Can you play a unit into a showdown using an effect like Get Excited discarding Flame Chompers when the battlefield is being attacked?
Ruling: Yes, you can play a unit into a showdown on a battlefield you control. The battlefield remains under your control until the showdown finishes, so playing a unit there (such as through Get Excited discarding Flame Chompers) is legal.
Nuances:
- The battlefield does not become contested until after the showdown resolves
- You can also play units to a battlefield you control that has no units on it
Can you play a unit to a battlefield that is currently being attacked during the showdown, specifically when Flame Chompers is triggered by discarding it during combat?
Ruling: Yes, you can play Flame Chompers to the battlefield (Reaver's Row) that is currently being attacked. You still control the battlefield while combat is ongoing.
Sequence:
- Opponent attacks Reaver's Row
- Use Reaver's Row effect to move Traveling Merchant to base
- Traveling Merchant's triggered effect activates (discard a card and draw 1)
- Discard Flame Chompers from hand
- Flame Chompers' triggered effect activates
- You can play Flame Chompers to Reaver's Row (the battlefield being attacked)
Nuances:
- Triggered effects (with "when" language) can trigger on any turn when their condition is met, regardless of whether they have a Reaction tag
- Triggered effects can have optional costs ("you may pay") - this doesn't change when they trigger
- Activated abilities (with colon format like "cost: effect") are different from triggered effects
Can you play a unit to your occupied battlefield during a showdown?
Ruling: Yes, you can play units to any location you control, including your occupied battlefield during a showdown. However, you can only play a unit during showdown if an effect specifically allows it (like Nocturne, Chompers, or Shen).
Sequence:
- You must control the battlefield (having a defending unit means you control it)
- An effect must allow you to play the unit during showdown
- The newly played unit participates in the showdown and contributes damage
Nuances:
- You control your base and any battlefield where you have a defending unit
- Not all units can be played during showdown - only those with effects that specifically allow it
Can you play a unit with Assault readied from Promising Future if you pay the Assault cost?
Ruling: Yes, if you play a unit with Assault from Promising Future, you can choose to have it enter ready, but you must pay the Assault cost in full.
Can you play a unit with Last Rite if you conquer during the opponent's turn?
Ruling: Yes, you can play a unit with Last Rite when you conquer during the opponent's turn, ignoring normal timing restrictions.
Sequence:
- Target a unit in your trash when the Last Rite trigger goes on the chain
- When the trigger resolves, choose whether or not to play the targeted unit
- If you play it, it immediately goes on the chain as a pending item
- In the cleanup after the trigger resolves, finalize it (choose where to play it, pay costs)
- The unit immediately resolves
Nuances:
- Last Rite doesn't specify a window for playing the unit, so timing restrictions are ignored
- This differs from effects that specify "this turn" which require normal timing restrictions
Can you play action cards (not just reactions) on your opponent's turn during combat?
Ruling: Yes, you can play action cards during combat on your opponent's turn when you have focus. Actions can only be played when you have focus and all triggers have resolved, while reactions can be played in response to actions or reactions.
Sequence:
- When showdown starts, an initial chain begins with "While I'm an attacker" and "While I'm a defender" effects where only reactions can be used
- After initial chain resolves, the attacking player gains focus and can play an action or reaction to start a chain
- Other players can only respond with reactions to that chain
- Once that chain resolves, the defending player gains focus and can play an action or reaction to start a chain
- Other players can only respond with reactions to that chain
- Focus passes between players until both players pass
- Each player can play multiple actions during combat when they have focus
Nuances:
- Actions can only be played by the player with focus when starting a new chain
- Reactions can be played by either player in response to actions or reactions
- Some cards like Super Mega Death Rocket are spells (not actions or reactions) and must be cast before/after combat only on your own turn
Can you play actions when a 'when attacking' chain is triggered, and does damage clean up when a showdown occurs due to someone taking an uncontested battlefield?
Ruling: While any chain is in progress (including chains with attacking/defending triggers), you can only play reactions, not actions. Units do not heal when someone moves to an empty battlefield; damage only clears at end of turn or if combat occurs.
Sequence:
- When a chain is triggered (such as "when attacking"), only reactions can be played
- Actions cannot be played during any active chain
- Damage persists on units unless combat occurs or end of turn is reached
Nuances:
- A showdown from taking an uncontested battlefield does not trigger damage cleanup
- Units with damage remain damaged until end of turn or actual combat, not from mere battlefield movement
Can you play an Action card after another Action card has resolved during a showdown?
