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Riftbound Frequently Asked Questions

Search verified questions and answers.

Can Zhongya's Hourglass (when set face-down as a Hidden card) be countered by Defy?
Ruling: Zhongya's Hourglass cannot be countered by Defy when set face-down on the battlefield because it is not a spell. Nuances: - Just because something is a reaction does not make it a spell - Defy only counters spells
Can Zhonya be played in base to save a unit on a battlefield?
Ruling: Yes, Zhonya can be played in base to save a unit on a battlefield, but not as a hidden spell. Nuances: - Playing it hidden in base allows you to use it as a reaction for 1 Power instead of 2 energy - Playing it hidden denies information and allows bluffing other hidden spells - Playing it hidden lets you choose when to use it (so it doesn't trigger early for units you don't want to save) - If Zhonya is reacted with at a battlefield but not consumed (e.g., unit removed with Gust), it goes to base and becomes useable for any units (though designer intent was for it to remain locked to the original battlefield)
Can Zhonya's Hourglass be played from hidden when Tasty Faefolk dies during a showdown to save itself from the deathknell trigger?
Ruling: Yes, during a showdown you can play Zhonya's Hourglass from hidden in response to the deathknell trigger because you retain control of the battlefield until the end of the showdown. However, if Tasty Faefolk dies outside of a showdown (such as from a spell), you lose control of the battlefield instantly and cannot play the hidden card. Sequence: - Opponent's unit wins showdown against Tasty Faefolk - Deathknell trigger goes on the chain - You still control the battlefield (control doesn't change until end of showdown) - You can play Zhonya's from hidden in response to save your unit Nuances: - This only works during showdowns due to contested status delaying control change until the showdown ends - Outside of showdowns, you lose battlefield control immediately when your unit dies, preventing you from playing hidden cards - You cannot both save the unit with Zhonya's and get the deathknell effect - for a deathknell ability to finalize, its source must be in the trash, meaning it has already died and cannot be replaced by Zhonya's
Can Zhonya's Hourglass be played from hidden without a unit dying?
Ruling: Yes. A hidden card gains Reaction timing while facedown and may be played any time a card with Reaction may be played, regardless of whether its replacement effect has a valid event to replace. You can play Zhonya's Hourglass proactively at any time you have priority. Sequence: - Play Zhonya's Hourglass from hidden (for 0 cost) when you have priority - It resolves onto the board as a permanent - Because gear cannot exist unattached at a battlefield, it is immediately recalled to your base as a corrective action - It remains at your base, and its replacement effect will automatically save the next friendly unit that would die Nuances: - Leaving Zhonya's Hourglass hidden carries risk: if you lose control of the battlefield, hidden cards are trashed without applying their effects. - Playing it proactively ensures it survives battlefield cleanup and will be available to save a unit later.
Can Zhonya's Hourglass be played hidden at base to recall a battlefield minion when a champion dies, or does it need to be on the same battlefield?
Ruling: You cannot hide cards at base. Zhonya's Hourglass must be played face up to your base, where it can save your next unit to die anywhere on the board. Nuances: - Gear cannot be at battlefields, which makes Hourglass unique as a Hidden card - If you hide Hourglass at a battlefield and then play it from hidden, it gets played to base rather than the battlefield it was hidden at - Once at base, it can save your next unit to die anywhere on the board
Can Zhonya's Hourglass be reacted at any moment to choose which unit to save, including letting one unit die first or choosing between multiple units dying simultaneously?
No, you cannot react with Zhonya's Hourglass at "any moment" to choose which unit to save. Its timing depends on whether the deaths are simultaneous or sequential. Simultaneous Deaths (Combat Damage) If multiple units would die at the same time (such as during the Combat Damage Step), you must have Zhonya's Hourglass face-up before damage is assigned. The Choice: When multiple units die simultaneously, the controller of Zhonya's Hourglass chooses which one to save. The Timing: You cannot react during damage assignment or when damage is dealt. According to the rules, you must flip Zhonya's during the showdown while you still have priority. If it is hidden, you cannot wait to see the damage results before deciding to activate it. Sequential Deaths (Spells/Abilities) If units die at different times (for example, one unit dies to a spell on the chain, and another would die later to combat damage), Zhonya's Hourglass is mandatory. It will automatically apply to the first unit that would die.
