reference each other. Nuances: - This is different from Svellsongur, which is intended to copy only a unit's printed text, not additions from equipment or other sources - The Svellsongur interaction is a specific text-copying issue that doesn't reflect how equipment generally works - Equipment effect text is appended to the unit's rules text, making the abilities part of what the unit "has"
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