Ruling: Yes, after one chain resolves during a showdown, a player can start another chain with an Action or Reaction spell. Each player will have an opportunity to play Action cards during a showdown.
Sequence:
- Showdown begins
- Attacker has Priority and Focus, can start a chain with an Action or Reaction spell
- Priority passes to defender who can cast Reaction spells or pass
- When both players pass, the chain resolves
- Focus and Priority passes to the other player who can now start a new chain with an Action or Reaction spell
- This continues until both players pass Focus in a row, then combat damage resolves
Nuances:
- Both players need to pass Focus in a row to move to combat damage resolution
- The player with Focus can start a new chain with Action or Reaction spells after the previous chain resolves
Can you play an Action spell (Rebuke) in response to an opponent's Time Warp?
Ruling: No, you cannot play Action spells in response to Time Warp. Actions can only be played on your turn when nothing is happening, or during any showdown when the chain is empty and you have focus.
Nuances:
- Only Reaction spells can be played in response to opponent's spells like Time Warp
- Action spells have specific timing restrictions that prevent reactive play
Can you play an Action spell in response to an opponent's Action spell during a showdown, or can you only play Reaction spells?
Ruling: You cannot play an Action spell in response to an opponent's Action spell during a showdown. You can only respond with Reaction spells because Action speed cannot be played during a closed state (ongoing chain).
Sequence:
- Opponent starts a showdown and plays an Action spell
- You can only respond with Reaction spells
- You must wait for their Action spell to resolve before you can play an Action spell
Nuances:
- Action spells can be played "on your turn, or in showdowns" but only when you have Focus
- When you have Focus, you can start a chain with an Action during a showdown
- Focus is different from priority
Can you play an action (like Hextech Ray) in response to an opponent conquering an empty battlefield (e.g., targeting a Daring Poro)?
Ruling: Yes, you can play actions during the showdown that occurs when a unit moves to contest an empty battlefield. Note that while this creates a showdown, it is not a combat.
Sequence:
- When a unit moves to a battlefield not controlled by its controller, that battlefield becomes contested
- A showdown ensues even if the battlefield was previously empty
- During this showdown, you can play actions like Hextech Ray
Nuances:
- The showdown triggered by moving to an empty battlefield is not considered a combat
- A battlefield becomes contested when units move to it if it's not controlled by the controller of those units, even if no opponent units are present
Can you play an action spell (like Primal Strength or Cleave) in response to an opponent's reaction spell (like En Garde) during a showdown?
Ruling: You cannot play action speed spells in direct response to a reaction spell like En Garde because there is already a chain active. You can only react (not act) when a chain exists.
Sequence:
- You initiate showdown and gain Focus
- You can use Focus to play action spells at this point, or pass Focus
- If you pass Focus, opponent can use their Focus to start a chain (e.g., En Garde)
- You may react to the chain, but cannot play action speed spells since a chain is active
- After En Garde resolves, you get Focus back
- You can now start a new chain with action spells like Primal Strength or Cleave
- The showdown doesn't end until both players pass Focus in sequence
Nuances:
- When initiating a showdown, you gain Focus first and have a window to play actions before your opponent can respond
- Saying something like "move X to battlefield, any response?" is a shortcut for initiating the showdown and passing Focus
- You have multiple opportunities to use action spells: when you first gain Focus at showdown start, or after opponent's chain resolves and you regain Focus
Can you play an action spell in response to a 'When attacking' trigger?
Ruling: You cannot play action spells while there are items on the chain, including triggers like 'When attacking' effects.
Nuances:
- Only reaction speed spells can be played in response to triggers on the chain
- This restriction applies to all triggers, not just 'When attacking' triggers
Can you play an exhausted unit to your base, move Miss Fortune to ready that unit, then move the newly readied unit to a battlefield as part of the same challenge/contest?
Ruling: No, you cannot do this in the same challenge/contest. Miss Fortune's move ability goes on the chain, and the unit only becomes ready once that ability resolves, which is after the showdown has already started.
Sequence:
- Play the exhausted unit to your base
- Move Miss Fortune to another enemy battlefield (her ready ability goes on the chain)
- Showdown begins
- Miss Fortune's ability resolves and readies the unit (too late to move it to the battlefield)
Can you play another action after a chain is resolved to start another chain during a showdown, and who gets priority to start the second chain?