Can Zhonya's Hourglass played hidden on battlefield 1 be activated to save a unit that is dying at battlefield 2?
Ruling: Yes, Zhonya's can save a unit at a different battlefield. You flip Zhonya's from hidden as a reaction (which plays the gear immediately as a permanent), then its replacement effect automatically saves the next unit that would die without targeting. Sequence: - Flip Zhonya's from hidden as a reaction (this plays the gear immediately) - When the next unit dies, Zhonya's automatically saves it - If multiple units die simultaneously, the controller of Zhonya's chooses which one to save - If a unit dies first while Zhonya's is already flipped, it is forced to save that unit Nuances: - Zhonya's effect is a replacement effect, not an activated or triggered ability, so it creates no chain and doesn't target - The saved unit never left the board, so effects like -1 Might or stun remain on it - You cannot play cards "hidden" - you hide a card or play from hidden. Facedown cards have no text that applies - If all your units die in combat and there are no deathknell or other triggers, you lose the opportunity to play Zhonya's from hidden and it is lost when you lose control of the battlefield - If a deathknell or other ability triggers after combat, you can respond by playing Zhonya's from hidden to save it to your base
Can Zhonya's Hourglass save a unit on a different battlefield than the one it's hidden at?
Ruling: Yes, Zhonya's Hourglass can save a unit on any battlefield regardless of where it is played from, because it is played to base (not to a battlefield) and does not target, so there are no battlefield restrictions on its effect. Sequence: - Zhonya's Hourglass is played to base, even when played from hidden - Since it doesn't target, there are no battlefield restrictions on its effect - It can affect units on any battlefield Nuances: - Gear cards cannot be played to any location except base - they do not have location choices when played - The hidden rules only limit where units can be played to (must be to that battlefield), but do not create restrictions for gear cards - When playing a card, units choose a valid location but gear do not make such choices
Can Zhonya's be activated/used when an opponent targets a unit that is at base (e.g., with Singularity)?
Ruling: Zhonya's is not an activated ability—it's a mandatory replacement effect that triggers whenever one of your units would die, regardless of where that unit is located (including at base). You can also play Zhonya's from hidden as a reaction to any action, and it will wait at base to replace the next death. Sequence: - When a unit would die (anywhere, including at base), Zhonya's replacement effect automatically occurs - The unit is recalled to base instead of dying - If the unit is already at base, the "recall" part does nothing, but the replacement effect still prevents the death Nuances: - Gear played from hidden (like Zhonya's) are only restricted to specific battlefields when choosing targets for "when you play this" abilities - Zhonya's played from hidden simply goes to base and waits for the next death to occur anywhere
Can Zhonya's be used to react at any time during damage assignment and control which unit survives?
Ruling: No, you cannot use Zhonya's to react during damage assignment or when damage is dealt. You must flip Zhonya's before combat damage (during the showdown while you still have priority). If multiple units die simultaneously to combat damage, the controller chooses which one to save. Sequence: - Flip Zhonya's during the showdown before combat damage is assigned (while you have priority) - Combat damage is assigned in entirety - Combat damage is dealt simultaneously to all units - If multiple units die at once, the controller of those units chooses which one to save with Zhonya's Nuances: - You cannot react to damage being assigned or dealt because those processes do not pass priority - The showdown must have ended before damage assignment, so there is nothing to react to at that point - To play a reaction outside of your turn, you need priority, which requires a chain - Priority is passed when you explicitly pass it or when a chain item resolves
Can `crescent strike` deal the 1 damage to units at a battlefield with a `alpha wildclaw` friendly unit that has more might than all those units?
