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Are Sprite tokens spawned ready?
Sprite tokens are not inherently ready; they enter the board in the state specified by the effect that creates them. If the effect does not specify a state, they enter ready by default, unless the effect is an action that would otherwise cause them to enter exhausted.
Are all triggers in Riftbound mandatory (always go on the chain and choose targets), with optional triggers only deciding whether to apply at resolution? Or can some triggers be truly optional and not go on the chain at all?
Ruling: All triggers in Riftbound are mandatory and must be placed on the chain when their condition is met. There are no truly optional triggers that can choose not to go on the chain.
Sequence:
- When the trigger condition is met, the ability must be placed on the chain
- If the ability requires targets, targets must be chosen at this time (if available)
- Upon resolution, if the ability uses "may" language, you choose whether or not to apply the effect
Nuances:
- For Reaver's Row specifically: the trigger is mandatory when you defend, you must target a unit if one is available, and only at resolution do you choose whether or not to move that unit to base
- Triggered abilities with "may" language but no targets (like Voli legend) still trigger and go on the chain, but you choose whether to apply the effect at resolution
Are battlefields chosen before or after turn order is determined in Riftbound matches?
Ruling: In all games of a match, battlefields are chosen before turn order is declared.
Sequence:
- Choose legends
- Choose champions
- Choose battlefields (simultaneously blind)
- Battlefields are revealed
- Turn order is determined
- Draw 4 cards
- Mulligan
Nuances:
- In game 1, both players choose battlefields blind to turn order
- In subsequent games, the player who lost the previous game knows they will choose turn order, so they can select their battlefield with their intended turn order choice in mind, while their opponent can only guess
- After battlefields are revealed but before finalizing turn order, the player choosing turn order can factor in the opponent's battlefield choice
Are battlefields chosen simultaneously during setup, and are the set aside battlefields public information?
Ruling: Battlefields are chosen simultaneously during setup. The set aside battlefields are not public information.
Are battlefields revealed simultaneously after being chosen?
Ruling: Yes, battlefields are revealed simultaneously. Both players select their battlefields and place them face down in the middle, then flip them together.
Sequence:
- Both players select their battlefields
- Place them face down in the middle
- Flip them together simultaneously
Nuances:
- Battlefields are placed face down first to avoid someone deciding faster and giving away information
Are cards mulliganed public information?
Ruling: No, mulliganed cards are not public information. They are considered privately derived information.
Nuances:
- This prevents opponents from gaining significant information advantage from seeing which cards were mulliganed
Are countered spells recycled or trashed?
When a spell is countered, it is placed in the **trash**, not recycled.
According to **Rule 425.1.a**, a countered spell does nothing and is cleared from the chain. Per **Rule 156**, spells are placed in the trash of the player who owns them after they create their game effect. Because a countered spell is not considered to have been played (Rule 425.1.b), it does not trigger any effects that would occur upon a successful play, nor is it subject to any "recycle" instructions associated with playing that spell (as detailed in **RiftJudge FAQ #5621** and **#8996**).
Are deathknell triggers immediately put onto the stack upon that unit hitting the grave or do they start a new chain after the current one cleans up?
Ruling: Deathknell triggers are immediately put on the chain in the cleanup after whatever caused the unit to die.
Sequence:
- When a unit with deathknell dies during chain resolution, its trigger is added to the current chain immediately
- Priority is given to add reactions to the chain
- The chain continues resolving from the top
- Example: If Hidden Blade is 4th in chain and kills Watchful Sentry, Sentry's draw effect is added to the chain before cards 3, 2, and 1 resolve
Nuances:
- Focus and priority are separate concepts: Focus is permission to start a chain during a showdown (with an action if desired), while priority is permission to add a reaction to the chain
- Attackers always get focus in a showdown
- Focus automatically passes to the next player each time a chain fully resolves
Are equipment still considered gear while attached to a unit, and would attached equipment gain benefits from the unit's abilities like deflect?
Ruling: Equipment remains gear while attached to a unit (only its rules text becomes inactive). Effect text on gear only applies to the card it is attached to, not to the gear itself, so attached equipment would not gain benefits like Deflect from the unit or other gear.
Sequence:
- Equipment attached to a unit is still considered gear
- Only the equipment's rules text becomes inactive when attached
- Effect text (like Deflect from Hexdrinker) only applies to the card the gear is attached to
- The gear itself does not gain the benefits it provides
Nuances:
- In the example given, Hexdrinker never has Deflect itself; only the unit Hexdrinker is attached to gets Deflect
- This means Trinity Force would not gain Deflect protection from either the unit or Hexdrinker
Are hidden spells affected by Divine Judgement?
