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Riftbound Frequently Asked Questions

Search verified questions and answers.

Can a player play multiple reactions in succession (holding priority) before passing priority to the opponent during a chain?
Ruling: Yes, you can hold priority and play multiple reactions in succession. Priority only passes when you choose to pass it. Sequence: - Player reveals a hidden card in response to opponent's Bullet time - Player can immediately play another reaction without passing priority - Priority passes only when the player chooses to pass it - Then the chain resolves
Can a player play reactions to save units after combat damage has been assigned?
Ruling: No, once you get to assigning damage, the window for playing reactions is over.
Can a player react to a unit moving onto a battlefield before a showdown starts?
Ruling: A standard move without abilities triggering does not allow players to react before the showdown starts. The move triggers a cleanup, stages the showdown, and proceeds directly to the showdown without priority unless something triggers to open a chain. Sequence: - Move occurs - Cleanup is triggered - Showdown is staged - Move triggers happen before showdown starts - If there are attack or defend triggers, players get priority to respond to the initial chain - If no triggers create an initial chain, no priority is given before showdown begins - Focus doesn't pass until the showdown is in progress Nuances: - Players can only react to a move if something triggers to open a chain (like certain card abilities) - Move triggers happen before the showdown starts with it being staged - Players do get priority to respond to the initial chain if one exists, but focus doesn't pass until the showdown is in progress
Can a player react to the initial chain in combat showdown before triggered abilities like defender resolve, and specifically can the attacker kill a Stalwart Poro with a damage spell before it gains its defender bonus?
Ruling: Players can play Reactions onto the initial chain after attacker and defender triggered abilities are placed on it. However, Shield is a passive ability that applies immediately when Stalwart Poro gains the defender designation, not a triggered ability, so it cannot be reacted to. Sequence: - Combat showdown starts and contested player gains focus - Attacker triggered abilities go on the chain - Defender triggered abilities go on the chain - Players can then play Reactions onto the chain as normal Nuances: - Shield is a passive ability, not a triggered ability, so it does not go on the chain and applies immediately - There are no reaction spells that deal damage in the game (all damage spells are action spells)
Can a player react with Stupefy when an opponent plays a unit (Ravenbloom Student) that has no 'when I'm played' ability?
Ruling: No, you cannot react to units or gear being played. Even though playing a permanent enters the chain, no player receives priority so it resolves immediately, giving the opponent no window to respond. Nuances: - Units and gear do technically start a chain when played, but players don't receive priority during this chain - You can only react to spells and triggered effects - Both players in the scenario were partially correct: the unit does start a chain (Player B's point), but no priority is given (Player A's point)
Can a player react with a hidden card when their unit is being moved off a battlefield by an opponent's spell/unit/effect?
Ruling: Yes, a player can react with a hidden card when an opponent's spell/unit/effect that moves their unit goes on the chain. Sequence: - Opponent's spell/unit/effect goes on the chain - Player can react with their hidden card - The hidden card is restricted in what it can target (same restrictions as other hidden cards) Nuances: - The hidden card must not have been hidden that same turn - There must be a legal target for the hidden card - Hidden cards cannot react to permanents and Add effects
Can a player recall Yasuo after damage has been assigned in combat to save it, or does the defender have to reassign the damage?
Ruling: You cannot recall Yasuo after damage has been assigned. Assigning damage is the final step of combat, and no spells or abilities can be activated once both players have passed priority and the combat damage step begins. Sequence: - When Yasuo attacks, his "when I attack" effect happens at the start of the combat showdown - Players can cast spells and activate abilities during the showdown phase - Once both players pass priority without casting a spell, the showdown closes - The combat damage step begins and damage is assigned - After this point, you cannot go back to showdown to recall Yasuo Nuances: - If you want to save Yasuo, you must recall or move him during the showdown phase, before both players pass priority and damage is assigned
Can a player regain focus after passing it, and when does the back-and-forth end?