Yes, **Crescent Strike** can deal damage to the other enemy units at the battlefield, even if you control an **Alpha Wildclaw** there. Here is the breakdown: 1. **Alpha Wildclaw's Ability:** The Alpha Wildclaw has a passive ability that states: *"Your units here with less Might than me can't be chosen by enemy spells and abilities."* 2. **Crescent Strike Targeting:** According to **RiftJudge FAQ #9516**, Crescent Strike only **targets** the specific enemy unit you choose at the start of the spell. The "other enemy units" at that battlefield are not targets; they are selected by the spell’s effect based on their location. 3. **Interaction:** Since the other units are not being "chosen" (targeted) by the spell, the protection granted by Alpha Wildclaw does not apply to them. Furthermore, even if they were being targeted, Alpha Wildclaw's ability only protects your units ("Your units here..."), not enemy units. Therefore, Crescent Strike will deal 4 damage to your chosen target and 1 damage to every other enemy unit at that battlefield regardless of the presence of your Alpha Wildclaw.
Can `singularity` attack units that are in their base?
Yes, `Singularity` can target units that are at their base. According to the RiftJudge FAQs regarding `Singularity` (FAQ #513, #3724), `Singularity` does not contain any location restrictions (such as "at a battlefield"). Therefore, it can target units regardless of their location, including those at their base. As noted in FAQ #3724: "If the spell does not mention a location (like Singularity), the unit remains a legal target even after moving and will be affected."
Can a Champion Unit be targeted by Possession (i.e., is a Champion Unit considered a Unit)?
Ruling: Yes, Champion Units are units in every sense of the word and can be targeted by Possession. Nuances: - Champion Units can only be targeted by effects like Possession once they have been played onto the battlefield - You cannot use Possession to target a Champion Unit while it is still in the Champion Zone - The only difference for Champion Units is that they are the only kind that can start the game as your Chosen Champion and must match the name of your Legend
Can a Champion Unit move from the Champion Zone to a battlefield, and how does it work?
Ruling: Champion Units start in the Champion Zone, which functions like an extension of your hand - they cannot use abilities from there and must be played first. When you play a Champion Unit (like Ahri), you pay its summoning cost and it enters exhausted in either your base or a battlefield you already control, exactly as if playing from hand. Sequence: - Pay the Champion Unit's summoning cost (including any rune recycling requirements) - Place the Champion Unit exhausted in your base OR a battlefield you control - The Champion Unit follows all normal unit rules once in play Nuances: - The Champion Zone is like having the card revealed in your hand - units there can only be played, not used for abilities - If your Champion dies, it goes to trash like any other card and can be recycled - If you draw additional copies of your Champion from your deck, they stay hidden in your hand - Any unit (not just Champions) can be played directly to a battlefield you control, not just to your base - Exhausted units can still defend when a battlefield is attacked
Can a Defender play Defy on Ride the Wind after drawing it from a Stupefy that resolved during the showdown chain?
Ruling: No, you cannot Defy Ride the Wind after the showdown has begun because Ride the Wind has already resolved. You cannot start a showdown while a chain is present (in a closed state). Sequence: - Ride the Wind resolves first, moving and readying the unit - Showdown begins after Ride the Wind fully resolves - Any Stupefies played during the showdown are on a new chain - Cards drawn from those Stupefies cannot target the already-resolved Ride the Wind Nuances: - You CAN Stupefy in reaction to Ride the Wind being played (before showdown begins), then if you draw Defy from that Stupefy, you can play Defy targeting Ride the Wind on the same chain - Players pass priority between each card resolving on a chain, allowing responses at any point
Can a Gear like Seal of Rage be used to pay the power cost for playing another card, and if so, does the Gear get recycled?
Ruling: Yes, you can use a Gear like Seal of Rage to pay the power cost for playing another card. No, the Gear will not be recycled when used this way. Sequence: - Exhaust runes equal to the energy cost of the card you're playing - Exhaust the Seal (or other power-generating Gear) to pay the power cost - No rune needs to be recycled Nuances: - Seals generate power, not energy (mana) - The purpose of Seals is to pay power costs without having to recycle runes - "Seals" is a generic term for a cycle of 6 Gear cards (one for each domain) named "Seal of [Domain]"
Can a Hidden Blade hidden at Battlefield A be used as a reaction to kill an attacker at Battlefield B?
