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Can both aspects of Treasure Trove be reacted to - the 'Kill this' ability and the 'When this leaves the board' trigger?
Ruling: Yes, both aspects of Treasure Trove can be reacted to.
Sequence:
- The activated ability (Kill this) creates a chain to which Reactions can be played
- Once that ability resolves, the trigger from it leaving the board creates a new chain
- Reactions can be played to this second chain as well
Can both be revived because of the double Deathknell effect of Karthus on Glasc Mixologist when my opponent plays Singularity on my Glasc Mixologist and Karthus, Eternal?
Yes, both **Glasc Mixologist** and **Karthus, Eternal** will trigger their *Deathknell* effects (if they have them), and because **Karthus, Eternal** is on the board when the *Deathknell* triggers occur, the *Deathknell* effects will trigger an additional time.
However, there is a critical distinction: **Karthus, Eternal** does not have a *Deathknell* ability himself. Based on the card data retrieved, **Karthus, Eternal** has a passive ability that modifies *other* *Deathknell* effects.
### Sequence of Events
1. **Singularity** is played, targeting **Glasc Mixologist** and **Karthus, Eternal**.
2. **Singularity** resolves, dealing 6 damage to both units.
3. Both units have lethal damage (Glasc Mixologist has 5 Might, Karthus has 3 Might) and are marked for death.
4. The game enters the **Cleanup** phase.
5. **Deathknell Triggers:**
- **Glasc Mixologist** has a *Deathknell* ability. Because **Karthus, Eternal** is on the board at the moment of death, the *Deathknell* triggers twice (once base + one additional time from Karthus).
- **Karthus, Eternal** does not have a *Deathknell* ability, so he does not trigger one.
6. The two **Glasc Mixologist** *Deathknell* triggers are added to the chain as pending items.
7. Both units are moved to the trash.
8. The chain resolves, allowing you to resolve the *Deathknell* effect of **Glasc Mixologist** twice.
### Important Nuances
* **Karthus's Passive:** According to **RiftJudge FAQ #8974**, Karthus's ability is a passive ability, not a triggered ability. It remains active at the moment of death, allowing the *Deathknell* of the other unit to trigger twice.
* **Karthus's own Deathknell:** Since **Karthus, Eternal** does not have a *Deathknell* ability, he does not trigger one himself. If you had another unit with *Deathknell* on the board, it would also trigger twice.
* **Resolution:** You will resolve the *Deathknell* effect of **Glasc Mixologist** twice, allowing you to play up to two units from your trash that meet the cost requirements (cost no more than 3 and no more than [A]).
This is my interpretation based on the provided card text and rules regarding passive abilities and *Deathknell* timing. No official FAQ exists for this specific combination of cards, but it follows the established logic for Karthus's passive interaction with *Deathknell*.
Can both players reveal the same battlefield when starting game 3 in a best of 3 match?
Ruling: Yes, both players can reveal and use the same battlefield in a given game in 1v1 play. There is no rule preventing this.
Nuances:
- In 2v2 multiplayer, teammates cannot use the same battlefield
- The restriction on selecting different battlefields each match refers to a single player not selecting the same battlefield twice across games, not a restriction against opponents using the same battlefield
Can both players use the same legend and champion unit in a mirror match, or do the champion units need to be different?
Ruling: There is no restriction on chosen champion, legend, or battlefields between opponents. Players can use the same champion unit, legend, and even identical decklists.
Nuances:
- This applies to all deck construction choices, not just champions
Can card abilities be interrupted/reacted to like spells, and what types of abilities cannot be disrupted?
Ruling: Yes, most card abilities go on the stack and can be reacted to by opponents. Only Passive abilities and Replacement Effects (like Legion tags, Zhonya's Hourglass, etc.) cannot be reacted to. Permanents and Add abilities also cannot be reacted to.
Sequence:
- When an activated or triggered ability is used, it goes on the stack
- Target must be announced when the ability is activated
- Opponents can respond with reactions before the ability resolves
- If the target is moved off the battlefield before resolution, the ability resolves but does nothing
- If the source of an activated ability is moved, the ability still resolves (only needs to be valid at activation)
Nuances:
- Playing a card itself (the permanent entering play) cannot be reacted to, but triggered abilities from that card (like "Here" effects) can be reacted to
- Ability types: Passive, Replacement, Activated, Triggered, and Delayed - only Passives and Replacements cannot be reacted to
- Moving the source of an activated ability back to base does not stop it from resolving
- Moving the target of an ability causes it to resolve without effect
Can cards be revealed during showdown if they are on a battlefield but not in combat?
Ruling: Yes, cards can be revealed during showdown even if they are on a battlefield but not in combat.
Nuances:
- The revealed card can only target things at the battlefield where it is hidden.
Can cards in the Hidden zone be played for their normal cost without targeting restrictions, and do they gain the Reaction keyword?