Ruling: Focus passes back and forth between players until all players pass focus consecutively without playing anything. When everyone passes consecutively, the item resolves. Sequence: - Player with focus can take actions or pass - If they pass, focus goes to the next player - If that player takes an action or something resolves, everyone "un-readies" and can respond again - This continues until all players pass consecutively without anyone playing anything - Once all players pass consecutively, the item on the chain resolves Nuances: - Passing focus is like saying "I'm ready for this to resolve" - Taking any action or having something resolve gives everyone a new chance to respond to the new situation
Can a player respond to an Action with another Action, and can an Action be played after a Reaction is used in the chain?
Ruling: Actions cannot be used in response to another Action. Once an Action starts a chain and that chain fully resolves (including any Reactions played to it), then the opponent gains Focus and can play an Action. Sequence: - Player plays an Action (like Disintegrate), which starts a chain - Opponent can respond with Reactions, but not Actions - Once the chain fully resolves with any Reactions that were played - The opponent gains Focus and can then play an Action
Can a player respond with an action spell when their opponent plays an action spell during a showdown, and can action spells be played when an opponent moves to an unclaimed battlefield?
Ruling: Players always have an opportunity to play an action spell in a showdown they're part of, allowing them to respond to opponent action spells. Nuances: - Both action and reaction spells may be played during showdowns on either player's turn - The specific timing and interaction details are covered in referenced threads about showdown mechanics
Can a player reveal a hidden Tideturner from one battlefield and use its swap ability to swap with a unit at a different battlefield where a showdown is occurring?
Ruling: Yes, this is legal. You can play reactions from any battlefield when there is an item on the chain, regardless of where the showdown is occurring. Hidden restrictions only apply to targeting, and Tideturner has errata that allows its ability to bypass that restriction. Nuances: - You need something on the chain to react to, or a priority window to play Tideturner from hidden - If the attacking unit has an attack trigger, you can respond to that - Otherwise, you must wait until the opponent plays an action speed effect or passes focus and priority to you before you can play Tideturner
Can a player score a battlefield on their opponent's turn if they previously controlled it earlier that turn but lost control, then moved back to contest it?
Ruling: Yes, the player scores the battlefield by conquering it. A player can score a battlefield on their opponent's turn as long as they haven't already scored that specific battlefield during the current turn. Sequence: - Player loses control of Battlefield A when their unit moves away - Player moves a unit back to Battlefield A during opponent's turn (via card effect during a Showdown at a different battlefield) - Player contests the now-uncontrolled Battlefield A - A Showdown occurs at Battlefield A - Player scores Battlefield A by conquering it Nuances: - The key factor is whether the player has already scored that specific battlefield during the current turn, not whether they previously controlled it - In 2v2, there is a rule (462.8.b) that prevents scoring a battlefield if your teammate controlled it during the Beginning Phase of their turn, but no equivalent rule exists for 1v1 - Conquering all battlefields on opponent's turn results in a card draw, not a win - you must score all battlefields in the same turn during your own turn to win via conquering
Can a player score more than 2 points from battlefields per turn by holding a battlefield, retreating from it, and then scoring it again on the same turn?
Ruling: No, you cannot score more than 2 points from battlefields per turn. Each battlefield can only be scored once per turn because conquer requires the battlefield to not have been scored yet on this turn. Nuances: - You cannot hold a battlefield, retreat from it, and score it again on the same turn - The limitation is explicitly stated in the rules
Can a player tap 4 runes for a unit, recycle one tapped rune to play Seal, then use that Seal (by tapping it) as part of the cost for the unit they're playing?
Ruling: Yes, this is legal. Tapping runes adds them to the rune pool, which can be used flexibly throughout the turn. A tapped rune can be recycled for costs, and gear like Seal enters ready and can be immediately tapped to contribute to power costs. Sequence: - Tap 4 runes to add them to the rune pool - Recycle one of the tapped runes to pay for Seal - Seal enters play ready - Tap Seal to add to the rune pool - Use the rune pool (including the contribution from Seal) to pay for the unit Nuances: - The rune pool persists throughout your turn and only empties during draw phase or end of turn - Gear enters play ready and can be tapped immediately - This type of play is commonly used with Darius
Can a player tap 6 runes to float mana, then play and activate Singularity and Seal in the same turn?