Ruling: Hidden cards are not affected by Divine Judgment, unless you lose control of the battlefield.
Nuances:
- Hidden spells exist as hidden cards on the battlefield
- They are not counted as unplayed cards
Are oversized/proving grounds battlefields legal for play, and can battlefields be mismatched in size?
Ruling: Oversized/proving grounds battlefields are legal for play, and you can use mismatched battlefield sizes.
Nuances:
- If you need to randomly select between battlefields of different sizes, ensure you have a fair method to do so (e.g., dice roll)
Are players expected to explicitly pass priority during chain resolution, or can they assume their opponent has passed after a reasonable window?
Ruling: Players should explicitly ask if their opponent wants to play something each time priority passes to avoid miscommunication and potential sharking. Being consistent with asking every time prevents giving away information about whether you have a response.
Sequence:
- After you activate a non-permanent, you hold priority
- If your opponent passes, your activation immediately resolves
- If you intend to chain something yourself, you must do so immediately
- Otherwise, explicitly ask your opponent if they want to respond before proceeding
Nuances:
- Players can agree at the start of the game to skip priority passes with the understanding they can go back a step if someone wants to respond, but this requires explicit agreement from both players
- This shortcut is unlikely to happen at tournaments as most players don't want to allow takebacks
- Judges will rule in your favor if disputes occur when you've explicitly clarified priority passes
Are reflection unit tokens 0 might upon copy? Either through mirror image or Leblanc's legend ability?
No, Reflection unit tokens are not 0 Might upon copying a unit.
According to the **Patch Notes (2026-03-30)** and the definition of **Copy Effects**, when a game object becomes a copy of another, it adopts the "copyable traits" of that target. These traits include the target's printed characteristics (such as Might) and its Rules Text.
While a **Reflection** token is created as a 0 [M] token (per Rule 184.6), the copy effect functions as follows:
1. **Initial Creation:** The token enters the board as a 0 [M] unit.
2. **Copying:** The effect then forces the token to become a copy of a target unit. At this point, the token adopts the target's printed Might and Rules Text.
3. **Result:** The token's Might is updated to match the printed Might of the target unit it is copying.
**Important Note:** As established in **RiftJudge FAQ #9999** and **#9410**, this copy effect only applies to "copyable traits" (printed or base copied stats). It does **not** inherit any modifications that have been "appended or granted" to the target unit, such as temporary buffs or Might counters.
Are runes considered cards? Specifically, does cycling a rune trigger Karma?
Ruling: No, runes are not cards. Only Main Deck Cards are considered "cards" for game purposes, so cycling a rune does not trigger Karma.
Nuances:
- Karma's reminder text clarifies this distinction
Are the targets of spells that resolved earlier in the turn public knowledge that opponents must reveal if asked?
Ruling: Targets of spells that have resolved earlier in the turn are not public knowledge. Opponents are not required to tell you what a spell targeted after it has resolved.
Nuances:
- You must answer what spells/abilities resolved this turn and where they were played from
- If a spell created ongoing effects still visible in the game state (like a unit still affected by Cleave), that current game state information is public
- If the targeted unit is no longer on board or the effect is no longer visible, you don't have to reveal what was targeted
- The rules specify "play choices made for them" are public while spells are on the Chain, but this information is no longer public after resolution
- Players cannot misrepresent derived information, but also cannot be compelled to provide it
Are there attacking units in a non combat showdown?
No, there are not. According to **Rule 2171** (RiftJudge FAQ), a unit is only considered an "attacker" or "defender" when there is a showdown involving units from two different players (i.e., a combat).
In a non-combat showdown, the designation of "Attacker" or "Defender" does not apply, and units participating in such a showdown do not have those designations.
Are there ever any moments during your opponent's turn where you can play an action spell, other than a showdown with no chain?
No, there are no moments during your opponent's turn where you can play an [Action] spell outside of a Showdown.
Your ability to play [Action] spells is strictly constrained by the state of the game and the nature of the [Action] keyword.
### The Breakdown
1. **[Action] spells outside of Showdowns:**
According to Rule 154, a spell can only be played during an **Open State** on its controller's turn, provided there is no Showdown in progress. When it is your opponent's turn, you are not in your own turn's Open State, so you cannot play an [Action] spell.
2. **[Action] spells during Showdowns:**
The [Action] keyword is defined as a permissive keyword that grants permission to play a card during Showdowns on any player's turn (Rule 806.1.c.1). As confirmed by FAQs 4805, 6605, and 6353, this permission is limited to **Showdown Open** states—meaning you must have focus and the chain must be empty.
