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Can three players end up on one battlefield in a free-for-all game, such as by using Ride the Wind during a showdown to move a friendly unit onto a battlefield you don't control?
Ruling: No, three players cannot end up on one battlefield. In multiplayer modes, battlefields with pending combats or combats in progress are invalid destinations for moves by units controlled by players who don't already have permanents at that battlefield.
Sequence:
- First player can move a unit to a battlefield, potentially creating a combat situation
- Once a combat is pending or in progress at that battlefield, it becomes an invalid destination for moves by any third player who doesn't already have permanents there
- Players not involved in the combat can still be invited to take actions that affect that battlefield, but cannot move units there
Nuances:
- In 4-player free-for-all, no invite is needed for players to play actions and reactions on another player's showdown
- The invite mechanic will be removed in general in future versions
Can tokens trigger Deathnell?
Yes, tokens can trigger **Deathknell**.
According to **Rule 808.1**, **Deathknell** is a triggered ability that occurs when a permanent is killed and sent to the trash. While tokens are not cards (Rule 182), they are game objects that can have abilities, including **Deathknell**.
Here is how the interaction works:
1. **Triggering:** When a token with **Deathknell** is killed, it triggers its ability.
2. **Trash:** Per **RiftJudge FAQ #6982**, tokens are sent to the trash pile when killed.
3. **Ceasing to Exist:** Once in the trash, the token immediately ceases to exist (Rule 183.1). However, because the **Deathknell** trigger is placed on the chain at the moment the unit is killed (Rule 808.1.d.2), the ability still resolves normally even though the token itself has vanished from the trash.
**Important Nuances:**
* **Not Cards:** Because tokens are not cards, any effect that specifically references "cards" (such as certain graveyard recursion effects) will not interact with them.
* **Replacement Effects:** If a replacement effect (like **Guardian Angel** or **Zhonya's Hourglass**) prevents the token from being killed and sent to the trash, the **Deathknell** will not trigger (Rule 808.1.d.1 and **RiftJudge FAQ #9367**).
* **Possession:** If you possess an opponent's token and it dies, the owner of the token (the player who controlled the effect that created it) controls the **Deathknell** trigger, not you (**RiftJudge FAQ #5439**).
Can two Vanguard Helms both trigger when a buffed unit dies to buff two other units?
Ruling: Yes, if you have two Vanguard Helms equipped, both can trigger simultaneously when a buffed unit dies, allowing you to buff two other units.
Sequence:
- A buffed unit dies
- Both Vanguard Helm triggers go on the stack at the same time
- Both triggers resolve, buffing the two other units
Can two of the same battlefield be used at the same time in a game?
Ruling: Yes, if both players select the same battlefield, then two of the same battlefield can be used at the same time.
Nuances:
- This only occurs when both players independently select the same battlefield during battlefield selection.
Can unit abilities (like Miss Fortune's ability that activates when she moves) be countered with cards like Defy, and do they open a chain?
Ruling: Unit abilities do open a chain, but they are not spells and therefore cannot be countered by current counter cards like Defy or Wind Wall, which specifically counter spells not abilities.
Nuances:
- The distinction between spells and abilities is critical for determining what can counter them
- Current counter cards in the game (Defy, Wind Wall) only work on spells
Can units at Vilemaw's Lair move to base using effects like Flash of Foresight (FoF) or Ride the Wind, and what are the ways to bypass Vilemaw's restriction?
Ruling: Units at Vilemaw's Lair cannot move to base using any movement effects, including Flash of Foresight, Ride the Wind, Flash, or Charm. The only way to get a unit from Vilemaw's Lair to base is through Recall effects (like Zhonya's Hourglass), which are distinct from movement.
Sequence:
- Playing movement spells/abilities targeting units at Vilemaw's Lair is legal
- The spell/ability resolves successfully
- However, the movement itself does not occur due to Vilemaw's restriction
- Recall effects bypass this because they are not movement
Nuances:
- Units can still move between Vilemaw's Lair and other battlefields (including ganking)
- Vilemaw's restriction only affects moves to/from base
- Playing FoF or similar spells on Vilemaw units is legal but will "whiff" (do nothing)
- Once an opponent passes priority after such a spell, no rewind is allowed as information has been gained
- Portal Rescue also works as it uses Recall
Can units be played to a battlefield mid-showdown, specifically: (1) Can an attacker play a unit revealed from Stacked Deck to the battlefield they're attacking? (2) Can a defender play a unit (like Shen) to a contested battlefield when reacting?
Ruling: You must control a battlefield to play units to it. An attacker cannot play units to a battlefield they're attacking (they don't control it yet). A defender can play units to a battlefield they control when defending.
