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Riftbound Frequently Asked Questions

Search verified questions and answers.

Can not so fast counter Singularity attacking two different units?
Yes, **Not So Fast** can counter **Singularity**. According to the card text for **Not So Fast**, it can counter an enemy spell or ability that chooses a friendly unit or gear. As established by the official rulings for **Singularity** (FAQ #8662, #3483, #7180, #8602, #5969, #2714), **Singularity** targets units. Because **Singularity** requires you to select units to deal damage to, it meets the "choosing" criteria required by **Not So Fast**. Note: I could not fully verify this ruling against the retrieved rules.
Can not so fast counter an enemy not so fast that targets an ability?
No, you cannot use **Not So Fast** to counter an opponent's **Not So Fast**. According to **RiftJudge FAQ (ID 4968)**: > "Ruling: No, you cannot use Not So Fast to counter another Not So Fast. Not So Fast targets spells and abilities, not units or gear, so it cannot be a legal target for another 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. * **Invalid Target:** Because *Not So Fast* is a spell that targets another spell (or ability), it does not meet the requirement of targeting a unit or gear. Therefore, it is not a legal target for another *Not So Fast*.
Can one instance of Bellows Breath deal 3 damage to a single target by using all 3 instances on the same unit?
Ruling: No, one instance of Bellows Breath cannot deal all 3 damage to a single target.
Can opponent burn out give you the winning point at 7 points?
Ruling: Yes, burn out can give you the winning point. Only points earned from Conquer or Hold have restrictions on the final point. Nuances: - Conquering for the final point has a restriction: you must have scored every other battlefield that turn, otherwise you draw instead of getting the last point - Points from sources other than Conquer or Hold (like burn out) are not subject to these restrictions
Can opponents play reaction spells in response to triggered or activated abilities from permanents like Teemo's 'When you play me' ability, Darius's triggered ability, or Vi's activated ability?
Ruling: Yes, opponents can play reaction spells in response to triggered and activated abilities from permanents. While you cannot react to a permanent being played, you can always react to the abilities those permanents trigger or activate. Sequence: - A permanent (unit or gear) is played and creates a chain - Due to rule 538, no player can react to the permanent itself entering the field - The permanent resolves and enters play - Any triggered abilities (like "When you play me") or activated abilities then go on the chain - Players can now play reactions to these abilities since abilities are not permanents Nuances: - Triggered abilities that trigger "When you play me" happen after the permanent has been played, creating a new chain that can be reacted to - Abilities are different game objects from permanents - you can't react to permanents but you can always react to their consequences (abilities/combat) - In the Teemo example, opponents can play Gust in response to the triggered ability before Teemo gets +4M - In the Darius example, opponents can play Shakedown before Darius gets +2M - In the Vi example, opponents can play Shakedown in response to Vi's activated ability
Can opponents respond to summoning units, and does it matter if the unit has an on-summon ability?
Ruling: Summoning a unit by tapping runes does not start a trigger that opponents can respond to. However, if a unit has an ability that triggers when it enters the game (like Riptide Rex), both players can respond to that ability, though the unit still lands on the board before responses occur. Sequence: - Unit is summoned and lands on the board - If the unit has an on-summon ability, that ability triggers - Both players can then respond to the triggered ability Nuances: - Units without on-summon abilities create no trigger and cannot be responded to - Gears resolve directly with no opportunity to respond (same as units without abilities)
Can players add reactions to the Initial Chain in between triggered abilities, or does the Initial Chain only contain triggered abilities?
Ruling: The Initial Chain only contains triggered abilities that are added in the specified order (attacker with focus, other players in turn order, then defender). However, once the Initial Chain is fully populated, it functions like any normal chain - the attacking player gets priority and all players can play reactions in turn order before anything resolves. Sequence: - Triggered abilities are added to the Initial Chain in order: player with focus, then other players without defender designation in turn order, then defender - Once the Initial Chain is populated, the attacking player has priority - Players can then play reactions following normal chain procedures (rule 333) - Players cannot react to prevent triggers from going onto the chain initially Nuances: - You cannot chain block a trigger from going onto the Initial Chain - Certain reactions can still impact triggered abilities (e.g., if a trigger requires a unit to be "here" when it resolves, removing that unit will cause the trigger to resolve but not produce its effect) - Triggers once finalized will resolve unless their conditions are no longer met
Can players cast action spells multiple times throughout a showdown, or only at the start before any reactions are played?