3. **Why you cannot play [Action] spells in a "Closed State":**
If a chain exists (a "Closed State"), Rule 309.1.a states that **only** cards and abilities with the **[Reaction]** keyword can be played or activated. Because an [Action] spell lacks the [Reaction] keyword, it cannot be added to an existing chain.
### Summary of Constraints
| Situation | Can you play an [Action] spell? |
| :--- | :--- |
| **Your Turn, Neutral Open State** | Yes |
| **Opponent's Turn, Neutral Open State** | **No** |
| **Showdown, Open State (Empty Chain)** | Yes |
| **Showdown, Closed State (Chain Exists)** | **No** |
### Addressing Triggered Abilities
It is a common point of confusion to wonder if a card effect that allows you to "play" a card from your hand bypasses these timing restrictions. According to Rule 358.3, when you are in the process of playing a card, the game performs a legality check to ensure the card has the appropriate permissions for the current game state. Since an [Action] spell generally lacks permission to be played during a Closed State or on an opponent's turn outside of a Showdown, these restrictions typically apply.
*Note: I could not fully verify the interaction of triggered abilities bypassing timing restrictions against the current rulebook, as specific card effects may provide exceptions.*
**Conclusion:** Unless a card explicitly grants you a specific timing exemption (e.g., "You may play this spell as if it had [Reaction]"), you are strictly limited to playing [Action] spells on your own turn (Neutral Open) or during a Showdown when you have focus and the chain is empty.
Are there multiple windows to play cards during a showdown, and how does priority/focus work between players before combat damage happens?
Ruling: There are multiple opportunities to play cards during a showdown. Combat damage only happens when both players pass focus/priority in succession while the stack (chain) is empty.
Sequence:
- Any "when I move" triggers happen prior to showdown
- When a unit moves to a battlefield, an initial chain happens for "when I attack"/"when I defend" triggers (if any exist)
- After this resolves, the player contesting maintains focus to play an Action if they want
- Priority to play a Reaction passes between players when they pass it (not automatic)
- When they pass with the chain empty, the opponent gets focus automatically and can play an Action
- If they do, focus returns after that chain resolves
- Once both players pass back to back in succession, combat damage happens
Nuances:
- Focus = opportunity to start a chain during a showdown, sometimes with an Action
- Priority = opportunity to add to a chain, must be a Reaction
- The initial chain for attack/defend triggers is conditional - if neither player has such triggers, there is no initial chain and the first opportunity is the attacker's focus in the showdown
Are there official draft rules available for Riftbound, and if so, what are they?
Ruling: There are currently no official draft rules for Riftbound. Players should use the sealed format rules from the rulebook as a temporary solution until official draft rules are released.
Deck Construction (using sealed rules):
- 25 card minimum deck
- Up to 3 colors allowed
- Legend and Champion are optional
- If you don't run both Legend and Champion, draw 1 extra card at game start
- Champion doesn't need to match the Legend's colors
- Unlimited copies of cards allowed
Nuances:
- Official draft rules are being worked on by the developers
- The game is expected to have proper draft rules and draft-focused design by approximately Set 4
- Using sealed rules for draft is a community workaround, not the official method
Are there tokens that are not considered as 'played'? What does it mean that the card type is not played (referring to 'if their card type is played')?
Ruling: Tokens are not considered "played" when their card type is not a type that gets played. Currently, this applies to token battlefields created when a player concedes in multiplayer games, since battlefields are not played.
Nuances:
- The rule also covers hypothetical future token runes and token legends
- As of now, there are no other tokens besides battlefields that fall into this category
Are token units considered units, and would a token unit generated by Viktor enter ready if Sun Disk is active?
Ruling: Token units are units. A token unit generated by Viktor would enter ready if Sun Disk is active.
Sequence:
- Play a 2-drop unit to enable Sun Disk
- Tap Sun Disk
- Tap Viktor Legend to generate a token
- The token enters ready due to Sun Disk's effect
Are units continuously checked for Attacker/Defender status during a Showdown, and how does this work for units like Blue Teemo and Yellow Shen that enter during combat?
Ruling: Units are continuously checked for Attacker/Defender status during a Showdown as part of the Clean-up check. When a unit like Blue Teemo is revealed as a REACTION during an open chain, its Defender trigger goes on top of the current chain.
Sequence:
- Units entering during a Showdown are checked for Attacker/Defender status during Clean-up
- If a unit is revealed as a REACTION while a chain is open, its trigger goes on top of the existing chain
- The trigger does not become pending in this scenario
Nuances:
- Pending status is primarily relevant when something is played while something else resolves (e.g., cards played as part of Promising Future's resolution)
- Even pending effects finalize onto the chain on top of any other potential effects already there
Are units revealed exhausted?