Ruling: Yes, a player can tap runes to generate energy, then use that energy later in the same turn to play Singularity and Seal. Seal enters ready and can be activated the same turn it is played. Sequence: - Tap 6 runes to generate energy - Energy stays in your rune pool - Play Singularity using the floated energy - Play Seal (enters ready) - Activate Seal in the same turn Nuances: - Energy remains in your rune pool until the end of turn or the draw phase
Can a player use Arcane Shift to replay a unit to a battlefield they are attacking (but don't control) after the unit was removed by Void Seeker?
Ruling: No, the attacking player cannot replay the unit to that battlefield because they do not control it. Arcane Shift requires the player to control the battlefield where they want to replay the unit. Nuances: - The attacker does not control the battlefield they are attacking - This restriction only applies when the Arcane player is the attacker; if they controlled the battlefield, they could replay the unit there
Can a player use Charm to move an opponent's unit into their own base, and if so, does combat occur there?
Ruling: No, a unit cannot appear in the opponent's base for any reason. Combat is a term tied to battlefields only, so no combat would occur in a base regardless. Nuances: - It is legal to Charm an enemy unit to that unit's own base (the base of the unit's owner) - Charm can move a unit from battlefield to battlefield without requiring the Ganking ability (Ganking is only related to standard moves)
Can a player use Hidden Blade from hand to kill their own unit before Temporary destroys it at the start of their beginning phase?
Ruling: Hidden Blade from hand cannot be used to react to the Temporary trigger because it is not a reaction. However, if Hidden Blade were already hidden at the same battlefield, it could be used at reaction speed to kill the temporary unit before the Temporary effect resolves. Nuances: - Hidden cards can be played at reaction speed to anything on the chain - Hidden cards have additional targeting restrictions that must be followed - You may use reactions to triggers caused by phase changes (like the Temporary trigger being put onto the chain), but cannot take actions before "the start of your beginning phase" otherwise
Can a player use Mystic Reversal to target a spell that was taken by an opponent's Mystic Reversal, and when can they respond?
Ruling: A player can use Mystic Reversal at two different points: either to take control of the opposing Mystic Reversal itself (which would target their own spell and let them make choices for it again), or after the opposing Mystic Reversal resolves to take control back of their original spell. Sequence: - Option 1: Respond to opponent's Mystic Reversal by playing your own Mystic Reversal targeting their Mystic Reversal, which targets your own spell and allows you to make choices for it again - Option 2: After opponent's Mystic Reversal resolves and they declare playing your spell, respond with Mystic Reversal to take control back of that spell Nuances: - Both options have equivalent outcomes in this situation - There may be strategic implications for choosing one option over the other in different scenarios
Can a player use Relentless Pursuit to move a ready unit to a battlefield, then conquer, then return to base still ready, then move it to the other battlefield, then conquer, and return to base?
Yes, you can perform that sequence. According to **RiftJudge FAQ #8229** and **RiftJudge FAQ #9079**, the movement granted by **Relentless Pursuit** is a special effect that does not consume the unit's "ready" status, nor does it count as a "Standard Move." Here is the breakdown of how this works: ### The Sequence 1. **First Battlefield:** You play **Relentless Pursuit** to move your ready unit to the first battlefield. 2. **Conquer:** The unit conquers the battlefield. This triggers the "When I conquer, you may move me to my base" ability granted by the spell. 3. **Return to Base:** You resolve the trigger to move the unit back to your base. Because this is an effect of the spell and not a "Standard Move," the unit remains ready. 4. **Second Battlefield:** Since the unit is still ready, you can perform a **Standard Move** (Rule 144) to move it from your base to the second battlefield. 5. **Conquer Again:** The unit conquers the second battlefield. This triggers the "When I conquer, you may move me to my base" ability again. 6. **Return to Base:** You resolve the trigger to move the unit back to your base. ### Key Rules & Clarifications * **Ready Status:** Moving via the effect of **Relentless Pursuit** does not exhaust the unit. As long as the unit was ready before the move, it remains ready after the move. * **Standard Move vs. Ability:** The move to base is an effect of the spell, not a "Standard Move." Therefore, it does not consume the unit's ability to perform a Standard Move later in the turn. * **Conquering Multiple Battlefields:** While you can move the unit to multiple battlefields, remember that **you can only score 1 point per battlefield per turn** (RiftJudge FAQ #7610). If you have already scored the first battlefield this turn, you will not gain a second point for conquering it again, though you will still gain a point for conquering the second, un-scored battlefield. * **Simultaneous Triggers:** If your unit has its own printed "ready" ability (like Lucian's), it will trigger simultaneously with the return-to-base ability granted by **Relentless Pursuit**. You may choose the order in which to resolve them (RiftJudge FAQ #8229).