Ruling: Players can cast action spells multiple times throughout a showdown, not just at the start. Using a reaction does not prevent you from casting action spells later in the same showdown. Sequence: - Player receives focus - Player may cast an action spell - Players may cast reactions back and forth (chain resolves) - Focus passes to other player - That player may also cast an action spell - This continues until both players pass focus in order without starting a chain Nuances: - Players cannot play multiple actions in a single chain, but can play multiple actions across different chains within the same showdown - The showdown only ends when both players pass focus consecutively without starting a new chain
Can players choose the same targets for Divine Judgment?
Ruling: Yes, players can choose the same targets for Divine Judgment. Sequence: - You select 2 units (can be the same unit twice if you only have 1 unit) - Your opponent selects 2 units to keep (can be the same unit twice) - All other units are destroyed Nuances: - If you only have 1 unit on the board, you must select that unit and 1 of your opponent's units - Your opponent can choose to keep the same unit you selected, or different units, potentially keeping 3 total units on the board
Can players continue to play reactions and start new chains during a showdown after the initial chain resolves, and how does priority work with when I attack/defend triggers?
Ruling: Yes, players can start multiple chains during a showdown. After any chain resolves (including the initial when I attack/defend triggers), the attacker gets focus and can play an action to start a new chain. After that chain resolves, the defender gets focus. This continues back and forth until both players pass focus consecutively, at which point combat damage occurs. Sequence: - When I attack/defend triggers go on the chain (attack triggers first, defend triggers on top) - Controller of topmost item gets priority and can play reactions - Priority passes back and forth until both players pass consecutively - Each item on the chain resolves one at a time, with priority checks between each resolution - After the entire chain resolves, attacker gets focus and can play an action (starting a new chain) or pass - After that chain resolves, defender gets focus and can play an action or pass - This continues until both players pass focus consecutively - Then combat damage occurs and damage is cleared at the end of combat Nuances: - The controller of the next item to be resolved gets priority first (not the person who added the last item) - When I defend triggers resolve before when I attack triggers, so the defender gets priority first if both types of triggers exist - Damage clears at the end of combat for all units everywhere, not just at the showdown battlefield - Damage does NOT clear at the end of an open showdown (moving to an uncontrolled battlefield) - Focus is only used to play actions/reactions (activated abilities), not triggered abilities like when I attack/defend - After each individual item on a chain resolves, there is a priority check where reactions can be added before the next item resolves
Can players play Reactions in response to opponents playing non-Spell cards (permanents like Units/Gear)?
Ruling: Players cannot play Reactions in response to permanents (Units, Gear, etc.) being played unless those permanents have triggered abilities. Permanents without abilities resolve immediately upon finalization and leave the chain without creating a priority window for opponents to respond. Sequence: - When a permanent is played, it becomes a pending item on the chain - During finalization (Step 1), the permanent leaves the chain and becomes a game object - this process does not pass priority - Since the permanent has left the chain, there is no finalized chain item for opponents to respond to - If a permanent has a play ability ("when you play me"), that ability goes on the chain like a spell, and opponents can then respond to that ability Nuances: - Spells linger on the chain as finalized chain items, which is when opponents receive priority to play Reactions - Abilities with the [Add] action resolve immediately like permanents, not like spells - Being in a closed state is necessary but not sufficient to play Reactions - you must also have priority - Priority is only gained in the four situations outlined in rule 312.2, and permanents resolving does not trigger any of those conditions
Can players play action spells back and forth after a chain is created but before the showdown resolves?
Ruling: Yes, players can play action spells back and forth before the showdown resolves, as long as they have mana. Sequence: - A chain is created (e.g., unit + action spell attack) - Opponent can respond with their own action spell - Players can continue playing action spells back and forth - The showdown only resolves once both players pass in a row Nuances: - Passing indicates readiness to resolve ("I'm ready for this to resolve") - If someone casts an action/reaction, everyone "un-readies" to give others a chance to respond - The showdown/spell/ability only resolves once everyone is ready
Can players play/resolve cards between Combat Cleanup and Clear the Contested Status steps, specifically when Deathknell triggers during cleanup?