Yes, units revealed from hidden enter the battlefield exhausted.
According to **Rule 142.4**, "Units enter the Board exhausted." Playing or revealing a unit from hidden follows the same rules as playing a unit from your hand. While a card is hidden, it does not have a ready or exhausted state; once it is revealed and enters play, it defaults to the exhausted state unless a specific card effect states otherwise.
As noted in **RiftJudge FAQ #1908** and **FAQ #6417**, playing a card from hidden works the same as playing it from your hand, and the standard rule for units entering the board is that they enter exhausted.
Are you allowed to take notes of your opponent's hand from a Sabotage or Mindsplitter effect?
Ruling: Yes, you can write down information about your opponent's hand when you see it through effects like Sabotage or Mindsplitter.
Nuances:
- There is no obligation for a player to show their opponent the notes they've taken
Are you now allowed to use Chinese cards mixed with English in tourneys or events? Such as buying Chinese seals?
Yes, you are allowed to use official Riftbound cards of any language (including Chinese) in your decks during tournaments and events, provided they meet specific conditions.
According to **Rule 420.1** and **RiftJudge FAQ #8434**, you may mix cards of different official languages within your deck, including your Main Deck and Rune Deck. However, you must adhere to the following requirements:
* **Physical Indistinguishability:** All cards in your deck must be in identical, opaque sleeves. They must not be physically distinguishable from one another (e.g., by card stock thickness, weight, or texture). If a judge determines that your mixed-language cards are physically distinguishable, they may rule the deck as having "marked cards" and require you to make changes.
* **Rune Deck Consistency:** While you can mix languages in your Main Deck, it is recommended at high-level competitive play to keep each shuffled zone (Main Deck, Rune Deck) in a single language to avoid potential marked card issues.
* **Non-Shuffled Zones:** Cards in non-shuffled zones (Legend, Battlefields) can be any language without concern, as they are never randomized.
* **Translation:** You may call a judge at any time to receive the official English card text if there are translation questions or disputes regarding a card's wording.
Regarding your specific question about **Seals**: Yes, you can use Chinese-language Seals in your deck alongside English cards, provided they are sleeved in a way that makes them indistinguishable from the rest of your deck.
As I'm revealed from your deck meaning, does that work for draw effects as well or is it for conditions like scry?
"Reveal" and "Draw" are distinct game actions in *Riftbound*. They are not interchangeable, and revealing a card does not inherently count as drawing it.
### Reveal vs. Draw
* **Reveal (Rule 411):** This is the act of presenting a card to all players from a zone that is normally private or secret (like your Main Deck). Crucially, **cards remain in the zone they are being revealed from** (Rule 411.1.a.2). Revealing simply makes the information temporarily known to all players.
* **Draw:** While the rules context does not provide a single-sentence definition for "Draw," it is a distinct action that moves a card from your Main Deck to your hand.
### How They Interact
Revealing is often used as a prerequisite or a step within a larger effect that might *then* instruct you to draw.
According to **Rule 411.4.a**, game effects can manipulate or modify cards while they are revealed. The example provided in the rules illustrates this distinction clearly:
> "Reveal 2 cards from the top of your Main Deck. Put one into your hand and Recycle the other."
In this example:
1. **Reveal:** You present the top two cards to all players. They are still in your deck at this moment.
2. **Manipulation:** You then select one to add to your hand (the "Draw" portion of the effect) and Recycle the other (moving it to the bottom of your deck).
### Summary
* **Revealing** is for gathering information or setting up a selection process.
* **Drawing** is the physical movement of a card from your deck to your hand.
* If a card only says "Reveal," you do not add the card to your hand. You only add it to your hand if the card text explicitly instructs you to do so (e.g., "Reveal the top card of your deck; if it is a [Type], add it to your hand").
As Irelia I have a unit in base and I play Tideturner in base, can I choose another unit in base and make it ready with Irelia?
No, you cannot successfully use **Tideturner** to target a unit in your base while **Tideturner** is also in your base.
According to the card text retrieved for **Tideturner**:
> "When you play me, you may choose a unit you control **at another location**. Move me to its location and it to my original location."
### Why this fails:
1. **Targeting Restriction:** The ability explicitly requires you to choose a unit at "another location." If you play **Tideturner** to your base, any other unit you control in that same base is not at "another location." Therefore, it is an illegal target for the ability.
2. **Triggered Ability:** Since you cannot fulfill the targeting requirement ("a unit you control at another location"), you cannot select a target to place on the chain for the swap effect. If you attempt to activate it anyway (as the ability is optional/may), the targeting fails.