Ruling: Yes, you can play multiple actions during a showdown by starting new chains. After each chain resolves completely, "Focus" (the opportunity to play an action/start a chain) automatically passes to the next player.
Sequence:
- During a showdown, if there is combat, the attacker gets focus first; if the battlefield is open, the player who contested it gets focus first
- When a chain resolves, focus automatically passes to the opponent
- The opponent can then play an action (starting a new chain) or pass
- If they pass, focus returns to the original player who can play an action or pass
- Both players must pass consecutively (back-to-back) for the showdown to end
- If either player plays an action after the other has passed, focus continues alternating until both pass consecutively
Nuances:
- While you hold Priority (opportunity to play reactions) when adding an item to the chain, focus always automatically passes when the chain has resolved
- You cannot play multiple actions in a row without focus passing to your opponent between chains
Can you play around retreat by using Hextech Ray on a 4 Might unit and then using Stupefy to kill it?
Ruling: You need two sources of might reduction (or effects that would cause lethal damage), with at least one at reaction speed, to play around retreat. If you deal 3 damage to a 4 Might unit with Hextech Ray, then play Stupefy, the opponent can retreat in reaction. You would need a second Stupefy to react to their retreat, which would kill the unit when it resolves (assuming no other responses).
Sequence:
- Deal damage with Hextech Ray (or similar spell) to a unit
- Play first Stupefy (or other might reduction)
- Opponent reacts with Retreat
- React to Retreat with second Stupefy (or other might reduction)
- When second Stupefy resolves, unit has lethal damage and dies
- Retreat resolves but finds no owner, so no rune is exhausted
Nuances:
- Units with damage equal to or greater than their might are killed upon cleanup
- Stupefy itself deals no damage but reduces might, which can cause lethal damage
- Playing a permanent like Watcher starts a chain but doesn't pass priority; however, the on-play effect does allow reactions
- When Retreat resolves but the unit is already dead, no rune is exhausted because no "owner" is found
Can you play cards (react) between each link of a chain as it resolves, including playing a card drawn from a chain reaction?
Ruling: Yes, you can play cards between each link as a chain resolves. Each time an item on the chain resolves, the controller of the next item gets priority, and both players have a chance to react in between each chain item.
Sequence:
- A chain item resolves
- The controller of the next chain item gets priority
- Both players can react before the next item resolves
- This continues until the final chain item
Nuances:
- You cannot react to the final link in a chain resolving - it does not pass priority
- In a showdown, you will have another chance to act before might is increased again
Can you play hidden cards from a battlefield that isn't currently being attacked as a priority reaction?
Ruling: Yes, you can reveal hidden cards from any battlefield at any time you could play a reaction, not just from the battlefield currently being attacked.
Nuances:
- Hidden cards are not restricted to only being played when their specific battlefield is involved in a showdown
- This allows for strategic plays like revealing a hidden champion on one battlefield to trigger effects that benefit units on a different battlefield during combat
Can you play hidden cards the same turn you hide them?
Ruling: You cannot play hidden cards the same turn you hide them. You can only play them beginning on the next turn at reaction speed, ignoring their base cost.
Sequence:
- When you hide a card, it goes facedown to the battlefield
- During the turn you hide it, you cannot play it
- Beginning on the next turn, the card gains [Reaction] and you may play it, ignoring its base cost
Nuances:
- By default, you can only play cards from your hand or champion zone, not facedown cards
- The Hidden ability grants permission to play the facedown card, but only starting the turn after you hide it
- [Reaction] means you can use it any time you would be able to use a reaction spell/ability (your turn, during a showdown, or after someone plays a spell or activates an effect)
- You can play the card from hand for its full cost to get the effect immediately instead of hiding it
Can you play hidden or normal units at the same battlefield as your teammate in 2v2?
Ruling: No, you cannot play hidden or normal units at a battlefield controlled by your teammate in 2v2. You don't share control with your teammate.
Nuances:
- This restriction applies to both hidden cards and normal unit deployment
- This rule is found in the 2v2 section of the Comprehensive Rules
Can you play hidden units when Mageseeker Warden is at a battlefield?