Ruling: No. When you play a hidden card, if it targets, those targets must be chosen from among options at the battlefield where the card is hidden, unless the ability explicitly restricts targeting in a way that makes this impossible. Nuances: - This targeting restriction applies to all hidden cards, not just Hidden Blade - Even though Hidden Blade's text says "target a unit at a battlefield" (not "THIS battlefield"), the Hidden mechanic adds the extra targeting restriction - Some cards like Tideturner have errata that explicitly override this restriction
Can a Hidden Fight or Flight at a Battlefield be played at Action speed to target a unit on another Battlefield?
Ruling: No, a Hidden Fight or Flight at a Battlefield cannot target units on another Battlefield, regardless of the speed at which it is played. The "here" restriction applies whenever the card is played from the Hidden zone. Nuances: - When Fight or Flight is played from hand, it can target either battlefield without restriction - The speed at which a Hidden card is played does not affect the battlefield targeting restriction
Can a Hidden Guards! be played to summon a token elsewhere?
No, you cannot play a hidden *Guards!* to summon a token at a different battlefield. According to **Rule 737.1.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]." Because *Guards!* is a spell with the **Hidden** keyword, when you play it from its facedown position, any units it creates (in this case, the 2 [S] Sand Soldier unit token) must be played at the same battlefield where the *Guards!* card was hidden.
Can a Hidden Tideturner swap locations with a unit from another battlefield, given that hidden units must normally choose targets at their location?
Ruling: Yes, Tideturner works as intended despite the general hidden targeting restriction. Because Tideturner's ability explicitly requires targeting "a unit you control at another location," which makes the normal hidden targeting restriction impossible to fulfill, it is allowed to choose targets freely from among available options. Nuances: - This requires errata on Tideturner to function correctly - The general rule is that hidden cards must choose targets from the battlefield associated with their facedown zone - An exception exists when an ability has a targeting restriction that can never be fulfilled by units at its battlefield
Can a Hidden Windsinger return a unit to hand on another battlefield?
No, you cannot. When you play a unit from "Hidden," the targeting choices for its play effect are restricted to the battlefield where the card was hidden (Rule 811.1.d.2). While **Windsinger** has an effect that allows you to return a unit to its owner's hand, because you are playing it from a hidden state, that target must be at the same battlefield where the **Windsinger** was hidden. It cannot target units at a different battlefield.
Can a Hidden Zhonya's at one battlefield be flipped to save a unit during a showdown at a different battlefield?
Ruling: Yes, a Hidden Zhonya's can be flipped from one battlefield to save a unit at a different battlefield. When flipped, it immediately recalls to base, and since it doesn't target, it isn't restricted to the current battlefield. Sequence: - Zhonya's is flipped from its hidden battlefield - It immediately recalls to base - From base, it can save any unit at any battlefield Nuances: - This applies to Hidden cards generally, but with restrictions: Hidden cards can be flipped at any time you can play a reaction, but if the card has to target or is a unit, it must be played to/affect the battlefield it was hidden at - Zhonya's works across battlefields because it both recalls to base when flipped AND doesn't target a specific unit
Can a Hidden Zhonya's be used as a reaction when an opponent Charms your unit to their battlefield?
Ruling: Yes, you can react with Hidden Zhonya's to the Charm effect. Hidden cards gain the 'reaction' tag, and since Zhonya's doesn't target, its effect isn't restricted to the battlefield where it was hidden. Sequence: - React to the Charm before your unit moves - Use the Hidden Zhonya's during this reaction window Nuances: - Zhonya's doesn't target, so it can affect units on any battlefield - You must react to the Charm trigger before the unit actually moves to the other battlefield
Can a Hidden unit in a battlefield be used in response to a Temporary token dying during the Beginning Step to maintain control of the battlefield?