Ruling: If a Deathknell triggers during the special cleanup, you are in a closed state after cleanup is finished. You must resolve the chain (with players getting priority) before moving onto the Clear Contested Status step. Sequence: - Combat damage is resolved and cleanup occurs - If Deathknell triggers during cleanup, it goes into pending - After cleanup finishes, the pending item initializes creating a closed state - Players resolve the chain with priority - After the chain resolves, check if combat needs to be staged - If a unit was played, combat stages and proceeds normally - If no combat is staged, proceed to Clear Contested Status step - Then conquer (if applicable) Nuances: - Hidden cards can be played in response to Deathknell triggers if you don't have units on a battlefield you control - If a unit is played during this window, combat will be staged again and you proceed through regular combat steps instead of clearing contested status - The key fix in version 1.2 was clarifying how combats stage and adding "if a combat isn't staged here" to the Clear Contested Status step
Can players react to Vi's recycle ability?
Ruling: Yes, players can react to Vi's recycle ability. Each time Vi's ability activates, it gets put on the chain, and you can react to any instance you wish. Nuances: - You cannot react to might and energy changes themselves, but you can react to the ability that causes those changes when it's on the chain - You cannot react to abilities that don't use the chain (passive abilities updating, replacement effects, and "as" effects) - You cannot react to add abilities, units, or gear
Can players react to a permanent (unit or gear) being played, and can they react to its triggered abilities?
Ruling: When a permanent (unit or gear) is played, it creates a 1-long chain that cannot be reacted to. However, if the permanent has a "When I'm Played" triggered ability, that ability lingers on the chain and allows for reactions. Sequence: - A vanilla unit or gear enters with no opportunity for reactions - If a unit has a "When I'm Played" ability, that triggered ability creates a chain - Players can react to the triggered ability, starting with the person who owns the ability Nuances: - The distinction applies between the permanent entering play (no reactions) versus its triggered abilities (reactions allowed)
Can players respond with Reaction cards to 'When you play me' or 'As you play me' triggered abilities, and can they respond to simply playing a unit without additional effects?
Ruling: Players can respond with Reaction cards to triggered abilities like "When you play me" effects, but cannot respond to simply playing a unit or permanent without triggered abilities. The permanent itself resolves immediately, but any triggered ability it has goes on the chain and can be reacted to. Sequence: - Player plays a unit (e.g., Snapvine) - The unit enters the battlefield immediately (not reactable) - If the unit has a "When you play me" triggered ability, that ability goes on the chain - Opponent receives priority and can respond with Reaction cards to the triggered ability Nuances: - Every "When you play me" trigger goes on the chain and is reactable - Seal effects that generate resources cannot be reacted to - Playing a permanent without triggered abilities starts a chain that resolves immediately with no window to react
Can players start multiple chains during a Showdown, or does passing once forfeit the ability to start new chains?
Ruling: Players can start multiple chains during a Showdown. Both players must pass in a row without playing spells or activating abilities for the Showdown to close. Sequence: - Player A has Focus and Priority -> Plays spells/abilities -> Chain Resolves - Player B gains Focus and Priority -> Plays spells/abilities -> Chain Resolves - Player A gains Focus and Priority -> Passes - Player B gains Focus and Priority -> Plays spells/abilities -> Chain Resolves - (This can repeat any number of times) - Player A gains Focus and Priority -> Passes - Player B gains Focus and Priority -> Passes - Showdown closes Nuances: - Passing once does not forfeit a player's ability to start a new chain later in the same Showdown - The requirement is that all players must pass consecutively without any spells or abilities being played for the Showdown to close
Can players use alternative items (like buttons, dice, or printed proxies) to represent tokens in official Riftbound events, or are official tokens required?
Ruling: Players can use anything to represent tokens in official events, including buttons, dice, printed proxies, or any other items. Nuances: - It's suggested to use something that can clearly show whether the token is exhausted or not for clarity during gameplay.
Can reactions be played during a showdown, and what is the difference between when you can play actions versus reactions?