Ruling: Cards played from the Hidden zone (after being hidden with one power) must follow Hidden rules - they are played for free at reaction speed with additional targeting restrictions ("here" added). They cannot be played for their normal cost to bypass these restrictions once hidden.
Sequence:
- Pay one power to hide cards in the Hidden zone
- Starting the following turn, hidden cards gain the Reaction keyword
- Hidden cards can then be played for free at reaction speed from the facedown zone
- When played from Hidden, targeting restrictions apply ("here" is added to targeting)
Nuances:
- If you do NOT hide cards (don't pay the one power), you can play them from hand for their normal cost as normal cards
- Once you hide a card, you cannot later take it back and play it for normal cost as a normal card
- Tide Turner is an exception to the "here" targeting restriction
- Cards gain Reaction the turn AFTER you hide them, not immediately
Can cards like Ride the Wind that move units override Vilemaw's Lair's restriction that prevents moving from the location to base?
Ruling: Cards like Ride the Wind cannot override Vilemaw's Lair restriction. Vilemaw's Lair prevents any type of move from that location to base, including standard moves, spell moves, and ability moves.
Nuances:
- Recall is not considered a move, so units can still be recalled from Vilemaw's Lair (such as from flipping hidden gear at battlefronts or drawing during combat due to stun)
- Ride the Wind can move exhausted units, but this doesn't bypass Vilemaw's specific restriction on moving to base
Can cards that reduce might (like Stupify and Thousand Tail Watcher) reduce a unit's might to 1 even if it has buffs from Trifarian Warcamp or attached Buff cards?
Ruling: Yes, cards that reduce might to a minimum of 1 can reduce a unit to 1 might even if it has buffs from Trifarian Warcamp or attached cards. The reduction is calculated when the spell resolves by snapshotting the total reduction needed, which is then applied as a continuous effect.
Sequence:
- Calculate the unit's current might with all positive modifiers (base + buffs + battlefield effects)
- When a reduction spell resolves, calculate how much reduction is needed to reach the minimum (usually 1)
- Snapshot that reduction value
- Apply the snapshotted reduction as a continuous effect
- Positives are calculated before negatives
Nuances:
- If a unit leaves the battlefield after having might reduced, it loses battlefield bonuses and could end up at 0 might or lower
- Additional buffs applied after the reduction will increase might from the reduced value
Can cards with exhaust effects be used during an opponent's turn or during showdown phase?
Ruling: Exhaust abilities can only be used during your turn when there is no showdown or chain active, unless they have an Action or Reaction tag.
Nuances:
- Abilities with the Action tag can be used during showdown
- Abilities with the Reaction tag can be used in response to triggers
- Without these tags, exhaust abilities are restricted to your turn outside of showdown/chain
Can cards with the Hidden keyword be played face-up for their normal printed cost without hiding them, or must they always be hidden?
Ruling: Cards with Hidden can be played either way - hidden for 1 power (and no cost when played from hidden), or face-up for their normal printed cost. Hidden is an optional additional way to play the card, not a requirement.
Nuances:
- Once you hide a card, you cannot subsequently choose to pay its normal costs to play it as if it's not hidden
- When played normally (not hidden), the card has normal timing and no targeting restrictions
Can champion units in the Chosen Champion Zone be targeted by spells and abilities (such as Falling Star targeting Yasuo)?
Ruling: The Chosen Champion Zone is not part of the board. Spells and abilities cannot interact with champion units in the Chosen Champion Zone unless they explicitly state they can (like Teemo).
Nuances:
- Only effects that specifically mention they can interact with the Chosen Champion Zone are able to do so
- This differs from some other card games where commander zones may have different interaction rules
Can either part of Sivir's Legend skill be used during the opponent's turn?
Ruling: Yes, both parts of Sivir's Legend skill can be used during the opponent's turn because they are triggers that activate whenever the appropriate event happens.
Nuances:
- You can float power by recycling runes on the opponent's turn to proc Sivir's Legend skill
- However, you cannot use the power generated during the opponent's turn, so you trade a potential energy and a power for just a one-time power
Can equipment be moved from a unit it's already attached to, or can you re-equip already attached equipment?
Ruling: You cannot activate equip abilities while the equipment is attached to a unit. All rules text in the upper box of an equipment card (including the equip ability) is turned off while it is attached.
Sequence:
- When equipment is attached, lay the topmost card over it so only the effect text (bottom box) and bonus might appear
- Everything above that (including equip abilities) becomes inactive
- To re-equip, the equipment must first be detached
Nuances:
- Equipment can still be moved by other card effects even while attached (e.g., Weaponmaster keyword, Jax legend, Fluft battlefield, Angle Shot, Relentless Pursuit, Azir Ascendent's activated ability, Akshan for enemy equipment)
- Some effects can detach equipment, allowing you to activate equip abilities again (e.g., Strike Down, Veiled Temple)
- Temporary keyword on equipment only triggers during beginning phase if the equipment is unattached
Can exhausted units enter combat if moved by a card effect?