Ruling: You cannot play hidden units while Mageseeker Warden is at a battlefield. Hidden units must be played to the battlefield where they are hidden, but Mageseeker Warden prevents units from being played anywhere except their base, creating an impossible condition that prevents the hidden unit from being played.
Sequence:
- When attempting to play a hidden unit with Mageseeker Warden at a battlefield, the process reaches step 5 of playing a spell
- Since no valid battlefield can be chosen (hidden units must go to their hidden battlefield, but Warden prevents this), the play is undone
- The unit returns face-down to the hidden zone at the battlefield where it was hidden
- If you lose control of that battlefield, any hidden cards there are put in the trash during cleanup
- You retain control of a battlefield until the combat showdown ends, so you have until combat cleanup to play hidden cards (if able)
Nuances:
- You can still Hide cards even when Mageseeker Warden is at a battlefield, since hiding is not playing
- Mageseeker Warden's effect applies to all enemy hidden units regardless of which battlefield they are hidden at
- If Mageseeker dies during the showdown before it closes, you can then play the hidden unit
- If you survive combat with at least one unit and Mageseeker has died or recalled, normal rules resume
Can you play multiple Actions during a showdown chain, or only Reactions after the first Action?
Ruling: Once you play an Action to start a chain, you can only play Reactions during that chain. However, after the chain resolves, Focus passes and you will get another opportunity to play Actions before combat damage.
Sequence:
- The contesting player (attacker) gains Focus first during showdown and can play an Action to start a chain
- Both players can only play Reactions until everyone passes and the chain resolves
- After the chain resolves, Focus automatically passes to the next player
- Each player may play one Action per Focus
- This continues until both players pass, then combat damage occurs
Nuances:
- If damage spells deal damage equal to a unit's might during a chain, the unit dies before combat damage
- If only might modifications occur (no damage dealt), the unit survives until combat damage cleanup
Can you play multiple non-Action/non-Reaction spell cards during your turn outside of showdowns to deal enough damage to kill a single unit (e.g., two 3-damage spells to kill a 5-might unit)?
Ruling: Yes, you can play multiple spell cards during your turn outside of showdowns. Damage remains marked on units until the end of any combat or the end of turn, so you can play consecutive spells to accumulate enough damage to kill a unit.
Sequence:
- Play the first spell in a chain, it resolves and marks damage on the target
- Play the second spell in a new consecutive chain, it resolves and marks additional damage
- The accumulated damage remains until end of combat or end of turn
Nuances:
- Cards without Action or Reaction timing can only be played on your turn, not during showdowns
- Multiple cards must be played in consecutive chains, not in the same chain
- Damage is cleared at the end of any combat (only if units from both sides are involved) or at end of turn
- Moving to an open battlefield does not heal units
Can you play multiple reaction cards after each other (e.g., retreat after a retreat), and do you need focus to do so?
Ruling: Yes, you can play multiple reaction cards after each other. You only need priority to play the first reaction, not focus.
Sequence:
- Play the first reaction card (requires priority)
- When you add an item to the chain, you receive priority first
- You can then play another reaction card with that priority
Nuances:
- Focus is required for Actions and cannot chain like priority
- Priority works differently than focus when chaining reactions
Can you play multiple reaction cards back-to-back before passing priority to your opponent?
Ruling: Yes, you can play multiple reaction cards back-to-back before passing priority to your opponent.
Sequence:
- After an action is put on the chain, you receive priority
- You can react with your first card and retain priority
- You can immediately play your second reaction card while still holding priority
- Priority only passes to your opponent when you choose not to react further
- If your opponent does nothing, your reactions resolve in reverse order (most recent first)
- After each reaction resolves, you get another opportunity to react as long as there's still a chain below
Nuances:
- Priority is passed manually - you must explicitly choose to pass it
- If you don't react with additional cards, it is assumed you're passing priority to your opponent
Can you play multiple reactions in a row before passing priority to your opponent?
Ruling: Yes, players hold priority until they choose to pass it. You can play as many reactions in a row as you can afford before passing priority to your opponent.
Sequence:
- Play your first reaction
- While still holding priority, play additional reactions
- Pass priority to opponent when done
- Opponent can then respond with their own reactions
- Priority passes back and forth until both players pass consecutively
Nuances:
- Once you pass priority and your opponent also passes, your reaction resolves and you don't get another chance to react to that same reaction
- After your reaction resolves, you will have another chance to place things on the chain
- You pay costs (energy/power) as cards are put on the chain, not as they resolve
- Actions can only be played with an empty chain (requires focus, not just priority)
Can you play reaction cards during phase changes, and do you need a chain to exist to play reactions during opponent's turns?