Ruling: Reactions can be played anytime you have priority during a showdown, whether the chain is empty or not. Actions can only be played during a showdown when the chain is empty. Sequence: - When you have priority, you can play as many reactions as you want - When you pass priority and nobody reacts, you don't get priority again until the first item on the chain resolves - Focus passes automatically once a chain is fully resolved during a showdown - The player with focus can play an action to start a chain, then immediately follow up with reactions without passing priority Nuances: - You cannot play action spells to an ongoing chain, only to open a chain - You cannot follow up an action with another action even if priority passes back to you during the same chain - Gaining focus also gives you priority - Passing priority during a chain doesn't pass focus; focus only passes once a chain where you had focus is emptied or when you decide to not start a chain
Can reactions be played right after the last card on the stack resolves?
Ruling: No, you cannot play reactions after the last card on the stack resolves. If the last item on the chain resolving doesn't cause an item to go on the chain, the chain closes immediately afterward. Nuances: - During a showdown, you can play reactions after cards resolve because the showdown keeps the chain open - Reactions must be played during the stack, not after it fully resolves
Can recruit tokens go back into your hand?
Yes, Recruit tokens can be returned to your hand. According to **RiftJudge FAQ #4395**, when a Recruit unit token is returned to your hand (for example, by a card effect like "Gust"), it is moved to your hand and then immediately ceases to exist because tokens cannot exist in any non-board zone. Additionally, **Rule 180.1** confirms this mechanic: "If a token is put into any Non-Board Zone, it ceases to exist immediately after moving to its new zone." Because the token ceases to exist upon entering your hand, it does not count as "dying," and it will not trigger any "when unit dies" abilities.
Can runes being recycled to pay for Bullet Time's power cost during its resolution also be tapped for energy at the same time?
Ruling: Yes, you can tap runes for energy at the same time you recycle them to pay for Bullet Time's power cost during resolution. Any Add ability with Reaction speed can be used during the resolution of a spell when paying costs. Sequence: - Pay 1 energy to cast Bullet Time and choose a battlefield - Both players get reaction windows (opponent first, then you retain priority) - Once both players pass and the spell resolves, you declare the amount of power and recycle runes - During this resolution payment, you can tap those runes for energy before recycling them - At this point, the opponent cannot react with Defy or other responses Nuances: - The opponent never gets to react to Bullet Time with knowledge of how much damage it will do, since the power cost is paid during resolution, not as an additional cost to cast - You can cast Bullet Time with no intention of recycling any runes - This applies to any Add abilities with Reaction speed, not just energy generation
Can seals be used for energy that can be used for basic costs?
No, seals cannot be used to generate energy. According to the **RiftJudge FAQ** (specifically FAQ #2715 and #2245), seals generate **Power** (the colored resource), not **Energy** (the colorless/numerical resource). * **Energy** is generated by exhausting runes and is used to pay the numerical energy cost in the top left corner of a card. * **Power** is generated by recycling runes or activating seals and is used to pay domain-associated power costs. Because seals produce power and not energy, they cannot be used to pay for the basic energy cost of a card. You must still exhaust runes to generate the energy required for those costs.
Can seals be used to pay for Hextech Anomaly's power cost to generate energy?
Ruling: Yes, seals can be used to pay for Hextech Anomaly. Seals produce power, and power of any domain can be used to pay universal power costs. Nuances: - When you pay power for Anomaly, you receive energy (not runes) - Energy cannot be exhausted
Can seals be used to pay for deflect costs?
Ruling: Yes, seals can pay for deflect costs. Deflect adds onto the power cost, which seals can pay for. Nuances: - Seals can pay for any power cost that corresponds with the domain of the seal - For Hidden powers specifically, a power of any domain can pay the cost
Can seals be used to pay the power cost for hiding cards, and if so, does this eliminate the need to recycle runes?
Ruling: Seals can pay for the power cost of hiding cards. There is no distinction where power is coming from - seals add one power of a particular color to the rune pool which can be used to set hidden cards. Sequence: - To hide a card, you need power (obtained by recycling runes, putting them at the bottom of the deck) - Seals can provide this power instead of recycling runes - For example, with Ledros requiring 4 yellow: you could tap a yellow seal for 1 power, then recycle only 3 yellow runes instead of 4 Nuances: - A seal can pay for the power cost of another seal with the same color - This can be used to enable Legion effects without paying much for them
Can shields stack? As in, if I play a Stalwart Poro and Taric at base, is the Poro at plus 1 or 2 shield?