3. **Regarding Irelia:** Because you cannot choose a target for the movement, the movement effect never resolves. Consequently, **Irelia, Fervent** will not be "chosen" or "readied" by **Tideturner's** ability, and her triggered ability ("When you choose or ready me...") will not trigger from this action.
In summary, **Tideturner's** ability cannot be used to swap with or ready a unit at the same location where **Tideturner** was played.
As the attacker, if you pass focus but your opponent plays an action, do you get another chance to play an action after their chain resolves?
Ruling: Yes, you get another chance to play an action. Combat does not proceed to damage until both players pass in sequence without starting a chain.
Sequence:
- Attacker passes focus
- Defender plays an action (starts a chain)
- Chain resolves
- Focus passes back to attacker
- Attacker can now play an action
Nuances:
- Both players must pass back-to-back (in sequence) without starting a chain before proceeding to combat damage
Ask player 1 has played the card "defy" to counter a spell, player 2 plays discipline and draws their own defy. Can player 2 react to player 1's defy and effectively counter spell it?
Yes, Player 2 can use the *Defy* they drew from *Discipline* to counter Player 1’s *Defy*.
According to the **Chain Rules** and **Riftbound FAQ #950** (and confirmed by similar FAQs like #4838 and #9457), the chain is not a static block. Instead, it resolves one item at a time (Last-In, First-Out), and players are granted priority windows to play new reactions after each individual item on the chain resolves.
### Sequence of Events:
1. **Initial State:** Player 1 plays their original spell (e.g., "Spell A").
2. **Player 1's Response:** Player 1 plays *Defy* to counter Spell A.
* *Chain (bottom to top):* [Spell A] → [Player 1's Defy]
3. **Player 2's Response:** Player 2 plays *Discipline* in response to Player 1’s *Defy*.
* *Chain (bottom to top):* [Spell A] → [Player 1's Defy] → [Discipline]
4. **Resolution of Discipline:** The chain resolves LIFO. *Discipline* resolves first. Player 2 gains +2 might for a unit and **draws a card**, which happens to be *Defy*.
5. **Priority Window:** After *Discipline* finishes resolving, the game enters a priority window before moving to the next item on the chain (*Player 1’s Defy*).
6. **Player 2's New Response:** Because it is an open reaction window, Player 2 may now play the *Defy* they just drew, targeting Player 1's *Defy* on the chain.
* *Chain (bottom to top):* [Spell A] → [Player 1's Defy] → [Player 2's Defy]
7. **Final Resolution:** Player 2's *Defy* resolves first, countering Player 1's *Defy*. Since Player 1's *Defy* is countered, it is removed from the chain and does nothing (Rule 425.1.a). The chain now only contains the original "Spell A," which will proceed to resolve normally unless countered by another effect.
Ask the legend Ivern has an effect 'it can be swapped back when scored'. What does this mean?
The effect "It can be swapped back when scored" on the **Brush** battlefield token created by **Ivern, Green Father** refers to your ability to return the original battlefield card to the board.
Here is how this mechanic works, based on the *Unleashed* update rules:
### 1. What "Swapping Back" Means
When you play **Ivern, Green Father**, you replace an existing battlefield with a **Brush** token. The "swapping back" effect allows you to undo this replacement. When you trigger the swap-back, the Brush token ceases to exist, and the original battlefield card returns to the space the token occupied.
### 2. How to Trigger It
The trigger condition is **"when scored."** This means when you successfully perform a "Score" action (either through **Hold** or **Conquer**) at the battlefield location where the Brush token is currently present.
* According to **Rule 466.2**, when you score at a battlefield, any triggered abilities associated with that location resolve.
* When you score at the location of a Brush token, you have the option to trigger its ability to replace itself with the battlefield it originally replaced.
### Important Details
* **Inheritance:** Per the *Rules FAQ Clarification 2026-04-29*, when the original battlefield returns via a swap-back, it inherits all current effects and statuses (including the relationship between the replaced and replacing battlefields).
* **Not Automatic:** This is an option ("you may"), not a mandatory action. You choose whether to swap back or keep the Brush token as the battlefield.
* **Location Specific:** As noted in **RiftJudge FAQ #9490**, this ability only triggers when you score at the *specific battlefield location* where the Brush token is located. Scoring at a different battlefield does not allow you to trigger the swap-back for the Brush token.
At the beginning of the game, do both players draw and channel runes simultaneously on the first turn, or does only the first player draw and channel, with the second player doing so on their own turn?