Sequence:
- When attacking a contested battlefield, the attacker does not have control
- The attacker can only play units to their base or other battlefields they control
- The defender retains control during the showdown and can play units there in defense
Nuances:
- If a unit is revealed via Stacked Deck during an attack, the attacker cannot play it to the battlefield being attacked
- The defender can play reactive units (like Shen) to help garrison during a showdown
Can units be targeted by Gust in various movement scenarios, and what happens when a token is Gusted?
Ruling: Units moving to empty battlefields or starting showdowns can be Gusted during the open showdown window before battlefield conquest. Units moving to occupied battlefields (owned by that player) cannot be Gusted unless there's a move trigger creating a reaction window. Tokens disappear if Gusted to anywhere other than a base or battlefield.
Sequence:
- When a unit moves to an empty battlefield, an open showdown occurs before conquest
- During this showdown window, Gust can be played
- If the battlefield is already occupied by that player, no showdown occurs and no reaction window exists (unless a move trigger creates one)
Nuances:
- Tokens only persist on bases and battlefields; they disappear if moved elsewhere
- The term "battlefield" in the context of tokens includes both the base and battlefield zones
Can units from a base and units with ganking from a controlled battlefield attack the same opponent battlefield in a single wave, or must they attack separately?
Ruling: Units from a base and units with ganking from a controlled battlefield can attack the same opponent battlefield in a single wave, as long as the destination is the same.
Sequence:
- Any number of units can move from anywhere to the same destination
- All units arrive together in a single wave
- One showdown is resolved, not multiple separate showdowns
Can units go to negative Might?
Yes, units in Riftbound can have negative Might values.
According to **Rule 143.2.b** and associated rulings, while a unit's Might can be reduced below 0, it behaves differently for calculations versus interactions:
* **For Calculation:** The game maintains the actual current Might value, including negative numbers. This is important because if a unit has -3 Might and receives a +2 Might buff, its Might becomes -1, not +2 (as it would if it had snapped to 0).
* **For Interactions:** Whenever the game checks a unit's Might for game effects (such as during combat, or for determining if it is killed by damage), any negative Might value is treated as 0 (Rule 143.2.b).
**Key takeaways regarding negative Might:**
* **Survival:** A unit does not die simply by reaching 0 or negative Might. A unit only dies if it has **nonzero** damage marked on it that is equal to or greater than its Might (Rule 142.2.a and 143.2.a).
* **Combat:** Because negative Might is treated as 0 for combat, a unit with negative Might contributes 0 damage in the Combat Damage Step (Rule 143.2.b).
* **Lethal Damage:** If a unit has 0 (or negative) Might, it is considered to have 0 Might for the purpose of checking for lethal damage. Therefore, it will die if it receives at least **1** damage (the minimum amount of damage).
Can units leave the Baron Pit battlefield?
Yes, units can leave the Baron Pit battlefield.
While Baron Nashor's ability requires him to enter the Baron Pit when he is played, there is no rule or card text that restricts him—or any other unit—to that location once they are on the board. Units can leave the Baron Pit just as they would any other battlefield, provided an effect or standard movement action allows it.
Additionally, the Baron Pit battlefield itself has the ability: *"Units can move here from anywhere."* While this facilitates movement **to** the Baron Pit, it does not restrict units currently at the Baron Pit from leaving it (RiftJudge FAQ #10118).
Can yellow Azir move exhausted tokens from one battlefield to the battlefield Azir is moving to, even if those tokens do not have ganking?
Ruling: Yes, Azir can move exhausted tokens between battlefields even if they don't have ganking. Battlefield-to-battlefield restrictions only apply to standard moves that require ganking, not to abilities like Azir's.
Nuances:
- Spells (like Charm or Ride the Wind) and abilities (like Azir or Stealthy Pursuer) can move units between battlefields without ganking unless they specifically state otherwise
- This ability to pull units along is what makes Azir particularly strong
Can you Death Grip a unit that has a weapon get might from both. Then attach that weapon to another unit during a showdown?
**No, you cannot attach a weapon to another unit during a showdown.**
Here is the breakdown of why this does not work, based on the rules and game mechanics:
### 1. Interaction with *Deathgrip*
When you play *Deathgrip*, you must choose a friendly unit to kill. If that unit has a piece of equipment (a weapon) attached, the equipment becomes unattached when the unit leaves play. According to Rule 452.1, unattached gear present at a battlefield is recalled to your base during the next **Cleanup**.
### 2. Equip Timing
Even though the equipment is detached when the unit dies, it is not available to be equipped to another unit during the showdown:
* **Showdown Timing:** During a showdown, the game is in a specific state. Even in an Open state, you cannot perform moves that aren't specifically allowed by the combat flow.