Ruling: Yes, exhausted units can enter combat if they are moved there by card effects. Being exhausted only prevents regular movement, not movement by other methods.
Nuances:
- If the attacker does not have enough might to kill all units on the opposing side of the battlefield, all units that don't die get recalled to base in the state they were at before the recall.
- When using Yasuo's Unforgiven effect to move a unit to combat, only one unit can be moved (unless other effects like Stealthy Pursuer allow additional units to follow).
Can gear be used the turn they come into play?
Ruling: Yes, gear can be used the turn they enter play if they enter readied (untapped). If a gear is readied, you can use any exhaust abilities on it.
Nuances:
- Gear enter readied unless they say otherwise
- Gear can only be used on other players' turns if they have the Action or Reaction keywords
- Gear without Action or Reaction keywords can only be used during your turn in a Neutral Open State (no chain, no showdown)
Can gear kill abilities like Thermo Beam or Salvage affect hidden (facedown) gear in the battlefield?
Ruling: No, gear kill abilities cannot affect hidden gear in the battlefield. If a gear is facedown, there is no information about the card available to target or affect it.
Can gold/universal power tokens be used to pay for specific recycle costs that require a particular domain (like blue or red)?
Ruling: Universal power (gold tokens) can be used to pay any power cost of any domain, including specific recycle costs that require blue, red, or any other specific domain.
Nuances:
- When required as a cost, universal power can be paid by power of any domain
- When added to a player's Rune Pool, universal power can be spent to pay a power cost of any domain
- Universal power is equivalent to any single domain power (fury, calm, mind, body, chaos, or order)
Can hidden cards be activated the same turn they are hidden?
Ruling: No, hidden cards cannot be activated the same turn they are hidden. They become available beginning the next turn.
Nuances:
- This is why players typically hide cards when they are about to end their turn, not before taking other actions
Can hidden cards be played at any eligible timing, or only when a showdown is happening at that specific battlefield?
Ruling: Hidden cards can be played at any eligible timing when you have priority, as long as the card has not been placed facedown during the current turn. They are not restricted to only being played when a showdown is happening at their battlefield.
Sequence:
- Opponent plays a card (like Blitzcrank) that creates a trigger on the chain
- You gain priority to respond
- You can play the hidden card as a reaction to that trigger, regardless of which battlefield the opponent's card was played to
- The hidden card gains the extra text "here" added to its effect, meaning it affects units at its own battlefield
- The hidden card resolves before the opponent's trigger
Nuances:
- All hidden cards have reaction, so they can be played during an opponent's turn
- Hidden cards gain "here" text when played, restricting their effect to their own battlefield location
- You cannot play a hidden card if it was placed facedown during the current turn
Can hidden cards be played directly to battlefields, and where can hidden cards be played from?
Ruling: Hidden cards can only be played at Battlefields you control, not at your own base. If you play a hidden card at a Battlefield you control, you have to wait until your opponent's turn to be able to play them.
Nuances:
- Hidden cards must be placed facedown at a Battlefield you control
- You cannot play hidden cards to your own base
- Playing hidden cards at Battlefields you control allows you to avoid paying their normal energy/power cost
Can hidden cards be played in response to units being played if those units don't have WYPM (When You Play Me) effects?
Ruling: Hidden cards follow the same rules as regular reaction speed cards. They cannot be played in response to permanents without a trigger (such as units without WYPM effects).
Nuances:
- Hidden cards literally gain the reaction keyword
- They must wait until the next turn after being set to become usable
- They get appended with the battlefield they are on for targeting purposes
- They can respond to units with WYPM effects because those create triggers on the chain
Can hidden cards on one battlefield interact with or affect the opposite battlefield, specifically can Hidden Blade hidden at one battlefield be used to aid an attack on the opposite battlefield?
Ruling: Hidden cards gain a targeting restriction when played - units must be played to the battlefield they're hidden at and spells must target things at the battlefield they're hidden at. Hidden Blade must target a unit at the battlefield it's hidden at, though it can be revealed and played any time the owner could play a normal reaction.
Sequence:
- If you have Hidden Blade hidden at battlefield A and attack battlefield B
- You can still reveal and play Hidden Blade during the attack at battlefield B
- However, Hidden Blade must target something at battlefield A (where it's hidden)
Nuances:
- A few cards create global effects from hidden that bypass this restriction (Zhonya's Hourglass, Tideturner, and Stand United)
- 99% of cases follow the standard targeting restriction rule
Can hidden cards only be played on conquered battlefields, and what happens to them if you lose control of the battlefield?
Ruling: Hidden cards can only be played to the battlefield you currently control. If you lose control of that battlefield, hidden cards go to trash.