Yes, Shield values stack additively. According to **Rule 814.2**: "If a Unit has Shield, or has been granted Shield, and is granted Shield by an additional source, the Shield Value of all granted Shield keywords is summed." In your scenario, if you have a **Stalwart Poro** and **Taric, Protector** on the same battlefield: * **Stalwart Poro** has its own inherent **Shield** (Shield 1). * **Taric, Protector** has an ability that grants **Shield** to other friendly units at his battlefield (Shield 1). Because these are two separate instances of the Shield keyword, they stack together. When the Stalwart Poro is a defender, it will have a total of **Shield 2** (1 from its own ability + 1 from Taric).
Can signature spells and other spells without 'action' or 'reaction' keywords be played only during your turn outside of showdowns?
Ruling: Spells without "action" or "reaction" keywords can only be played on your turn, outside a showdown, with an empty chain. Sequence: - Must be your turn - Must be outside a showdown - Chain must be empty
Can someone use Gust on Reflection token LeBlanc Legend?
Yes, you can use **Gust** on a **Reflection** token created by **Deceiver** (LeBlanc), but the timing and effect depend on when you play it. ### Can you Gust a Reflection token? Yes, **Gust** is a [Reaction] spell that returns a unit at a battlefield to its owner’s hand. Since a **Reflection** token is a unit, it is a valid target for **Gust** once it has entered the battlefield. ### Timing and Interaction Scenarios #### 1. Gusting the Token AFTER it enters play If you play **Gust** after the **Deceiver** ability has finished resolving and the **Reflection** token is already on the battlefield, the token is a valid target. **Gust** will resolve and return that **Reflection** token to its owner's hand. #### 2. Reacting to the Deceiver ability If you play **Gust** in response to the **Deceiver** ability being placed on the chain, you are targeting the unit the **Reflection** is intended to copy, as the token does not exist yet. According to **RiftJudge FAQ #10346** and **#10359**: 1. **Chain Item 1:** The **Deceiver** triggered ability. 2. **Chain Item 2:** **Gust** (played in reaction). 3. **Gust Resolves First:** If you use **Gust** to return the intended copy target to its owner's hand, that target is removed from the battlefield. 4. **Deceiver Ability Resumes:** The ability continues to execute its instructions in order ("do all you can"). * It successfully plays the 0 [M] **Reflection** token. * It then attempts to make that token a copy of a target unit at that battlefield. * Because the original target was removed by **Gust**, the copy effect fails to find a target. * **Result:** The **Reflection** token successfully enters the battlefield as a base 0 [M] unit, but it remains a 0 [M] token because it could not complete the copy instruction. ### Summary * **If the token is already in play:** You can target the **Reflection** token with **Gust** to return it to the hand. * **If you react to the creation ability:** You cannot "fizzle" the creation of the token by Gusting its target; the token will still enter play, but it will fail to copy anything and remain a 0 [M] base unit. Note: I could not fully verify the Might restriction mention against the retrieved rules.
Can spell or ability effects that say 'move a unit' (like Charm or Ride the Wind) move units directly from one battlefield to another battlefield without Ganking?
Ruling: Yes, effects that say "move a unit" can move units from battlefield to battlefield without Ganking. Ganking only applies to Standard Move, which is a different type of movement than general "move" effects. Nuances: - A "valid location" is a location that doesn't break the rules or the card's text - If a card specifies "Move a unit to or from a battlefield," then another battlefield would be an invalid location if the unit is already at a battlefield - Moving a unit to the opposite base is an invalid location - You can target a unit at Vilemaw's Lair with an effect to move it to base, but it won't do anything
Can spells and units share the facedown zone on a battlefield, and what happens to a facedown card when you lose control of a battlefield?
Ruling: Spells and units share the same facedown zone, so you can have either a single hidden unit OR a single hidden spell per battlefield, but never both. If you don't have any units at a battlefield, you lose control of that battlefield. Nuances: - You can respond to an ability that would remove your last face-up unit by playing the facedown card before losing control of the battlefield.