Ruling: You cannot react to phase changes or end of turn itself. During your opponent's turn, you can only play reactions when there's a chain or when there's a showdown and you have focus.
Nuances:
- While you cannot react to phase changes/end of turn directly, you can react to abilities that trigger due to a phase change or end of turn (such as end of turn triggered abilities or start of phase triggered abilities)
Can you play reaction speed spells during an opponent's turn if they only pass priority without creating triggers, chains, or showdowns? What about in response to triggered abilities like Jinx's ability or scoring points?
Ruling: You cannot play reaction spells during an opponent's turn if there are no triggers, chains, or showdowns created. Phase changes and scoring points do not create priority windows. However, any triggered ability goes onto the chain and passes priority, allowing you to play reaction spells in response.
Sequence:
- Reaction speed spells can be played anytime you can use action or base speed spells (they ladder up from each other)
- During your own turn, you can play reaction spells at "sorcery speed"
- During opponent's turn, you need a trigger, chain, or showdown to get a priority window
Nuances:
- Jinx's ability triggers every single turn (whether it draws a card or not) and creates a priority window
- Scoring points from holding battlefield does NOT create a priority window
- Any "when X happens" triggered ability (like Viktor making a token when a creature dies) goes on the chain and is reactable
Can you play reaction spells in the middle of a chain resolving, or only when reflexive triggers add to the chain?
Ruling: You can play reaction spells in the middle of a chain resolving. Each time an item on the chain resolves, priority passes to the player who controls the next item on the chain, and it must be passed again before the next item resolves.
Sequence:
- An item on the chain resolves
- Priority passes to the player who controls the next item on the chain
- Priority must be passed again before the next item resolves
- During this priority window, any player can play a reaction spell
Nuances:
- This is not limited to only when reflexive triggers add to the chain - reactions can be played at any point during chain resolution when priority is passed
Can you play reactions or do anything at the start of damage assignment?
Ruling: No, you cannot play reactions or do anything at the start of damage assignment. Combat damage assignment is the last step of combat, after the combat showdown and all actions/reactions have finished completely.
Sequence:
- Combat showdown occurs with all actions/reactions
- Combat showdown finishes completely
- Damage assignment occurs (no actions/reactions possible)
Can you play reactions when the chain is empty, during your action phase, or at the beginning of showdown?
Ruling: Yes, you can play reactions when the chain is empty during your action phase. At the beginning of showdown, whether you can play a reaction depends on who initiated the showdown and therefore who has Focus.
Sequence:
- During your action phase with no chain, you can cast a reaction
- At showdown beginning, the player with Focus (determined by who initiated showdown) can play reactions
Nuances:
- Reactions can be played in a closed state, which means when a chain exists
- Reactions function essentially the same as actions but with the additional ability to be played in closed state
Can you play reactions while the chain is resolving, or does the chain resolve all at once?
Ruling: Yes, there is a pause after each item on the chain resolves where both players can play more reactions and must pass again before the next item resolves.
Sequence:
- Each step of the chain gets resolved in sequence from last to first played
- After something on the chain resolves, both players are given priority to add more items to the chain
- Both players must pass before the next item resolves
- This continues until the entire chain is resolved
Nuances:
- You can shortcut the resolution if there's nothing special going on, but if you want to cut in at a specific point just say so and make it clear
- When an item is added to the chain, the player who added it always gets priority before the other player
- The player who has priority keeps it as long as they decide to pass
Can you play spells that are neither action nor reaction (like Cull the Weak) during a showdown on your turn?
Ruling: You cannot play spells that are neither action nor reaction during a showdown, even on your turn. These spells can only be played during your turn, out of showdown, when the chain is empty.
Sequence:
- Must be during your turn
- Must be out of showdown
- Must be when the chain is empty
Nuances:
- Cards with "action" timing can be played during a showdown
- Cards with "reaction" timing can be played anytime you're given priority
- Main timing spells are restricted to your main phase only
Can you play the effect of a hidden card targeting the other battlefield?
Ruling: No, hidden cards cannot target units or make choices at a different battlefield than where they were hidden. All choices must be made at the battlefield where the card was hidden, if able.