Sequence:
- Play hidden cards only to battlefields you control
- If control is lost, hidden cards are sent to trash
- You can react by flipping a hidden unit before losing control (e.g., in response to a spell that would remove your unit)
Nuances:
- Cards hidden at a battlefield can only apply to objects in that battlefield
- Each battlefield has a Facedown Zone limited to 1 hidden card
- Zhonya is an exception: it can be played as gear onto your base, but otherwise behaves as hidden normally
Can hidden cards target a battlefield other than the one they are hidden at?
Ruling: Hidden cards cannot target a battlefield other than the one they are hidden at.
Nuances:
- This applies to cards like Fight or Flight (which moves a unit from a battlefield) and Hidden Blade (which kills a unit at a battlefield) when played as hidden reactions
- The restriction is explicitly stated in the rules
Can hidden reaction spells be played at any time like normal reactions, or only when reacting to specific game events?
Ruling: Hidden cards can be played any time you could play a reaction, starting with the next turn after hiding them.
Nuances:
- Reactions can only be played during windows created by showdowns, spells being played, or abilities being used
- Playing permanents (units and gears) in an open state does not create a reaction window
- "When you play me" triggers go on the Chain and create a reaction window
- Playing another unit that triggers "when you play another unit" abilities also creates a reaction window
Can hidden units be played to Rockfall Path?
Yes, it is legal to hide a unit card facedown on Rockfall Path. However, you cannot play that unit while it is hidden there.
According to the RiftJudge FAQ (ID 6500):
* Hiding a unit card facedown on Rockfall Path is legal.
* When you attempt to play that unit, it is an illegal activation.
* The play is rewound, the card must remain hidden and cannot be played, and it gets trashed when you lose control of the battlefield.
If a spell or ability instructs you to play a unit to Rockfall Path, you can shortcut the instruction to simply not execute (the spell/ability resolves to no effect).
Can hidden units be played to any controlled location, or only to the battlefield they are hidden in?
Ruling: Hidden units can only be played to the battlefield where they are currently hidden. Their effects can also only target units at that same battlefield.
Nuances:
- This restriction applies to both the playing of hidden units and their abilities (e.g., Blastcone Fey's play ability must target units at the same battlefield where it is hidden)
- Hidden spells follow the same rule - if Hidden Blade is hidden at a battlefield, it can only target units at that battlefield
- However, if you have a card like Hidden Blade in hand (not hidden), you can cast it as an action to target any unit at any battlefield
- Hidden cards are subject to the context of the battlefield they are in for all choices and targets
Can multi-target spells re-target if a hidden card at a battlefield becomes a new unit after the spell is activated? Can you activate a hidden card after your unit dies to reclaim that battlefield?
Ruling: No to both. Targets are chosen when a spell enters the chain and cannot be changed afterward.
Nuances:
- Hidden cards that are revealed after a spell has entered the chain cannot become new targets for that spell
- A hidden card cannot be activated after a unit dies from a resolving spell to reclaim the battlefield
Can multiple action cards be played during a single showdown, and what is the sequence for playing them?
Ruling: Both players can play multiple action cards during a showdown as long as they follow priority/focus rules. Actions can only be played when the chain is empty, and the showdown only ends when both players pass in a row on an empty chain.
Sequence:
- Units enter showdown, triggering any "when I attack" or "when I defend" effects
- These triggered effects must resolve first (actions cannot be played while the chain is not empty)
- Once the chain is empty, the player with focus/priority can play an action or pass
- If they play an action, it resolves, then the other player gets priority to play an action or pass
- This continues with players alternating opportunities to play actions
- Combat only begins when both players pass consecutively on an empty chain
Nuances:
- After an action resolves, the player who did not play that action gets the next opportunity to act
- Passive abilities ("While" effects) do not use the chain and are always active when their conditions are met
- Triggered abilities ("When" effects) go on the chain and must resolve before actions can be played
Can multiple actions be played in a showdown?
Yes, multiple **Action** cards can be played during a single showdown. There is no hard limit on the number of Action cards you can play, provided you follow the rules for **Focus** and the state of the **chain**.
According to **RiftJudge FAQ #4911** and **FAQ #9087**, the rules for playing Action cards during a showdown are as follows:
### 1. The "Open State" Requirement
Action cards can only be played when the chain is empty (an **Open State**). You cannot play an Action card in response to another Action card or a Reaction card because playing any card creates a chain, which puts the showdown into a **Closed State**.
### 2. Focus and Priority
Players alternate opportunities to play cards. When a chain resolves, the state becomes "Open" again, and the player with **Focus** has the opportunity to start a new chain with an Action or Reaction spell.
### 3. The Sequence
* **Showdown Begins:** The chain is empty (Open State).
* **First Action:** The player with Focus plays an Action card. This starts a chain, and the state becomes **Closed**.
* **Responses:** While the chain is Closed, only **Reaction** cards can be played by either player.
* **Resolution:** Once both players pass and the chain resolves, the state returns to **Open**.
* **Next Opportunity:** Focus passes to the other player, who now has the opportunity to start a new chain with an Action or Reaction spell.