Can spells without Action or Reaction typing be played as Reactions (e.g., during a Showdown)?
Ruling: Spells that don't specify they are Actions or Reactions cannot be used as if they were Actions or Reactions. They can only be played during your turn in an open and neutral state. Sequence: - Must be your turn - Game must be in an open and neutral state - No showdown can be occurring - No open chain can be active Nuances: - These spells cannot be used during opponent's turn or as reactions to events like Showdowns
Can spells/abilities target and kill attached equipment gear?
Ruling: Yes, spells and abilities can target and kill attached equipment gear. They are still gear even when attached. Nuances: - Attached gear has its rule text disabled, but the type line is still active and referenceable - Effects that target or affect gear (like Thermo beam) would affect all gear including attached gear
Can spending a buff counter kill a unit (specifically, if a unit is reduced to 0 might and then spends a buff counter, does it die)?
Ruling: Units do not die from having 0 might alone. A unit only dies when it has lethal damage marked on it (damage greater than or equal to its might). Spending a buff that reduces a unit to 0 might will not kill it unless there is already damage marked on the unit. Nuances: - Lethal damage is expressly defined as non-zero damage - You can kill a unit by spending a buff if there is already damage marked on it (example: deal 4 damage to a unit with 4 might and a buff, then spend the buff to reduce it to 3 might - it will die) - Combat damage is cleared during the combat resolution step, before conquering happens, so a unit that fought and then has its buff spent during conquest will not die (the damage is already cleared)
Can sprite tokens be banished with Zero Drive and played again later?
Ruling: No, sprite tokens cannot be banished and played again later. Tokens cease to exist immediately when moved to any non-board zone, including the banish zone. Nuances: - Tokens can only exist on the board - When a token would move to any zone other than the board (hand, deck, banish, etc.), it ceases to exist as soon as it enters that zone
Can tapped runes be recycled to pay power costs for abilities like Deflect and Bullet Time?
Ruling: Tapped runes can be activated and recycled to pay for power costs. This applies to abilities like Deflect and Bullet Time. Nuances: - Bullet Time targets the battlefield, not units - Seals can be exhausted to pay for Deflect
Can targeted spells be played without valid targets just to trigger 'when you play a spell' effects?
Ruling: No. Spells with targeting effects require a valid target to be played and enter the chain. Nuances: - If the targeting is optional (indicated by "up to" or "any number"), the spell can be played without choosing targets.
Can the Annie player play an action card after her end-of-turn legend ability readies her runes?
Ruling: No, the Annie player cannot play action cards after her legend ability resolves. Actions can only be played during a showdown with nothing on the chain or during your action phase with nothing on the chain, but Annie's trigger happens during the ending step. Sequence: - Annie's legend ability triggers and resolves during the ending step - After the ability resolves, the chain closes (no priority window) - The game proceeds to other end of turn steps (special cleanup, expiration step, then next player's turn) Nuances: - Reactions can be played in response to Annie's ability before it resolves (if you have open runes) - After Annie's ability resolves, there is no priority window to play any cards
Can the Fiora legend buff a unit if it's already a 5 might card?
No, Fiora (Grand Duelist) cannot trigger her ability when a unit that is already at 5 or more Might (already Mighty) receives a buff. According to **Rule 709**: "A Unit 'becomes Mighty' at the moment its Might changes from being less than 5 to being 5 or greater." As clarified in **RiftJudge FAQ #9584**, if a unit is already at 5 or greater Might, it is already considered "Mighty" (Rule 708). Increasing its Might further does not change its status from "not Mighty" to "Mighty," so it does not trigger Fiora's Legend ability.
Can the attacker activate a reaction card after both the attacker and defender have passed focus in combat?
Ruling: No, you cannot play a reaction after both players pass focus. Once both players pass focus in succession, combat moves to the damage step where no one has priority. Sequence: - Attacker passes focus - Defender passes focus - Combat resolves and moves to damage step (no priority available) Nuances: - If you pass focus and your opponent plays anything, focus comes back to you before combat resolves - Both players must pass focus in a row for combat to resolve - Reactions do not state "play at any time"
Can the attacker activate an action card after passing priority, if the defender activates cards and then the chain resolves?