Ruling: The first player (Player A) channels two runes and draws a card on their turn. When their turn ends, the second player (Player B) channels three runes (only on their first turn as the second player) and draws a card on their own turn. Players do not draw and channel simultaneously.
Sequence:
- Player A's first turn: Channel 2 runes, draw 1 card
- Player A's turn ends
- Player B's first turn: Channel 3 runes, draw 1 card
- Subsequent turns follow the ABCD order: Awakening (untap), Beginning phase (hold points, effects), Channel (draw 2 runes), Draw (1 card from main deck)
Nuances:
- The second player gets 3 runes only on their first turn (as compensation for going second)
- Following the ABCD turn order matters for interactions like Temporary cards that die at the start of turn before hold points are scored
At what phase do cards like Yasuo or Anivia deal their 'when I attack' damage, and do units killed by this damage participate in combat?
Ruling: 'When I attack/defend' abilities resolve during the combat showdown's initial chain, before players can play actions. Units killed by this damage die immediately after the ability resolves during cleanup and do not participate in the subsequent combat damage step.
Sequence:
- Combat showdown begins when a unit moves to an occupied battlefield
- Initial chain triggers all 'when I attack/defend' abilities (attacker triggers, then defender triggers)
- These abilities resolve before the attacker gets priority to play actions
- Cleanup happens after each ability resolves, removing dead units
- After the showdown ends, players play spells and abilities
- Combat damage is assigned and applied by surviving units
- Combat cleanup occurs (which includes healing all units everywhere)
Nuances:
- Units moved into combat after the initial chain still trigger their 'when I attack/defend' abilities when assigned attacker/defender designation
- A unit can only trigger its attack/defend ability once per combat, even if moved out and back in
- Combat cleanup (including healing) happens even if no combat damage is dealt, as long as a combat showdown started
- Combat cleanup heals all units everywhere, not just those in combat
At what point can I spend a buff (specifically Udyr buff during a showdown)?
Ruling: Buffs can only be spent on your turn, outside of combat/showdown, at base speed.
Nuances:
- The only exception is if the buff specifically says it can be used as an Action or Reaction
At what point is a unit considered an attacker or defender, and can a defender play Gust on a unit moving to the battlefield before it becomes an attacker?
Ruling: Attacker/defender designations are assigned during the cleanup following the move. A unit moving to the battlefield cannot be Gusted based on its attacker/defender status because it's not yet designated as an attacker when the move occurs.
Sequence:
- Unit moves to the battlefield location
- Move trigger goes on the chain (unit is already at the new location)
- Attacker/defender designations are assigned during cleanup after the move
- Combat showdown begins
Nuances:
- Moving itself doesn't trigger anything or use the chain; only "on move" effects use the chain
- If a unit has an "on move" trigger (like Assault), you can Gust before that trigger resolves, since combat showdown hasn't started yet when the move trigger is on the chain
- If the trigger is a "when I attack" trigger, you cannot Gust because the unit would already be in showdown
- Passive effects like War Camp apply immediately when the unit arrives at the location, before move triggers resolve
At what points in the game can you activate a legend ability, such as Lee Sin's creature buff ability?
Ruling: Legend abilities follow the same rules as spells regarding timing. If they don't have an "action" or "reaction" tag, they can only be activated during your turn, outside of a showdown.
Sequence:
- Check if the legend ability has an "action" or "reaction" tag
- If no tags are present, it has the slowest activation speed
- Activate only during your turn
- Cannot activate during a showdown
Nuances:
- Lee Sin's ability specifically has no action or reaction tags, making it the slowest kind of activation speed
At what score does Chem-Baroness Renata's second ability (giving golds the ability to tap for energy) become active in a game to 8 points?
Ruling: Chem-Baroness Renata's second ability becomes active when you have 5 or more points in a game to 8 points.
Nuances:
- The ability checks your own score, not your opponent's score
- The threshold is calculated as: (points needed to win) - 3
At what speed does Pack of Wonders trigger? Can it be used as a reaction during opponent's turn or only during your own turn?
Ruling: Pack of Wonders triggers at base speed, which means it can only be activated during your turn when the chain is empty and there is no showdown.
Nuances:
- Cannot be used as a reaction to opponent's actions
- Cannot be used during showdown
- Requires completely empty chain (no active effects resolving)
At what speed/timing can abilities be used, and what do the Action and Reaction keywords mean for abilities?
Ruling: Abilities are Focus speed by default, meaning they can only be used during your turn in the Action phase, outside of showdowns. If an ability has the Action keyword, it can also be played during showdowns. If it has the Reaction keyword, it can be played at Reaction speed.