This process continues, with players alternating opportunities to play Actions, until both players pass consecutively on an empty chain, at which point the showdown ends.
Can multiple cards be in the Champion Zone at the same time, such as when using Hallowed Tomb to return a Chosen Champion when one is already present?
Ruling: Only one card can ever be present in the champion zone, and it must be a chosen champion.
Nuances:
- This rule exists but its location in official documentation was unclear to participants, though it was confirmed to exist in red text somewhere in the server
Can multiple showdowns happen simultaneously when Ride the Wind causes a unit to move to another occupied battlefield?
Ruling: No, multiple showdowns cannot happen at once. They stage and resolve one at a time sequentially.
Sequence:
- First showdown stages and resolves
- Then the next showdown begins
Nuances:
- The person who applies contested (moves to the battlefield first) gets focus first
- If there is a defender present, the person applying contested is the attacker
- If there is no defender, you are not an attacker but still get focus first as the person applying contested
Can multiple units attack a battlefield together, when is damage healed, and does damage reduce a unit's might?
Ruling: Multiple units can attack a battlefield together by using the standard move to move as many units to the destination as desired (so long as they can legally move there). Damage is healed at the end of turn and end of combat, and damage does not reduce might.
Sequence:
- Use standard move to move multiple units to the destination
- Units must be able to legally move to that destination
- Damage heals at end of combat
- Damage heals at end of turn
Nuances:
- Damage taken during combat does not affect the unit's might value
Can multiple units be on the same Battlefield, and if so, do you score 1+ point for each?
Ruling: You can have multiple units at a battlefield, but you only ever score one point per battlefield per turn regardless of how many units you have there.
Nuances:
- If you control a battlefield, you can play your units there instead of playing them to your base
Can multiple units retreat from a battlefield to base at the same time, or must they return one at a time?
Ruling: You can move multiple units at once with a standard move as long as they all have the same destination.
Nuances:
- This applies to retreating units from a battlefield back to base, similar to how multiple units can be sent to a battlefield simultaneously
Can my Legend be in a different language than the rest of my deck?
Ruling: Yes, your Legend can be in a different language than the rest of your deck.
Nuances:
- The Legend is not the same as the Chosen Champion. The Chosen Champion is the unit you place next to your Legend that you can play.
Can my opponent attack and play an action, and can I respond with an action?
No, you cannot respond to an Action spell with another Action spell.
When your opponent plays an Action spell, they start a **Closed State** (a chain). Once a chain is open and has items on it, you may **only** play cards or abilities with the **[Reaction]** keyword to respond.
According to Riftbound mechanics:
1. **[Action]** cards can only be played when the state is **Open** (no chain exists).
2. **[Reaction]** cards can be played in both **Open** and **Closed** states.
**Sequence:**
1. Your opponent plays an Action spell, starting a chain. The state is now **Closed**.
2. You cannot play an Action spell because the state is Closed. You may only play a **[Reaction]** card.
3. Once the chain fully resolves (including any Reactions that were added), the state becomes **Open** again.
4. Only then, when focus passes back to you, can you play an Action spell.
This is consistent with several RiftJudge FAQs, including FAQ #1787 and #2818, which clarify that players can only respond to Actions with Reactions, and must wait for the chain to resolve before they can play an Action themselves.
Can my opponent attack my battlefield where I have a unit, and can I react with Hidden Tideturner at the other battlefield to swap places with the first unit?
Yes, you can react to your opponent’s attack by playing a hidden **Tideturner** from another battlefield to swap places with your unit at the attacked battlefield.
### Legal Basis
According to **FAQ 1652**, you can play reactions from any battlefield when there is an item on the chain, regardless of where the showdown is occurring. Furthermore, **Tideturner** has specific errata (as noted in **FAQ 6517** and **FAQ 2851**) that allows it to bypass the standard restriction that hidden cards must target units at their own battlefield. Because Tideturner's ability explicitly requires targeting a unit at another location, it is permitted to choose targets freely across battlefields.
### Sequence of Events
1. **Showdown Trigger:** Your opponent moves a unit to your battlefield, initiating a showdown.
2. **Reacting:** You play your hidden **Tideturner** from your other battlefield in response to the attack trigger on the chain.
3. **Entry and Ability:** Tideturner enters play at the battlefield where it was hidden. Its "When you play me" ability is placed on the chain.
4. **Targeting:** Because of its specific errata, you choose your unit at the attacked battlefield as the target for Tideturner’s ability.
5. **Resolution:** The ability resolves, swapping the positions of Tideturner and your original unit. Your original unit is now at your other battlefield, and Tideturner is now at the battlefield where the showdown is occurring.
*Note: I could not fully verify the interaction between the 'CLOSED' state and the attack trigger against the retrieved rules.*
Can my opponent conquer with Adaptatron at the same battlefield twice, assuming he used Ride the Wind. Would this allow them to remove 2 gear and only get 1 point?