Ruling: Yes, you can respond to the Temporary trigger by flipping your Hidden unit (such as Teemo) to keep control of the battlefield and score it. Sequence: - During Beginning Step, Temporary trigger activates - In response to the trigger, flip the Hidden unit - The Hidden unit enters play and maintains battlefield control Nuances: - Hidden units enter play exhausted when flipped
Can a Reflection token of Ekko trigger his Deathknell effect?
Yes, a **Reflection** token that has become a copy of **Ekko, Recurrent** will trigger its **Deathknell** effect upon death, but it will fail to ready your runes. ### Why this occurs: 1. **Ability Inheritance:** When a token becomes a copy of a card, it gains that card's abilities. As a valid game object, the **Reflection** token is capable of triggering its **Deathknell** ability when it is sent to the trash (Rule 808.1). 2. **Triggering vs. Resolution:** While the **Deathknell** ability successfully triggers and enters the chain, the **Reflection** token ceases to exist as soon as it enters the trash (Rule 183.1). 3. **Mandatory Cost:** The **Deathknell** effect of **Ekko** requires you to "Recycle me" as a cost to ready your runes. Because the **Reflection** token ceases to exist upon entering the trash, it cannot be recycled. Consequently, the mandatory cost cannot be paid, and the effect fails to resolve. Note: I could not fully verify this ruling against the retrieved rules.
Can a Salvage kill a Svellsongur equipped on an Ornn Forge God without paying Deflect costs?
Yes, you can target and kill **Svellsongur** with **Salvage** without paying the **Deflect** cost granted by **Ornn, Forge God**. According to the official rulings regarding **Svellsongur**: * **Deflect** is a keyword that applies to the unit it is attached to, not the equipment itself. * When an opponent targets **Svellsongur** directly (such as with **Salvage**), they do not need to pay the **Deflect** cost, even though the unit it is attached to has **Deflect**. * The copied keyword only applies to the unit wearing the equipment, not to the equipment card itself. Therefore, because **Salvage** is targeting the gear (**Svellsongur**) and not the unit (**Ornn, Forge God**), the **Deflect** ability on **Ornn** does not impose an additional cost to play the spell.
Can a Spinning Axe be used on units other than Draven?
Yes, a **Spinning Axe** can be used on units other than Draven. According to the card's text, the **[Equip]** ability allows you to attach it to "a unit you control." While the card is associated with Draven (as indicated by its tags and signature status), there is no restriction in the card's rules text that limits its use exclusively to him. You may attach it to any unit you control by paying the [Equip] cost.
Can a Tideturner flipped from hidden change positions with a unit at the other battlefield, even if the unit does not have ganking?
Ruling: Yes, a Tideturner flipped from hidden can change positions with a unit at the other battlefield, even if that unit does not have ganking. Nuances: - Ganking only modifies standard moves - All other moves (like Tideturner's ability) are unrestrained by ganking restrictions and do whatever they say they do - Tideturner recently had an errata to explicitly choose a unit at another location, so that the restrictions of playing a card from hidden wouldn't apply to it
Can a Yasuo player unhide Zhonya's Hourglass from a battlefield to return it to their base, or is it stuck at the battlefield once hidden there?
Ruling: Gear cannot exist at battlefields, so when Zhonya's Hourglass is played/unhidden from a battlefield, it immediately gets recalled to base. You can play a card from hidden any time you can use a reaction, so you don't need a friendly unit to die to unhide Zhonya's. Sequence: - Unhide/play Zhonya's Hourglass from the battlefield (can be done any time you can use a reaction) - Zhonya's immediately returns to base (since gear cannot exist at battlefields) Nuances: - A friendly unit does not need to die for you to unhide and play Zhonya's Hourglass - The card can be unhidden whenever you can use a reaction, not just when its effect would trigger
Can a battlefield have more than 1 hidden?
No, you generally cannot have more than one hidden card on the same battlefield. According to **FAQ #5464** and **FAQ #7688**, each battlefield is limited to one hidden card at a time. There are exceptions, such as the card "the Bandle Tree," which may modify this limit and allow for more than one, but otherwise, the restriction holds.