Sequence:
- By default: Use abilities only during your Action phase on your turn
- With Action keyword: Can also use during showdowns
- With Reaction keyword: Can use at Reaction speed
Nuances:
- Signature Spells follow the same rules as regular spells - if they say Action or Reaction, use them at appropriate timing; otherwise they are base speed
At which point in Bullet Time do I pay the power, can my opponent choose to play a reaction first before I pay the power cost?
According to the official rulings for **Bullet Time**:
### When do you pay the power?
You pay the power cost **during the resolution** of the spell, not when you cast it. The total cost to play Bullet Time is only its base energy cost (1 energy). The amount of power you choose to pay is determined and paid only when the spell resolves.
### Can your opponent react before you pay?
**Yes.** The sequence of events is as follows:
1. **Cast:** You pay the 1 energy cost and place Bullet Time on the chain.
2. **Reaction Window:** Your opponent receives priority and may play reactions (such as *Retreat* or other spells with the *Reaction* keyword) while Bullet Time is on the chain. **Crucially, your opponent must make these decisions without knowing how much power you intend to pay.**
3. **Resolution:** After all reactions on the chain have resolved, Bullet Time begins to resolve. At this point, you choose how much power to pay and deal that much damage to all enemy units at the chosen battlefield.
**Important Nuances:**
* **No Reaction Window After Payment:** There is no reaction window after you pay the power during resolution. Once you begin the resolution process and pay the power, the damage is dealt immediately.
* **Countering:** If your opponent plays a card that counters Bullet Time while it is on the chain, the spell is negated and sent to the trash before it resolves. In this case, you do not pay any power.
* **Resource Generation:** Per RiftJudge FAQ #5521 and #1771, you are permitted to use reaction-speed "Add" abilities (such as exhausting or recycling runes) during the resolution of Bullet Time to generate the power you need to pay.
*This ruling is based on RiftJudge FAQs #5653, #8161, #4766, #5521, and #6241.*
Between games in a match, what order do you choose play/draw and select battlefields?
Ruling: Between games in a match, battlefields are selected first, then the player who lost the previous round chooses whether to go first or second.
Sequence:
- Select Legend
- Choose Chosen Champion
- Select Battlefield
- Shuffle Decks
- Determine Turn Order (loser of previous round chooses)
- Draw Hand
- Mulligan
- Start First turn
Nuances:
- The first turn player also draws a card on their first turn
- The second turn player gets a third rune on their first turn
Both Kai'Sa Evolutionary and LeBlanc Legend effect trigger when you conquer. If Kai'Sa conquers a battlefield, and then you use LeBlanc conquer legend effect to make a temporary clone of the Kai'Sa, do you get to use Kai'Sa twice? One for base and one from clone?
No, you do not get to use Kai'Sa's conquer ability twice in this scenario.
### 1. Conquering is a form of Scoring
According to **Rule 447**, a player may only score (via Conquer or Hold) once per battlefield per turn. Because conquering is a form of scoring, you cannot conquer the same battlefield again in the same turn, even if you move units out and back or create a clone.
### 2. The Sequence of Events
When you conquer a battlefield with Kai'Sa, Evolutionary:
1. **Conquer occurs:** You score the point for that battlefield.
2. **Kai'Sa's Trigger:** Kai'Sa's ability ("When I conquer...") goes on the chain.
3. **LeBlanc's Trigger:** LeBlanc's ability goes on the chain.
4. **Resolution:** You resolve these triggers. If you use LeBlanc's ability to create a copy of Kai'Sa, that copy enters the battlefield *after* the conquest has already occurred.
### 3. Why the Clone doesn't trigger
For a "When I conquer" ability to trigger, the unit must be present at the battlefield at the moment the conquest happens.
* The clone created by LeBlanc enters the battlefield **after** the conquest has already been completed and the point has been scored.
* Because the conquest event has already passed, the clone does not "see" the conquest happen and therefore its "When I conquer" ability does not trigger.
### Summary
You only get the benefit of Kai'Sa's ability from the original unit that was present when the battlefield was conquered. The clone created by LeBlanc's effect enters too late to trigger its own "When I conquer" ability for that same conquest event.
Note: I could not fully verify this ruling against the retrieved rules, and the exact text of LeBlanc's ability was not provided.
Can 'Not So Fast' counter the ability of 'Zaun Punk'?
Ruling: Yes, you can use 'Not So Fast' to counter the triggered ability of 'Zaun Punk' if your opponent chooses your gear as the target.