No, your opponent cannot trigger **Adaptatron**'s ability twice at the same battlefield in a single turn, nor can they remove two gears in this manner.
Here is the breakdown of why this interaction does not allow for multiple triggers or multiple gear removals:
### 1. Scoring and Conquering are Limited
According to **Rule 465**, a player may only "Score" each battlefield **once per turn**. Since conquering is a method of scoring (Rule 464.1), you cannot conquer a battlefield that you have already scored during that turn cycle. Even if your opponent uses *Ride the Wind* to move Adaptatron off and back onto the same battlefield, they have already fulfilled the scoring requirement for that battlefield for the turn.
### 2. Conquer Abilities are Linked to Scoring
**Rule 466.2.c** explicitly states: *"Conquer abilities trigger at a Battlefield that was Conquered... These will only trigger when the Battlefield is Scored; I.E. These cannot be triggered more than once per turn for a player."*
Because the "Conquer" action only counts as a successful conquer when establishing control of a battlefield that hasn't been scored yet that turn, a second attempt to "conquer" at the same location fails to meet the trigger condition. Consequently, Adaptatron’s ability will not trigger a second time, and the opponent cannot remove a second gear.
### 3. The Sequence
* **First Move/Conquer:** When your opponent first wins a showdown at a battlefield and establishes control, they perform the "Conquer" action. At this point, the battlefield is scored, and Adaptatron's ability triggers. They may choose to kill one gear to buff Adaptatron.
* **Subsequent "Moves":** If your opponent uses *Ride the Wind* to move Adaptatron again (either moving off and back on, or moving to a battlefield already scored), this does not count as a new "Conquer" action. Because they cannot perform a second conquer at that battlefield, the condition for Adaptatron's ability ("When I conquer") is never met a second time.
**Summary:** Your opponent can only trigger Adaptatron’s "When I conquer" ability once per battlefield per turn. They cannot use *Ride the Wind* to force a second conquer or remove additional gear at the same battlefield.
Can my opponent float their resources (energy and power) as a reaction to Divine Judgement?
Ruling: Yes, your opponent can float resources as a reaction to Divine Judgement. Runes have "Exhaust - Reaction: Add 1 Energy" and can be activated before the spell resolves. They can also recycle runes to float power.
Sequence:
- When Divine Judgement is played, the opponent has priority before it resolves
- The opponent can exhaust runes to add energy (one at a time technically, but can be shortcut)
- The opponent can also recycle runes to add power
- All floated resources will be lost when the turn ends
- Divine Judgement then resolves, reducing runes to 2
Nuances:
- Abilities that "Add" resources cannot be responded to, even with other "Add" abilities, so they technically resolve one at a time, though shortcutting is acceptable
- Recycling runes while floating can trigger effects like Sivir's legend ability to create Gold tokens
- Gold tokens created this way come in tapped, so typically can't be used same turn
- Floating resources is useful to have energy/power available until end of turn after Divine Judgement resolves
Can my opponent move units when Vex Apathetic is stunned? It says "Stun it. They can't move it this turn." Is that literal?
Yes, the text is literal. When **Vex, Apathetic** stuns a unit with its ability, that unit is both **Stunned** and subjected to a restriction that prevents it from being moved for the remainder of the turn.
Here is the breakdown of why this works:
1. **Stunning:** According to **Rule 423.1**, a Stunned unit cannot contribute its might to damage in the combat damage step.
2. **Movement Restriction:** The card text explicitly states: *"They can't move it this turn."* This is an additional restriction applied by the ability, independent of the Stunned status itself.
3. **Literal Interpretation:** Per **RiftJudge FAQ #8746**, this restriction means the unit cannot be moved by any means (such as the Standard Move or card effects) for the rest of the turn in which it was played and stunned.
4. **Duration:** As clarified in **RiftJudge FAQ #8746**, both the Stunned status and the "cannot move" restriction expire at the beginning of the next Ending Step.
In short, your opponent cannot move that unit at all while it is under the effect of Vex's ability during that turn.
Can my opponent play a reaction before a Reaver's Row 'when defending' retreat effect resolves, even when there are no other 'when attacking' or 'when defending' effects in play?
Ruling: Yes, reactions can be played on top of the Reaver's Row trigger. The Reaver's Row trigger itself is a 'when defending' trigger that goes on the chain when combat begins, and both players can add reactions to the chain before it resolves.
Sequence:
- Combat begins and Reaver's Row trigger goes on the chain
- Attacker has priority to play reactions on top of the trigger
- Defender can then play reactions
- Players alternate adding items to the chain until both pass in succession
- The topmost item on the chain resolves
- Repeat the process until the Reaver's Row trigger is topmost and both players pass, then it resolves
Nuances:
- You choose which unit to potentially retreat when the Reaver's Row trigger goes on the chain, not when it resolves
- You decide whether to actually move the chosen unit when the trigger resolves
- The trigger goes on the chain automatically when combat begins, but the retreat is optional upon resolution
Can my opponent play an action to kill a unit I move into an objective I already control?