Can a card like Wind Rider Yasuo score the 8th point and win by moving 3 times to reach 8+ points?
Ruling: Yes, Wind Rider Yasuo can score the 8th point and win by moving 3 times. Only conquering is restricted from scoring bonus points beyond 7. Nuances: - Ahri's effect triggers on holding (which happens when you gain the point), so her effect would give the second point after scoring from the battlefield first.
Can a card played from hidden at one battlefield target units or place tokens at a different battlefield?
Ruling: No. A card played from hidden at one battlefield must target units and place tokens only at that same battlefield, regardless of where the showdown occurs. Sequence: - If a card is hidden at battlefield A, it must be played at battlefield A - Any targets, token placements, or units played must be at battlefield A - This restriction applies even if the showdown is happening at battlefield B Nuances: - If you play a card from hand (not from hidden), it can target units at any battlefield - A card cannot be played from hidden if it has no valid targets at that battlefield under these restrictions
Can a card played from hidden using Fight or Flight target units at a different battlefield?
Ruling: A card played from hidden can only target units at the battlefield it was played from. Fight or Flight doesn't explicitly restrict targeting in a way that makes this impossible, so the normal hidden targeting restriction applies. Nuances: - Fight or Flight's lack of explicit targeting restriction means the default hidden play rules apply
Can a card with 'Spend my buff:' ability spend its own buff without other cards, and can it be used multiple times per turn?
Ruling: The card's ability itself spends the buff. The 'Spend my buff: effect' pattern is an activatable ability that can be activated as many times per turn as you can pay the cost. Sequence: - The ability follows the pattern 'cost: effect' where the cost is 'spend my buff' - It can be activated multiple times as long as you can pay the cost each time Nuances: - Can only be activated during your turn outside of a showdown and chain - Exception: If the effect has the 'action' or 'reaction' keyword, different timing rules apply
Can a card with Hidden be played for its normal cost from the facedown zone in the same turn it was hidden?
Ruling: No, a card with Hidden cannot be played from the facedown zone in the same turn it was hidden. Cards can only be played from your hand by default, and the Hidden ability only grants permission to play the facedown card beginning on the next turn. Sequence: - When you hide a card, it moves from your hand to the facedown zone at a battlefield - The card gains the ability to be played as a Reaction beginning on the next turn - Until then, you have no rule allowing you to play cards from the facedown zone Nuances: - You can still play the card from your hand for its normal cost before hiding it (instead of hiding it) - Once hidden, the card is no longer in your hand, so the default permission to play cards from hand no longer applies - The Hidden mechanic itself is the only thing granting permission to play facedown cards, and that permission only begins next turn
Can a card with Repeat (like Bellows Breath) be countered by Defy when the owner intends to repeat it, and does Defy stop the repeat effect?
Ruling: Yes, a card with Repeat can be countered by Defy even when being repeated, because Defy only cares about the base cost of the card. When Defy counters the spell, it stops the entire spell including the repeat effect. Nuances: - Repeat does not create a separate copy of the spell; it makes the single spell more impactful - Repeat functions similarly to kicker in this regard
Can a champion card in the champion unit slot be hidden directly to a controlled battleground during your turn, or does it need to return to hand first?
Ruling: A champion card in the champion unit slot can be hidden directly to a battleground you control during your turn without needing to return to hand first. Nuances: - This applies specifically to hiding during your own turn - You must control the battleground you are hiding the champion to
Can a cleanup happen while I’m finalizing a card or ability?
No. A cleanup cannot occur during the process of finalizing a card or ability. Finalizing is part of the FEPR process—Finalize, Execute, Pass, Resolve—which is the process that handles items on the chain. Finalizing is the step where you make choices, pay costs, and check legality. Cleanups will occur after adding an item to the chain, after finalizing that item, and after that item resolves. At each point that a cleanup occurs, it will pause the FEPR process until it is complete. However, cleanups will only happen between these steps and never during a step itself.
Can a defender assign all combat damage to a single attacking unit to avoid killing other attackers with death triggers, or must damage be distributed to kill all units once lethal is reached?