Can a player use Retreat as a reaction to save a unit that was selected to be killed by Cull the Weak?
Ruling: No, once both players pass priority after a unit is selected for Cull the Weak, the ability resolves and there is no longer an opportunity to play Retreat to save the unit. Sequence: - Cull the Weak is played - A unit is selected to be killed - Both players pass priority - Cull the Weak resolves (unit is killed) - No opportunity remains to play Retreat
Can a player use Sprite Call to play a sprite token directly to an uncontested battlefield when an opponent moves into it, triggering a showdown?
Ruling: No. While moving into an uncontested battlefield does start a showdown and players can play actions during showdowns, tokens and units can only be played at your base or battlefields you control. Since the opponent doesn't control the battlefield being moved into, they cannot play Sprite Call there. Nuances: - Moving units is not an "action" in the card sense (actions are cards that say "Action" on them) - When defending a battlefield you control, you can play sprites to that battlefield during the showdown - Other cards like Zenith Blade that introduce units through different mechanics may allow units to enter contested battlefields under specific circumstances
Can a player use reaction spells in response to an opponent playing a unit from hand before it hits the board?
Ruling: No, you cannot react to an opponent playing a unit. When playing a permanent (including units), priority does not pass on the chain, so there is no response window. Nuances: - The rule specifically applies when the card that INITIATED the chain is a permanent - If a permanent is played in response to something else on the chain (not initiating the chain), it may be possible to react to that permanent
Can a player win by going from 6 points to 8 points in one turn, and what are the restrictions on scoring the 8th point?
Ruling: You can jump from 6 to 8 points in one turn to win. The only restriction is that you cannot win by conquering a single battlefield to go from 7 to 8 points. Sequence: - To win via conquer at 8 points, you must have scored each other battlefield that same turn (doesn't matter how those points were scored) - Any other single point method (Hold, Yasuo, Ahri) wins immediately when reaching 8 points Nuances: - You can be at 6 points and conquer both battlefields in one turn to reach 8 and win - You can defend a zone to reach 7 points, then conquer the last battlefield to reach 8 and win (because you scored the other battlefield that turn via defense) - The restriction only applies to winning via a single conquer action from 7 to 8
Can a reaction be used against a unit moving to an empty battlefield?
No, generally speaking, you cannot react to a unit moving to an empty battlefield. According to **RiftJudge FAQ #1645** and **FAQ #6337**, a standard move—such as a player moving their unit to an empty battlefield—does not open a chain. Because no chain is opened, there is no window for players to play reactions. Here is how the timing works for this situation: 1. **Standard Move:** The unit moves to the empty battlefield. 2. **Trigger Check:** The game checks for any triggered abilities. A standard move that doesn't trigger any abilities does not open a chain. 3. **Result:** The showdown is staged immediately, and the game proceeds without priority being passed. **Exceptions:** * If the movement is performed via a spell or an activated ability, a chain is opened, and you may react to that spell or ability. * If any effect triggers as a result of the move (regardless of how the move was performed), that effect opens a chain, and you can respond to that triggered ability. If you have a specific card or ability in mind that you are wondering about, feel free to provide the name, and I can check if it creates an exception!
Can a ready Malzahar use his ability to kill an exhausted Gear or friendly unit?
Yes, a ready Malzahar can use his ability to kill an exhausted friendly unit or exhausted gear. There is no restriction in Malzahar's ability text or the game rules that prevents you from targeting an exhausted permanent for a "Kill" cost. As long as the unit or gear is friendly and on the board, it is a valid target for the cost of Malzahar's ability. **Key points:** * **Exhaustion status:** Being exhausted does not protect a unit or gear from being killed by a card effect or ability cost. * **Ability Cost:** Malzahar's ability requires you to "Kill a friendly unit or gear" and "exhaust [him]" as costs. Since these are non-standard costs, they can be paid in any order (as confirmed by the FAQ regarding Malzahar killing himself). * **Targeting:** Per the FAQ, Malzahar's ability can only target friendly units or friendly gear.