Ruling: No, your opponent cannot play Action spells/abilities during your turn unless a Showdown occurs. A Showdown only occurs when control of a battlefield would change, so moving your unit to an objective you already control does not trigger a Showdown.
Sequence:
- You control an objective with a unit already there
- You move another unit to the same objective
- Control does not change, so no Showdown occurs
- Your opponent cannot play Actions during your turn without a Showdown
Nuances:
- Your opponent can still play Reactions if you start a chain during your turn
- Moving itself does not start a chain
- If the unit being moved has an effect that triggers when something moves, it will open a chain
Can my opponent react to me using Vanguard Armory?
Yes, your opponent can react to you using **Vanguard Armory**.
According to the game's timing rules, **activated abilities** (abilities that require a cost to use, such as exhausting/tapping the card) use the chain. When you exhaust Vanguard Armory to use its ability, that effect is placed on the chain as a pending action.
Before the ability resolves and the three Recruit tokens are played, your opponent receives a window of priority to play **Reactions** or other fast-speed effects. If they have a way to counter the ability or remove the Vanguard Armory in a way that interrupts the effect, they may do so while it is still on the chain.
Can my opponent respond to me playing a unit, for example, I play Sett Brawler to my base, does that start a chain where they can react with say Falling Star? Can you also quote specific rule numbers in the response?
No, your opponent cannot respond to you playing a unit like a "Sett Brawler" (or any unit) directly.
### Ruling
When you play a unit, it enters the chain as a pending item, but it does not linger there to allow for a response. According to the rules, units are finalized and removed from the chain immediately, skipping the priority window that would allow an opponent to play a reaction spell like *Falling Star*.
### Why this happens
* **Units skip priority:** While units do technically enter the chain when played, they do not progress to the "Execute" or "Pass" steps where players gain priority. As stated in the retrieved context: *"Units leave the chain directly without a round of priority, unlike spells which linger on the chain."*
* **No response window:** Because the unit leaves the chain immediately upon finalization, there is no finalized chain item for your opponent to target or respond to.
### Important Nuance
If the unit you played had a **"When you play me"** triggered ability, that specific ability *would* go on the chain after the unit enters the battlefield. In that specific case, your opponent could respond to the *ability* (not the unit itself) with a reaction spell. However, if the unit has no such triggered abilities, the entire process happens without any opportunity for your opponent to intervene.
### Relevant Rules
* **Rule 325.1:** Players can act during a Chain, but because units skip the priority window, no window is created for them to act.
* **FAQ (from retrieved context):** *"You cannot respond to an opponent playing a unit. Units leave the chain directly without a round of priority, unlike spells which linger on the chain."*
* **FAQ (from retrieved context):** *"Players cannot play Reactions in response to permanents (Units, Gear, etc.) being played unless those permanents have triggered abilities."*
If you can provide the exact name of the unit you are referring to, I can check if it has any triggered abilities that would create a response window.
Can my opponent use Overzealous ability if I move up with Ezreal dashing?
Yes, your opponent can use **Overzealous Fan's** ability when **Ezreal, Dashing** moves into the battlefield to attack, but the timing of the triggers is critical.
### The Ruling
Both **Ezreal, Dashing** and **Overzealous Fan** have triggered abilities that occur when they gain their combat designations (Attacker and Defender). Because it is your turn (you are the one moving Ezreal to attack), your "When I attack" trigger goes on the chain first, followed by your opponent's "When I defend" trigger.
Because the chain resolves in **LIFO (Last-In, First-Out)** order, the Overzealous Fan's ability will resolve **before** Ezreal deals his ability damage.
### The Sequence
1. **Ezreal moves to the battlefield:** He becomes the Attacker. Overzealous Fan becomes the Defender.
2. **Triggers go on the Chain:**
* Ezreal's "When I attack" trigger is placed on the chain first (Active Player).
* Overzealous Fan's "When I defend" trigger is placed on the chain second (Non-Active Player).
3. **Resolution (LIFO):**
* **Overzealous Fan's ability resolves first:** The opponent chooses whether to kill the Fan. If they do, Ezreal is moved back to your base immediately.
* **Ezreal's ability attempts to resolve:** Because Ezreal is no longer "here" (he is now at the base), his ability will "whiff" (fail to resolve) because he has lost his location and cannot find a target "here" (See Rule 356.3.e.12).
### Summary
If your opponent chooses to sacrifice the Fan, **Ezreal will be sent back to your base and will deal no damage.**
*Note: According to the official FAQ, the opponent must choose Ezreal as the target when the ability is put on the chain, but they don't make the final decision to "kill" the Fan until the moment the ability actually resolves.*
Can my opponent use Ruined Rex's Deathknell to kill the 2 Mechs that will appear from Ferrous Forerunner's Deathknell as a result of the same combat?