Nuances:
- Some cards like Tideturner can get around this restriction because they specify "another" battlefield in their text
- Some cards like Stand United still have effects beyond their targets that can apply elsewhere
- Hidden cards can still be played from one battlefield to react to events at another battlefield, as long as the card doesn't require targeting (you can play a hidden card from battlefield 1 during a showdown at battlefield 2 if it doesn't need to target)
- Hidden cards cannot be played the same turn they are hidden
- The restriction on hidden cards only applies to their targeting, not to when they can be played as reactions
Can you play two Hidden Blades on the same Sett during a showdown - one from hidden zone as a reaction and one from hand in response to the first?
Ruling: No, this play is illegal for multiple reasons. Hidden Blade can only start a chain when played from hand, not be played as a reaction. Additionally, Sett's death recall is a replacement effect that cannot be responded to, and once Sett is recalled to base by the first Hidden Blade, the second cannot target him.
Sequence:
- Hidden Blade played from hand starts a chain
- Hidden Blade from hidden zone can be played as a reaction to the first
- The first Hidden Blade (from hidden zone) resolves, killing Sett
- Sett's replacement effect immediately recalls him to base
- The second Hidden Blade (from hand) resolves but whiffs because Sett is no longer a valid target
- Only the first Hidden Blade would draw cards
Nuances:
- Actions can only start chains during showdowns, not be played in response to other actions
- Focus passes back and forth between players after each chain resolves
- Players can play actions after chains resolve when they have Focus, but cannot respond to actions with other actions within the same chain
Can you play units directly to battlefields you control?
Ruling: Yes, you can play units directly to battlefields you control without needing to play them to your base first and then move them.
Can you pre-tap runes on your opponent's turn to float energy/power for later use in that turn?
Ruling: Yes, you can pre-tap runes on your opponent's turn to float energy and power in your rune pool.
Nuances:
- Your rune pool empties at the end of each draw phase and at the end of each turn
- This allows you to pre-tap runes before an opponent's action (like Divine Judgment or starting a showdown) and use that floated energy/power to respond during the same turn
Can you prevent a player from scoring battlefields by using Gust (or other reaction damage) in response to a hold trigger?
Ruling: No, you cannot use Gust or any reaction damage to prevent scoring from holding a battlefield. There is no 'hold trigger' when scoring from holding a battlefield at the beginning of the turn - the scoring happens without a trigger that can be responded to.
Nuances:
- This applies to any reaction that would kill the unit, not just Gust
- By the time any reaction could occur, the player would have already scored
Can you put Rocket in hand from your discard if you have an empty hand?
Ruling: No, you cannot put Rocket in hand from your discard if you have an empty hand.
Nuances:
- The card is worded 'you may discard 1 to...', which means you must actually discard a card to get the rest of the effect
Can you re-equip Spinning Axe during your turn after it becomes unattached to prevent it from being discarded by its temporary ability?
Ruling: Yes, you can save Spinning Axe by equipping it before your next beginning phase. Equipment rules text (including temporary) is turned off while attached, so if Spinning Axe is equipped at the start of your beginning phase, it is safe from its own temporary trigger.
Sequence:
- Spinning Axe becomes unattached during your turn
- You re-equip it to a unit before your next beginning phase
- At the start of your next beginning phase, temporary would trigger but the Axe is attached so its rules text is off
- The Axe is safe and remains in play
Nuances:
- You cannot save Spinning Axe by attaching it as a reaction to the temporary trigger itself - if it begins the turn unattached and temporary triggers, it will be discarded even if attached when the trigger resolves
- When you initially play Spinning Axe, it isn't immediately attached (even with Quick Draw there is time before that trigger resolves)
Can you react to 'when I attack' abilities, and what is the timing/sequence for when I attack and when I defend triggers?
Ruling: Yes, you can react to 'when I attack' abilities using reactions. These abilities create a chain.
Sequence:
- When I attack triggers are declared first (so they resolve last in the chain)
- When I defend triggers are declared last (so they resolve first in the chain)
- Then players can add reactions to the chain
Nuances:
- Only effects that use "when" or "at" are triggers that can be reacted to
- Passive effects that use "while" (like Assault) are not triggers and cannot be reacted to
Can you react to Beginning Phase activated abilities, and specifically can you use Gust to move a unit to hand in response to Jinx Leader's trigger to prevent the extra draw?