Nuances:
- 'Not So Fast' checks what target is actually chosen, not whether the card text explicitly says 'friendly'
- If the opponent chooses your gear, it becomes an enemy ability choosing a friendly gear, which meets the criteria for 'Not So Fast'
- The additional cost paid to trigger the ability (killing a friendly gear) cannot be countered and remains paid
- If the opponent chooses their own gear, 'Not So Fast' cannot counter it since it would not be targeting a friendly gear
Can Acceptable Losses be played if only one player (or neither player) has gear on the board?
Ruling: Acceptable Losses can be played regardless of how many players have gear on the board. Since it does not target gear, you can play it when only your opponent has gear, when only you have gear, or even when no players have gear on the field.
Nuances:
- Playing it with no gear on field can still be useful for effects that care about playing cards (like activating Legion)
Can Acceptable Losses be played if the player casting it doesn't have gear but their opponent does?
Ruling: Yes, Acceptable Losses can be played even if you don't have gear as long as your opponent does. This works the same way as Cull the Weak.
Nuances:
- Acceptable Losses and Cull the Weak don't target
- All players choose their gear/unit at resolution
- Choices are made starting from turn player in turn order
Can Action cards be played in the middle of a chain during Showdown, or can they only start chains?
Ruling: Actions can only start chains, whether during a showdown or in the action phase. They cannot be played while there is already a chain in progress. Reactions can either start a chain or be added to an existing chain.
Sequence:
- An Action card is played to start a chain
- Priority passes between players to add Reactions to the chain
- When all players pass priority, the top item on the chain (most recently added) resolves
- Priority passes again between each resolution as items resolve one by one
- Once the Action at the bottom resolves, the chain ends
- Focus passes to the other player who may start a new chain with an Action
- This continues until all players pass in succession, then combat proceeds
Nuances:
- The attacker can put multiple reactions on the chain at the start (or an action + reaction) before the defender responds, as long as the cards are timed correctly
- Actions can only be used in neutral open or showdown open states, not while a chain exists
Can Action speed spells be played during the attack/defend trigger chain, or only after those triggers resolve?
Ruling: Action speed spells cannot be played during the initial attack/defend trigger chain. Only Reactions can be played in response to attack/defend triggers. Actions can only be played after all attack/defend triggers have resolved.
Sequence:
- When a unit moves to a battlefield with an opposing unit, resolve "When I defend" triggers first
- Then resolve "When I attack" triggers
- During these trigger chains, only Reactions can be played in response
- After all triggers resolve, a new window opens where the attacking player can play Actions or Reactions
- Then players alternate playing Actions or Reactions until both pass
Nuances:
- Attack/defend triggers create their own chain separate from the main showdown action window
- The attacker gets priority to play Actions first after triggers resolve
Can Action-speed spells like Grand Strategem be used in response to "When I Attack" triggers like Anivia's?
Ruling: No, Action-speed spells cannot be used in response to "When I Attack" triggers during the initial chain of a showdown because the initial chain is closed and Action-speed spells can only be used in open chains.
Sequence:
- When I Attack triggers automatically start the initial chain in a showdown
- The initial chain must resolve first
- After the initial chain resolves, the chain becomes open and Action-speed spells can be used
- As the attacker, the opponent gets the first opportunity to use a spell after the initial chain
Nuances:
- Reaction-speed spells can be used to react to "When I Attack" triggers when you gain priority
- Adding abilities and permanents being played give no priority
Can Adaptatron kill an opponent's gear?
Ruling: Yes, Adaptatron can kill an opponent's gear.
Can Ahri Alluring stack? Like if I have 2 on one BF, do I get 3 points from holding?
Yes, **Ahri, Alluring**'s ability does stack.
If you control two copies of Ahri, Alluring on the same battlefield and you hold that battlefield, each of their triggered abilities will fire.
According to **RiftJudge FAQ #6902**:
* "Multiple Ahris holding battlefields can each trigger their effect on the same upkeep."
* "Multiple Ahris can be on the same battlefield and each will grant a point."
Therefore, for holding that battlefield, you would gain the standard 1 point for holding, plus 1 point from each of the two Ahri units, for a total of **3 points** from that single battlefield.
Can Ahri leader give -1 to every unit attacking, and can the effect be used multiple times per turn since it doesn't say to tap Ahri?
Ruling: Ahri's effect triggers every time someone attacks into Ahri's battlefields, and every attacking unit gets -1. The effect does not require tapping and triggers separately for each attacking unit.
Sequence:
- When a unit attacks into Ahri's battlefields, Ahri's effect triggers
- That attacking unit gets -1
- If multiple units attack, the effect triggers once for each attacker
- Each trigger can be interacted with separately
Nuances:
- If a single unit attacks twice in one turn, the effect stacks (the unit would get -1 each time it attacks)
- If 5 units attack, Ahri triggers 5 times, once for each individual attacker