Ruling: Combat damage must be assigned to reach lethal on each unit before moving to the next unit. If the defender has enough power to kill multiple attackers, they must kill all of them and cannot concentrate all damage on one unit to avoid death triggers. Sequence: - Assign damage to the first attacking unit until it reaches lethal - Once lethal is reached on that unit, damage must be assigned to the next unit - Continue until all damage is assigned - The last unit can take excess damage beyond lethal Nuances: - Any unit before the last can only be dealt exactly lethal damage - The final unit in the damage assignment order can receive excess damage beyond what's needed to kill it
Can a defender lose control of a battlefield during a showdown (by moving their unit away with Fate of the Fallen), then move back with Ride the Wind before the showdown ends to score a point as a defender attempting to gain control?
Ruling: No, this specific sequence no longer works due to the updated rule that prevents control of a battlefield from changing while it remains Contested. Nuances: - You can still use Ride the Wind during your opponent's turn if they initiate another showdown to attempt to conquer the battlefield
Can a defender react with a Hitten card before the attacker can play an action with focus?
No, a defender cannot react with a hidden card before the attacker plays an action with focus. According to **RiftJudge FAQ #6977**, the attacker always gains focus first in a showdown. Because the attacker has focus, they have the priority to start a chain by playing an action or reaction card. The defender cannot interrupt the attacker to play a card until the attacker has either played a card or passed their focus. While it is true that cards played from a "Hidden" state gain the **Reaction** keyword (as per **Rule 737.6**), this keyword only grants the permission to be played during closed states or at any time a reaction can be played. It does not override the fundamental rules of priority and focus that dictate who is allowed to act first. **Sequence of play:** 1. **Showdown begins:** The attacker gains focus and priority. 2. **Attacker's turn:** The attacker may play an action or reaction card to start a chain. 3. **Defender's response:** Only after the attacker plays a card (starting a chain) or passes their focus can the defender respond. If the attacker plays an action, the state becomes "Closed," and the defender may then use their reaction-speed cards (including those played from Hidden) to respond to that chain. If the attacker passes their focus without playing anything, the defender then gains the opportunity to start a chain. You cannot "interrupt" the player who currently holds focus to play a reaction unless they have already passed that focus to you. Note: I could not fully verify this ruling against the retrieved rules.
Can a defender use Gust to return a 3 might attacking unit to hand when Mask of Foresight is active?
Ruling: Yes, the defender can use Gust to return a 3 might unit to hand when it attacks with Mask of Foresight up. Sequence: - Mask of Foresight's triggered ability goes on the chain when the unit attacks - Before Mask of Foresight resolves, the defender can use Gust as a reaction - Gust returns the unit to hand before Mask of Foresight resolves Nuances: - Gust must be used as a reaction to the Mask of Foresight trigger specifically
Can a defending player choose not to deal their full damage in combat to avoid killing specific units with death effects?
Ruling: No, you must distribute ALL of your damage (the summed might of your units) during the combat damage step. You cannot choose to deal less damage to avoid triggering death effects. Nuances: - You also cannot assign more-than-lethal (overkill) damage to one unit to avoid killing another unit
Can a defending player conquer a battlefield during combat on the attacking player's turn?
Ruling: Yes, a defender can conquer a battlefield if they are the only player with units remaining there and they did not control that battlefield before combat or score it earlier that turn. Sequence: - Combat occurs where the defender eliminates all attacking units - Game checks: (1) Did this player control the battlefield before combat or score it this turn? (2) Is this player the only one with units remaining? - If (1) is no and (2) is yes, the defender conquers and draws a card - To win via conquest, the player must score all battlefields on the same turn - If the defender has 7 points but only conquers one battlefield on the opponent's turn, they do not win immediately - If the turn returns to that player and they still control the battlefield (with 7 points), they win Nuances: - Conquering a battlefield on an opponent's turn awards a card draw but does not immediately win the game unless both battlefields are scored that same turn - You must score all battlefields on the same turn to win, not just control them
Can a defending player respond to an attack chain (started with a reaction spell) with an action spell?