Can a ready Unit at your Battlefield move back to base during the opponent's turn when the Battlefield is attacked?
Ruling: No, you cannot move a Unit back to base during the opponent's turn to protect it from an attack. Nuances: - Standard moves can only be used during your own turn - Standard moves can only be used when out of showdowns - Standard moves can only be used when the chain is empty
Can a showdown happen during the end of turn phase when Deadbloom Predator is played off Dazzling Aurora into an occupied battlefield?
Ruling: Yes, a showdown can happen during the end of turn phase. When Deadbloom Predator enters an occupied battlefield via Dazzling Aurora's trigger during end of turn, it triggers a normal showdown that occurs during the ending step before the turn passes to the opponent. Sequence: - Dazzling Aurora's trigger resolves during end of turn - Deadbloom Predator enters the occupied battlefield - If other triggers are on the chain, wait for the chain to be empty - A cleanup occurs (rule 519) - The showdown begins during the ending step (during rule 517.1) - The showdown proceeds normally - After the showdown resolves, the turn passes to the opponent Nuances: - The game is in a "neutral open" state during the end step (no chain, no ongoing showdown), which allows the showdown to begin - "Open" refers to the absence of a chain, not a specific phase - The showdown will be "open" if the battlefield is empty, or "combat" if the battlefield is not empty - While the rules present showdowns under the Action Phase section, rule 621 allows showdowns to start at any time during the turn when conditions are met - This is considered somewhat unclear in the rules presentation, but the consensus is that it works this way
Can a signature spell like Super Mega Death Rocket be placed in the chosen champion zone at game setup, or must it be a unit?
Ruling: Only a unit with the champion tag can be placed in the chosen champion zone at game setup. Signature spells always start in your main deck and must be drawn to be played. Sequence: - Your legend (non-unit card) goes in the legend zone and provides its ability throughout the game - Your chosen champion (a unit with the champion tag matching your legend's character tag) goes in the chosen champion zone - Your signature spell (matching your legend's character tag) starts in your main deck Nuances: - The signature spell cannot be placed in the chosen champion zone at game start - Signature units (like Tibbers) also start in the main deck, not the chosen champion zone - You can only have a signature spell/unit if it shares the same character tag as your legend
Can a stunned Sett use Vilemaw's Layer to recall?
Ruling: Yes, a stunned Sett can use Vilemaw's Layer to recall because a recall is not a move. Nuances: - Stun effects (like Facebreaker) prevent moves, but do not prevent recalls
Can a stunned unit deal damage with the spell Challenge?
Ruling: Yes, a stunned unit can deal damage with the spell Challenge. Stun only affects the ability to deal combat damage and nothing else. Nuances: - "Combat" refers specifically to the game's mechanical term, not generally fighting or dealing damage through other means like spells.
Can a stunned unit like Shadow still tap for its ability?
Yes, a stunned unit can still use an activated ability that requires exhausting as a cost. According to the **Core Rules (Rule 423.1)**, the **Stun** status only restricts a unit in two ways: 1. It prevents the unit from contributing its might to combat damage (Rule 423.1.b). 2. It creates a state where the unit cannot be stunned again (Rule 423.1.a.1). Stun does not restrict a unit's ability to exhaust (e.g., to pay for an activated ability) or perform other actions. As long as the unit is not already exhausted, you may exhaust it to pay the cost of an activated ability.
Can a stunned unit move?
Ruling: Stunned units can still move. Stunning only prevents units from dealing damage, but does not restrict movement. Nuances: - When Leona engages in a showdown on Reaver's Row battlefield, attack triggers go on the chain first, then defend triggers, and they resolve in reverse order (defend triggers resolve before attack triggers) - The attacking player must announce who they're stunning with Leona's trigger before the defending player chooses who to move with Reaver's Row - If the defending player moves the targeted unit before the stun resolves, the stun will fail because the unit is no longer at the battlefield (Leona's trigger specifies "here") - A unit can be moved even after being stunned (e.g., with Fight or Flight after Rune Prison)
Can a unit be buffed +2?