* **Equip Timing:** Attaching gear is a "limited action" that is generally performed during your Main Phase when the chain is empty and no showdown is occurring. There is no provision in the rules that allows you to attach gear to another unit during a showdown.
### 3. Buffs and Might Bonuses
* **Buffs vs. Equipment:** Buffs are removed when a unit leaves play. Equipment follows a different rule: gear detaches when its unit leaves the board. It is not destroyed, but it remains at the last board location until the next cleanup.
* **Might Bonus:** Rule 137.3.a states that a piece of gear's might bonus is only applied to the unit it is currently attached to. Once detached, that gear is no longer providing a bonus to any unit until it is successfully attached to a new one.
### Summary
If you *Deathgrip* your own unit:
1. The unit is killed and sent to the trash.
2. The attached equipment detaches and remains at the battlefield.
3. Because the showdown is currently ongoing, you cannot equip that detached gear to another unit.
4. The equipment will be recalled to your base during the combat cleanup.
*Note: I could not fully verify these specific rule citations against the provided text.*
Can you Defy a Bullet Time that you paid more than 2 runes for?
Ruling: Yes, Bullet Time can always be Defied because when cost is checked for effects, the printed cost is always checked, not the amount actually paid.
Sequence:
- Bullet Time is added to the chain
- Opponent can Defy at this point (before runes are paid)
- Runes for Bullet Time's power are paid on resolution, not when added to the chain
Nuances:
- Your opponent can never react to Bullet Time knowing how much damage it will deal, since the runes are paid on resolution
Can you Defy a spell cast from hidden?
Ruling: Yes, you can Defy a spell cast from hidden.
Can you Float Energy during the resolution of Bullet Time to pay its Power cost?
Ruling: Yes, you can Float Energy during the resolution of Bullet Time before paying the Power cost. Anytime a player has to pay any resources, that player can activate abilities with the "add" and "reaction" tags.
Sequence:
- Cast Bullet Time
- When Bullet Time resolves and you need to pay the Power cost
- Float Energy (using "add" abilities) before paying
- Pay the Power cost with the floated Energy
Nuances:
- This rule applies only when you are required to pay resources. You cannot float resources mid-resolution of abilities that don't require payment (like Miss Fortune - Captain's move trigger).
- If an ability doesn't require resource payment, you must float resources before the ability resolves or in response to it, not during its resolution.
Can you Gust Blastcone Fae (played from hidden) before it gives your unit -2?
Ruling: No, gusting Blastcone Fae will not prevent its ability from resolving. The target is still legal because the ability doesn't care about Blastcone Fae's position on resolution.
Nuances:
- Hidden effects used to gain an implicit 'here' targeting restriction, but this is outdated information
- Hidden effects now follow the rule that targets must be chosen from options at that battlefield, unless the ability explicitly restricts targeting differently
- Moving the targeted unit (not the Blastcone Fae itself) would void the ability, as the ability does care about the target's position
Can you Gust Vayne when she enters a battlefield?
Generally no. When Vayne moves to an occupied battlefield with no items on the chain, combat is immediately staged and she gains the Attacker designation before either player has priority, making her 5 Might (outside Gust's 3 or less range). However, there is an edge case: if another unit with a triggered ability (like Traveling Merchant) moves to the battlefield first, its trigger goes on the chain. This creates a window where Vayne is at the battlefield but Attacker/Defender designations haven't been assigned yet (because the Showdown cannot open while the chain is pending). In this scenario, you can Gust Vayne as a Reaction while she's still 2 Might, before the chain resolves and the Showdown opens.
Can you Gust a unit at a Battlefield that is being killed by Baited Hook to prevent the opponent from getting a new unit?
Ruling: Yes, if the unit is a valid Gust target, you can Gust it in response to the Hook trigger on the chain. The Hook will still resolve, but since the target left the field, it will not successfully kill anything and the opponent will not be able to play a new unit.
Sequence:
- Baited Hook's trigger is placed on the chain (after paying costs including exhaust, 1 energy, 1 order power)
- The target unit is chosen as the ability is placed on the chain
- You can React with Gust on that chain
- If Gust removes the target, Hook still resolves but fails to kill the target
- No new unit can be played from the revealed cards
Nuances:
- Under current rules, Hook resolving with no valid target would produce a might value of 0, allowing a unit with 1 or less might to be played (though this is rare)
- After an upcoming Comprehensive Rules update, failing to resolve a target will produce "null" (no valid value), meaning no unit could be played at all
- You cannot choose a new target if the original target is removed, as targeting happens when placing the ability on the chain, not upon resolution
- The costs of Baited Hook must still be paid when activated, regardless of whether the target is later removed
Can you Gust your own 3 might Ravenbloom Student?