Ruling: No, only reaction spells can be added to a chain. Action spells can only start a chain when you have focus, while reaction spells can both start and be added to a chain. Sequence: - Action spells can only be played when you have focus and only to start a chain - Reaction spells can be played to either start a chain or be added to an existing chain - When responding to an attack chain, only reaction spells are valid responses
Can a gear be at a battlefield alone, and specifically can a hidden Zhonya's Hourglass be used to save itself when the only unit at that battlefield is targeted by Charm?
Ruling: A gear cannot be at a battlefield alone. If a gear is at a battlefield without a unit, it is immediately recalled to base. You can reveal a hidden Zhonya's Hourglass before the unit is moved by Charm to save it from being trashed. Sequence: - Opponent plays Charm, targeting your only unit at the battlefield where Zhonya's is hidden - Opponent passes priority - You reveal and play Zhonya's - Zhonya's immediately resolves - A cleanup happens and recalls Zhonya's to base (since no unit remains) - Priority passes back and forth - Charm resolves and moves your unit Nuances: - The gear must be revealed before the unit is moved to avoid being trashed while hidden - Permanents cannot be reacted to - once they enter the chain, they immediately resolve - There was discussion about a rules ambiguity regarding permanents with reaction speed in the middle of a chain, but the intended behavior is that permanents resolve immediately
Can a hidden Fight or Flight at battlefield A target units at battlefield B during the opponent's turn when they move units there?
Ruling: No. Hidden cards can only target units at the same battlefield where the card is hidden, regardless of whose turn it is. Nuances: - When a card is made hidden, it gains a <here> restriction that limits targeting to that battlefield - Unless explicitly stated, chosen targets must be at the same battlefield - Some cards have their own quirks that work around this restriction (like Zhonyas)
Can a hidden Fight or Flight card target units at a different battlefield than where it was hidden, and does using it on your own readied unit exhaust that unit?
Ruling: When you hide a card, it gains the additional requirement that any targets must be at the battlefield where it was hidden. Using Fight or Flight on your own readied unit does not exhaust it. Nuances: - Hidden cards can only target units at the same battlefield where the card was hidden - Fight or Flight does not exhaust your own units when used on them
Can a hidden Fight or Flight react to Vengeance and save the targeted unit?
Ruling: No, Fight or Flight cannot save a unit from Vengeance. Even if you move the unit to your base in response, Vengeance will still kill it because Vengeance targets "a unit" without any location restriction. Sequence: - Vengeance is cast, targeting your unit at a battlefield - You play hidden Fight or Flight in response, moving the unit to your base - Fight or Flight resolves first, moving the unit to your base - Vengeance then resolves and kills the unit at your base (the target remains legal) Nuances: - This differs from spells that specify a location (like "kill a unit at a battlefield"), where moving the unit would cause the spell to mistarget - The unit remains a valid target for Vengeance regardless of where it moves, as long as it's still a unit
Can a hidden Fight or Flight target a unit at a different battlefield than where it's hidden, and how does it resolve when reacting to Blitz pulling a unit?
Ruling: A hidden Fight or Flight can only target units at the battlefield where it is hidden. When Fight or Flight resolves before Blitz's ability, the unit moves to base first, then Blitz still resolves and moves the unit to the target battlefield (since Blitz has no location restriction on its target). Sequence: - Fight or Flight resolves, moving the targeted unit to base - Blitz's ability resolves, moving the same unit from base to the battlefield - If the unit was Kayn, this satisfies the 2-move condition and prevents damage Nuances: - Blitz and similar effects without location restrictions will still resolve even if the target has moved to a different valid location (battlefield or base) - Effects that specify a location requirement (like "move a unit from another battlefield") would fail to resolve if the target is no longer in that location - If a unit is removed to an invalid location (killed, returned to hand) before resolution, the effect will fail to resolve - If the target becomes invalid due to other conditions (like taking control of an enemy unit targeted by Blitz), the effect won't resolve
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