Ruling: Yes, the attacker can activate an action card after the chain resolves. When you pass focus and your opponent activates cards, focus returns to you after the chain resolves, allowing you to play actions. Sequence: - Attacker passes focus to defender - Defender activates reaction/action cards, starting a chain - Chain resolves completely - Focus returns to the attacker - Attacker can now activate action cards - The showdown only ends when both players pass focus without either starting a chain Nuances: - Actions can never be played in response to an ongoing chain - they can only start a chain - If the attacker had passed focus and the defender also passed without playing anything, the showdown would have ended immediately - Reactions cannot be played when there is no chain and you don't have priority
Can the attacking player choose the order of their 'When I attack' triggers, and when are units considered 'in combat' for the purposes of playing Cannon Barrage as a reaction?
Ruling: When multiple triggers happen simultaneously, the controller decides the stack order, so the attacking player can sequence their attack triggers (like Anivia before Warwick). Units are considered in combat immediately when showdown starts at a contested battlefield, which occurs when moving units to an occupied battlefield resolves. Sequence: - Move units to contested battlefield; showdown and combat start immediately - Attacker declares order of their attack triggers (e.g., Anivia first, Warwick last) - Defender triggers are added to the stack - Attacker gets priority and can play reaction-speed cards like Cannon Barrage - Stack resolves in reverse order (Cannon Barrage, then Anivia, then Warwick) - After all triggers resolve, attacker gets focus and priority for action-speed spells Nuances: - Cannon Barrage can be played as a reaction on the stack after attack triggers are declared but before they resolve, allowing it to damage enemy units before other effects like Warwick's kill trigger
Can the attacking player split the 2 damage from a recruit among both defending units when Imperial Decree is in play, since it makes 1 damage lethal?
Ruling: No, Imperial Decree does not change how damage is assigned. You must still apply damage equal to a unit's might before moving on to assign damage to another unit. Nuances: - Imperial Decree doesn't change what counts as "lethal damage" for assignment purposes - Imperial Decree only has delayed triggers that kill units that were dealt damage; it doesn't modify the damage assignment rules themselves
Can the deal 6 damage triggered ability from Riptide Rex be reacted to?
Ruling: Yes, the deal 6 damage can be reacted to. While permanents (units and gear) themselves cannot be reacted to because they don't linger on the chain, play effects are triggered abilities that enter the chain separately and can be reacted to. Sequence: - You play Riptide Rex by paying its cost - It enters the chain but resolves immediately (no reaction window) - Its play effect (deal 6) triggers and enters the chain - Here each player can react with reactions Nuances: - Permanents themselves don't linger on the chain and cannot be reacted to - Play effects are triggered abilities that are put on the chain as pending items after the permanent enters the board - The distinction is between the permanent itself (can't be reacted to) and its triggered ability (can be reacted to)
Can the new Irelia item reduce a character's might to 0, and if so, does the unit die immediately or does it require damage?
Ruling: The new Irelia item can reduce might to 0. Units with 0 might do not die immediately; they must take damage to be killed. Sequence: - Irelia item reduces might (can go to 0) - Unit remains alive at 0 might - Unit must take nonzero damage - During cleanup, unit dies if damage marked is greater than or equal to might Nuances: - The "minimum 1" restriction is not present on this item - Cleanup phase specifically checks if damage marked ≥ might, implying damage is required for death
Can the opponent's Vi Peacekeeper use her ambush to react to the ability of my Mindsplitter and put it onto a battlefield where the opponent has a unit?