No, your opponent cannot use **Ruined Rex**’s Deathknell to kill the two Mech tokens produced by **Ferrous Forerunner**’s Deathknell in this scenario.
Here is the breakdown of why this is the case based on the game's timing rules:
### 1. Triggering Order
Both Ferrous Forerunner and Ruined Rex trigger their Deathknell abilities simultaneously when they die during the Combat Damage Step (Rule 808.2). As the controller of those units, you choose the order in which these triggers are added to the chain (Rule 808.2.a).
### 2. Resolution and Healing
The combat sequence dictates that units are healed during the **Combat Cleanup** step, *before* the chain resolves (as established in **RiftJudge FAQ #10182** and **FAQ #10090**).
* **Combat Damage:** Both units die. Their Deathknell triggers are added to the chain.
* **Cleanup/Healing:** All surviving units on the board are healed.
* **Resolution:** Only *after* the healing step does the game return to the FEPR (Finalize, Execute, Pass, Resolve) process to resolve the items on the chain.
### 3. Why the Mechs cannot be killed
Even if you order the chain so that Ferrous Forerunner's Deathknell resolves first:
1. **Placement:** Ferrous Forerunner's Deathknell resolves, and you play the two Mech unit tokens to your base.
2. **Targeting:** Ruined Rex's Deathknell trigger is already on the chain. Per the rules of targeting and resolution, if an effect requires a target, that target must exist when the ability is placed on the chain or be chosen upon resolution.
3. **Timing:** Ruined Rex's Deathknell trigger was added to the chain **at the moment of Ruined Rex's death** (Rule 808.1.d.2). Because the Mech tokens did not exist at the time Ruined Rex died, they were not valid targets for the trigger when it was created.
In short, Ruined Rex's Deathknell deals 4 damage to a unit that was present when he died. Since the Mech tokens were not yet in play, they cannot be targeted by that specific trigger.
Can my opponent use Sacrifice on Glasc Mixologist and can I react with Star Cross to cancel Sacrifice?
No, you cannot use *Star-Crossed* to cancel your opponent's *Sacrifice*.
### The Ruling
In *Riftbound*, "canceling" a spell or ability is not a standard mechanic. The only way to stop a spell or ability from resolving is to **Counter** it, and *Star-Crossed* does not have an effect that counters spells.
* **Countering:** Per Rule 425.2.a, you can only Counter a card or ability when specifically directed to do so by a card effect (e.g., a card that says "Counter target spell").
* ***Star-Crossed***: Its text states: "Return a friendly unit and an enemy unit to their owners' hands." It does not contain a "Counter" instruction. Even if you target the *Glasc Mixologist* with *Star-Crossed*, the *Sacrifice* spell has already been finalized on the chain, and its costs (including killing the *Glasc Mixologist*) have already been paid (Rule 357.4). Returning the *Glasc Mixologist* to hand after it has already been killed as a cost does not remove *Sacrifice* from the chain.
### Sequence of Events
If your opponent plays *Sacrifice* and you respond with *Star-Crossed*:
1. **Opponent plays *Sacrifice*:** They pay the additional cost by killing their *Glasc Mixologist*. *Sacrifice* is finalized and added to the chain.
2. **You play *Star-Crossed*:** You add *Star-Crossed* to the top of the chain as a [Reaction].
3. **Resolution (LIFO - Last-In, First-Out):**
* ***Star-Crossed* resolves:** It attempts to return the targeted units to hands. If *Glasc Mixologist* is already in the trash (because it was killed as the cost for *Sacrifice*), that part of the instruction will fail to find a valid target and be ignored (Rule 359.3.e.5).
* ***Sacrifice* resolves:** Even though the *Glasc Mixologist* is no longer on the board, *Sacrifice* has already been successfully played and its costs paid. Your opponent will proceed to draw 2 cards and channel 1 rune.
*This is my interpretation based on the mechanics of costs and resolution in Riftbound. No official FAQ exists for this exact scenario, but it aligns with the handling of costs and invalid targets defined in Rules 357.4 and 359.3.e.*
Can not so fast be used on Riposte?
No, you cannot use **Not So Fast** to counter **Riposte**.
According to the **RiftJudge FAQ (ID 8559)**:
> "Ruling: No, you cannot use Not So Fast to counter Riposte. Not So Fast can only counter spells or abilities that target units or gear friendly to you (the player of Not So Fast). Riposte targets a unit friendly to its own controller, not your units, so it does not meet the targeting requirement for Not So Fast."
### Reasoning:
* **Targeting Requirement:** *Not So Fast* specifically requires that the spell or ability it counters must be choosing a unit or gear that is **friendly to you** (the player casting *Not So Fast*).
* **Riposte's Targeting:** *Riposte* requires its controller to choose a unit **friendly to them**. Because *Riposte* does not target your units, it fails to meet the necessary condition for *Not So Fast* to be played against it.