No, a unit cannot be buffed +2. According to **Rule 702.3**, there can only be one Buff on a unit at a time. Furthermore, **Rule 703** states that each Buff individually contributes exactly +1 Might to a unit. Because a unit can only have one Buff counter at a time, it is impossible for a unit to have multiple Buffs to reach a +2 bonus. If you attempt to add a second Buff to a unit that already has one, the action will have no effect (Rule 702.3.a).
Can a unit be reacted to when it moves using the standard action?
Ruling: The movement itself cannot be reacted to, but if the movement triggers an effect, you can react to that trigger. After all triggers and reactions resolve, the game moves to the showdown phase where focus and actions can be played. Sequence: - Unit performs standard movement action - Movement itself cannot be reacted to - If movement triggers an effect, reactions can be played to that trigger - All triggers and reactions resolve - Game proceeds to showdown phase where focus and actions can be played
Can a unit be sent out to base with charm if she's at Villemaw Lair?
No, a unit cannot be moved from **Vilemaw's Lair** to a base using **Charm**. According to **RiftJudge FAQ #6856** and **FAQ #4475**, **Vilemaw's Lair** prevents all forms of movement from that battlefield to a base, including movement caused by card effects like **Charm**. While you can legally target a unit in **Vilemaw's Lair** with **Charm** (as the unit is a valid target), the movement portion of the effect will fail to resolve because the battlefield's "can't" restriction overrides the "can" effect of the spell.
Can a unit go below 0 might? For example, if I have a 3 might unit, and "eclipse" was cast on it (which gives -4 might), and if I play "discipline" (+2 might spell) on it after eclipse resolves, does the unit become 1 might or 2 might?
Yes, a unit can have a negative Might value. According to **Rule 143.2.b**, units can have negative Might values for calculation purposes. However, whenever the game checks "what Might are you" (such as during combat or for lethal damage), any negative Might is treated as 0. Regarding your specific scenario with a 3 Might unit: 1. **Eclipse** is played and resolves, applying a -4 Might modifier. * Calculation: 3 (base) - 4 = **-1 Might**. * The unit now has -1 Might. For any game effect that checks its Might (like combat), it is treated as 0. 2. **Discipline** is played and resolves, applying a +2 Might modifier. * Calculation: -1 (current) + 2 = **1 Might**. After both spells have resolved, your unit will have **1 Might**. *** *Note: This is my interpretation based on the rules regarding Might calculations (Rule 143.2.b) and the standard layering of Might modifiers. No official FAQ exists for this specific interaction.*
Can a unit have multiple buffs applied to it at the same time?
Ruling: A unit can only have one buff at a time unless a card specifically states otherwise. Nuances: - You can still attempt to buff an already buffed unit, but the action will have no effect
Can a unit move away from a conquered battlefield and then have another unit conquer it again in the same turn to gain another point?
Ruling: No, you can only gain a point from the same battlefield once per turn. Nuances: - This restriction includes holding a battlefield at the start of your turn - if you hold a battlefield at the start of your turn, you cannot gain a point from conquering it during that same turn.
Can a unit move from battlefield to battlefield using Charm without ganking?
Ruling: Yes, you can move a unit from battlefield to battlefield using Charm without ganking. Movement caused by spells or effects does not have the limitations of Standard Move. Nuances: - Standard Move limitations (including the ganking requirement for battlefield-to-battlefield movement) only apply to Standard Moves - When movement is caused by a spell or effect, it does not exhaust the unit and does not have Standard Move limitations - This works the same way as Blitzcrank's effect
Can a unit on Reaver's Row use the battlefield's retreat ability to move back to base when targeted by an opponent's spell?
Ruling: No, you cannot use Reaver's Row's retreat ability when an opponent casts a spell on your unit. Nuances: - The "defend" trigger on Reaver's Row only applies during combat showdowns, not when spells are cast
Can a unit recall from Vilemaw's Lair (battlefield) when Zhonya's Hourglass is active, given that the battlefield prevents movement?