Ruling: Yes, you can react to Beginning Phase triggered abilities. Using Gust in response to Jinx's trigger will prevent the draw if it brings the hand to 2 cards, because Jinx's ability always triggers at the Beginning Phase but checks the number of cards in hand when it resolves.
Sequence:
- At the Beginning Phase, Jinx's trigger is created and added to the chain
- You can respond with Gust, which resolves first
- Gust moves a unit to hand, bringing total to 2 cards
- Jinx's trigger resolves next, sees 2 cards in hand, and does not draw
Nuances:
- Jinx's ability always triggers at the Beginning Phase regardless of current hand size
- The hand size condition is checked at resolution, not when the trigger is created
- Gusting a unit at this point also prevents scoring
Can you react to Blitzcrank being played before your units get dragged to his battlefield?
Ruling: Yes, you can react to Blitzcrank being played before your units get dragged to his battlefield.
Can you react to Harnessed Dragon's ability, or more generally, can you react to any 'when you play' ability?
Ruling: Yes, you can react to Harnessed Dragon's ability and other 'when you play' abilities. Everything that enters the chain and is not a permanent itself is reactable.
Can you react to Kog'Maw's Deathknell ability after combat with a spell like Retreat?
Ruling: Yes, you can react to Kog'Maw's Deathknell after combat because it uses the chain. However, you cannot Retreat any units that were killed in combat (including Kog'Maw himself) because they are already in the trash.
Nuances:
- If you react by playing a Hidden unit in this scenario (assuming your opponent has a living unit), the game enters an undefined state that breaks the rules as currently written
- The comprehensive rules have no clear way to proceed when a Hidden unit is played in response to Deathknell, as control of battlefield should be removed after special cleanup but cannot be if a unit exists at that step
- This edge case with Hidden units has not yet been officially resolved by Riot
Can you react to Mobilize (a card that generates resources)?
Ruling: Yes, you can react to Mobilize with a reaction spell. The opponent playing Mobilize starts a chain, giving you an opportunity to react.
Nuances:
- The restriction on reacting to abilities that add resources only applies to abilities with the **Add** keyword (like Lux tapping to add energy or Kaisa legend tapping for power)
- Mobilize does not have the Add keyword, so it can be reacted to
- Runes are not resources; energy and power are resources
Can you react to ON CONQUER effects before the conquer happens, specifically to kill Draven before he gets +1 might from Qiyana's conquer trigger?
Ruling: You cannot react before the conquer happens. By the time Qiyana's ON CONQUER trigger is on the chain, the conquer has already occurred and Draven's passive ability will have already updated his might.
Sequence:
- Combat/Showdown resolves (Watchful Sentry dies)
- Conquer happens and the point is gained
- Qiyana's ON CONQUER trigger goes on the chain
- Draven's passive ability immediately updates his might (does not use the chain)
- Players can now react to Qiyana's trigger on the chain
Nuances:
- Draven's ability is passive, not triggered, so it doesn't create a reaction window
- There is no reaction window between the deathmill trigger resolving and the conquer happening
- It would be possible to create a reaction window if you had two deathknell effects or similar triggers that you could order so one resolves first, allowing you to react before the second one resolves
Can you react to Sett's Legend ability (e.g., with Shakedown)?
Ruling: No, you cannot react to Sett's Legend ability. It is a replacement effect, not a triggered ability, despite being worded similarly to one.
Nuances:
- Replacement effects do not use the stack and cannot be responded to
- The ability lacks red text which would indicate it's a triggered ability
Can you react to Thousand Tailed Fox's on-play effect?
Ruling: Yes, you can react to Thousand Tailed Fox's on-play effect. You can react to every triggered ability and activated ability.
Nuances:
- This applies to all triggered abilities and activated abilities in the game, not just Thousand Tailed Fox
Can you react to Thousand Tailed Watcher's ability that gives -3 might to all units?
Ruling: Yes, you can react to "When you play me" effects like Thousand Tailed Watcher's ability.
Nuances:
- You can react to most things except gears and units, as they resolve instantly
- When reacting, you can only respond with a reaction (not an action)
- After the ability resolves, you don't have a chance to play an action
- Actions can only be played on your turn and when starting chains in showdowns
- Spells without an action or reaction keyword have the same timing restrictions as units (only on your turn, not in showdowns)