No, your opponent cannot use **Vi, Peacekeeper's** Ambush to "react" to the triggered ability of **Mindsplitter** in the way you are describing. Here is the breakdown of why this interaction functions this way: ### 1. Timing of the Ambush Ambush allows a unit to be played as a **[Reaction]** to a battlefield where the controller has a unit. Because it is a **[Reaction]**, it can be played while the game state is **Closed** (for example, while an ability is on the chain). However, playing a unit (even via Ambush) simply places that unit onto the battlefield. It does not allow you to "react to an ability" in the sense of putting the unit into play *instead* of that ability or *in response to* the ability's effect. The unit is simply played to the battlefield as its own independent game action, which finalizes immediately (RiftJudge FAQ #9978). ### 2. The Chain When you play **Mindsplitter**, the following happens: 1. **Mindsplitter** is played to a battlefield. It enters play immediately. 2. **Mindsplitter's** "When you play me" ability triggers and is placed on the chain. 3. Because an item (the ability) is now on the chain, the game state is **Closed**. 4. Your opponent now has the opportunity to play **[Reaction]** speed cards or abilities. 5. If they have **Vi, Peacekeeper** and control a unit at a battlefield, they can use Ambush to play her to that battlefield as a **[Reaction]** to your **Mindsplitter** ability. ### 3. The Result While your opponent **can** play **Vi, Peacekeeper** as a reaction to your **Mindsplitter** ability, doing so **does not stop or replace the Mindsplitter ability**. * **Vi, Peacekeeper** will enter the battlefield. * The chain still contains your **Mindsplitter** ability. * Once the chain resolves (or if both players pass priority on the chain), your **Mindsplitter** ability will still execute, forcing your opponent to reveal their hand and discard a card. In summary, playing **Vi, Peacekeeper** via Ambush is a valid response to your ability being on the chain, but it does not prevent your ability from resolving.
Can the repeat effect of Hard Bargain be delayed?
No, the **Repeat** effect of *Hard Bargain* cannot be delayed. According to the RiftJudge FAQ (#816, #3433, #9328), you must decide whether to pay the additional cost for **Repeat** at the moment you play *Hard Bargain* from your hand. Because **Repeat** is an additional cost keyword (Rule 820), it must be paid and declared during the "Make Relevant Choices" step of playing the card. ### Key Rules and Nuances: * **No Retroactive Repeat:** You cannot add *Repeat* to a *Hard Bargain* after it has already been placed on the chain. * **Upfront Cost:** The energy cost for *Repeat* is an additional cost paid upfront along with the base energy cost of the spell. * **Single Instance on Chain:** Even if you pay for *Repeat*, *Hard Bargain* is only played once and enters the chain as a single object. Its effect is simply executed twice upon resolution. * **Execution Timing:** Because you must commit to the *Repeat* when you first play the card, you cannot wait to see if your opponent pays the cost to save their original spell before deciding to use *Repeat*. In summary, *Repeat* is not a delayed ability that can be triggered later; it is an additional cost tied to the initial playing of the spell.
Can the same battlefield be scored twice in one turn by different players (once by holding, once by conquering)?
Ruling: Yes, the same battlefield can be scored twice in one turn by different players. The restriction that "a player may only score once per battlefield per turn" applies to each individual player, not to both players collectively. Sequence: - Player A scores Battlefield A by holding it - Player B conquers Battlefield A (e.g., via Ride the Wind) - Player B scores Battlefield A via the conquest Nuances: - Each individual player is limited to scoring any given battlefield only once per turn by either method (holding or conquering) - The restriction does not prevent both players from scoring the same battlefield in the same turn
Can the tokens I play from Vanguard Armory be instantly placed at a battlefield?
No, you cannot play the Recruit tokens from Vanguard Armory directly to an open battlefield. According to the official ruling for Vanguard Armory: * **Tokens must be played to valid locations:** A valid location is your Base or a Battlefield you already control. * **Open battlefields are not valid:** An open battlefield is not a valid location because you do not control it yet. * **Standard rules apply:** While Vanguard Armory allows you to distribute the three tokens across multiple valid locations (e.g., one to your Base and two to a controlled Battlefield), it does not bypass the standard rules for where units can be played. In summary, you must control the battlefield before you can play a token there.
Can there be multiple chains in a showdown, and how do actions vs reactions work with chains?
Ruling: You can have infinite chains in a showdown, but only one chain at a time. Actions can only be used to start a chain (not in response to an existing chain), while reactions can be played whether or not there is a chain. Sequence: - A player with focus plays an action spell to start a chain - Once a chain exists, only reaction speed effects can be added to it - Both players pass priority in order without adding to the chain - The chain resolves - The next player gets focus and can start a new chain with an action - The showdown only ends when both players pass focus in order without creating a chain Nuances: - You can never have more than one action spell on a single chain - During combat with attacker/defender triggers on the initial chain, you cannot play action spells during that time
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