Ruling: Yes, the unit can recall from the battlefield even when Zhonya's Hourglass is active. Nuances: - Recall is not the same as Move - Move is a defined Game Action that is prohibited by the battlefield - Recall is not considered a Move action, so it is not prevented by battlefield restrictions
Can a unit that has already been hidden be played to the battlefield for its normal cost when Mageseeker Warden is on the battlefield?
Ruling: No. Once a unit has been hidden (placed face-down on the battlefield), it cannot be played for its normal cost. It can only be played for the hidden cost. Nuances: - Cards with the Hidden attribute can be played from hand for their normal cost instead of hiding them, but this does not apply to cards that have already been hidden. - The distinction is between "a card with Hidden" (in hand) versus "a hidden card" (already face-down on battlefield).
Can a unit use Ride the Wind to return to a battlefield they controlled at the start of the opponent's turn (but lost control of due to being moved by Blitz Crank or Charm) and conquer it during the opponent's turn?
Ruling: Yes, this works. As long as you lost control of the battlefield at some point before combat is initiated there, you can return to it and conquer it. Sequence: - You control Battlefield A at the beginning of opponent's turn - Opponent moves your unit to Battlefield B (via Blitz Crank or Charm) - You lose control of Battlefield A in the cleanup after the movement effect resolves - You use Ride the Wind to move back to Battlefield A during combat at Battlefield B - This stages a showdown at Battlefield A - You must resolve the combat at Battlefield B first - Then resolve the showdown at Battlefield A - If you are the only player who controls units at Battlefield A when the showdown ends, you conquer it and can score
Can a unit with Ganking at a battlefield and a unit at base move together to another battlefield?
Ruling: Yes, a unit with Ganking at a battlefield and a unit at base can move together to another battlefield. Sequence: - Ganking is not a special move, it's a keyword that affects how standard movement behaves - For movement, the origin of units' movement doesn't have to be the same - Since Ganking allows battlefield-to-battlefield movement, both units can move together to the destination Nuances: - Ganking is still considered a standard move, just with modified behavior
Can a unit with Ganking move before a showdown occurs to avoid it?
Ruling: No, you can only move your units during your turn, outside a showdown, while nothing else is resolving. Nuances: - This applies even if the unit has Ganking - You cannot move a unit to avoid a showdown that is about to occur during an opponent's conquest attempt
Can a unit with Ganking move from a battlefield to another battlefield with support from a unit at the base (i.e., units moving from different origins to the same destination)?
Ruling: Yes, this is legal. Units can move from different origins to the same destination when declaring a simultaneous move. Sequence: - Declare the move with the same destination for all units - The origins of the moving units do not need to be the same - This allows a Ganking unit from one battlefield to move to another battlefield with support from a unit at the base Nuances: - Currently, Ganking is the only interaction that would allow this type of move at this point in the game
Can a unit with Ganking move to another battlefield after participating in a showdown at a battlefield it conquered, and does there need to be an enemy unit at the destination battlefield?
Ruling: If a unit with Ganking is ready (unexhausted) after a showdown, you can use the Standard Move Action to move it to another battlefield during your turn. There does not need to be an enemy unit at the destination battlefield. Nuances: - Showdowns do not exhaust units - A unit moved with Ride the Wind would still be ready after the showdown - You can move to an empty battlefield
Can a unit with Weaponmaster attach an Equipment card that has no Equip cost?
Ruling: All Equipment cards in Riftbound currently have an Equip cost, so this situation does not occur in practice. If a card without an Equip cost were ever printed, Weaponmaster would be unable to attach it because the cost cannot be paid. Nuances: - Cards like Last Rites and Blade of the Ruined King do have Equip costs, despite different templating - The templating difference ("Equip [symbol]" vs "Equip - [cost]") is purely a formatting choice: simple power-only costs are included in the symbol, while complex costs (power + additional costs) are spelled out separately - Reminder text formatting can be confusing but doesn't affect the actual rules
Can a unit with Weaponmaster equip an equipment when played during a reaction/action window?
Ruling: Yes, you can equip an equipment when playing a creature with Weaponmaster during a reaction/action window. Nuances: - Weaponmaster functions as a trigger on play ability, which can be activated even when the unit is played during a reaction/action window.
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