Ruling: Yes, you can successfully Gust your own 3 might Ravenbloom Student. The spell will return it to your hand before the Student's "when you play a spell" trigger can activate and increase its might to 4.
Sequence:
- You cast Gust targeting your 3-might Ravenbloom Student
- Gust fully resolves and returns the Student to your hand
- Only after Gust finishes resolving is it considered "played"
- Ravenbloom Student's trigger would activate, but the Student is already in your hand, not on the battlefield
- Gust successfully returns the Student to your hand
Nuances:
- "When you play" triggers only activate after a card finishes resolving, not when it is cast or finalized
- Since the Student is removed from the battlefield as part of Gust's resolution, it cannot receive the +1 might buff from its own trigger
- Target legality is checked both when the spell is cast and when it resolves, but in this case the Student is removed before it can become 4 might
Can you Lilting Lullaby on Time Warp and if so what happens?
Yes, you can play **Lilting Lullaby** in response to **Time Warp**.
### Interaction Sequence
1. **Player A** plays **Time Warp** (paying its cost and placing it on the chain).
2. **Player B** plays **Lilting Lullaby** as a `[Reaction]` targeting the **Time Warp** on the chain.
3. The chain resolves in **LIFO** (Last-In, First-Out) order:
* **Lilting Lullaby** resolves first. It counters the **Time Warp**.
* Per **Rule 425.1.a**, the **Time Warp** is cleared from the chain and does nothing. Because it was countered, it is not considered to have been "played" (Rule 425.1.b), and its effect (taking an extra turn) does not occur.
* **Lilting Lullaby’s** secondary instruction ("Its controller can't play spells this turn") now applies to **Player A**.
### Outcome
* **Time Warp** is countered and does not resolve; **Player A** does not get an extra turn.
* **Player A** is prohibited from playing any further spells for the remainder of the current turn because the secondary effect of **Lilting Lullaby** successfully resolved.
This is my interpretation based on the standard rules for countering and spell resolution (Rule 425) and the text retrieved for both cards. No official FAQ exists for this specific card interaction.
Can you Mirror Image a sprite token?
Yes, you can target a Sprite token with **Mirror Image**.
According to **Rule 182.1.d**, a Sprite token is a unit. Since **Mirror Image** instructs you to "Choose a unit," a Sprite token is a valid target for the spell.
When the resulting **Reflection** token resolves, it will become a copy of that Sprite token. As established by the definition of copy effects (see the **Patch Notes 2026-03-30** and **RiftJudge FAQ #10200**), the Reflection will adopt the target's copyable traits, including its printed Might and rules text.
Additionally, because the **Mirror Image** spell explicitly grants the Reflection token the **Temporary** keyword, it will be killed at the start of your Beginning Phase, just like the original Sprite token would have been.
Can you accelerate a creature played by Baited Hook?
Yes, you can pay the Accelerate cost when playing a unit via **Baited Hook**.
According to RiftJudge FAQ #5335 and #7120:
* **Baited Hook** only sets the base cost of the unit you play to zero.
* Optional additional costs, such as **Accelerate**, remain optional and can still be paid. If you choose to pay them, the unit will enter the battlefield readied as per the Accelerate keyword (Rule 805.1.a).
**How it works:**
1. You resolve the **Baited Hook** ability, which allows you to play a unit from your deck.
2. During the process of "playing" that unit, you are presented with the choice to pay its additional costs (like Accelerate).
3. If you choose to pay the energy and power required for Accelerate, you pay them, and the unit enters the battlefield ready.
Can you activate Death Rocket's triggered ability when you conquer if you do not have any card in hand to discard?
Ruling: Yes, the triggered ability always activates when you conquer. On resolution, you choose whether or not to discard a card and return Death Rocket to your hand.
Sequence:
- When you conquer while Death Rocket is in your trash, the triggered ability automatically goes on the chain
- On resolution, you may choose to discard a card to return it to your hand, or decline
Nuances:
- The wording "you may discard X to do Y" means the ability triggers regardless of hand state, with the discard being optional on resolution
- This differs from "discard X to do this" or "discard X, if you do do this" where the discard would be mandatory to activate
- The ability always creates a window/chain opportunity when you conquer, regardless of whether you have cards to discard
Can you activate Flight or Fight while your units are in Vilemaw's Lair (even though they cannot move)?
Ruling: Yes, you can activate Flight or Fight while your units are in Vilemaw's Lair. Since having units in your base is not an illegal game state, the activation is valid even though the units cannot actually move.
Nuances:
- This can be useful for effects that trigger on activation (such as Ember Monk)
- Vilemaw's Lair will prevent the movement, but the card still resolves
Can you activate Hidden Within in response to Deathknell triggering during cleanup, before losing control of the battlefield?
Ruling: Yes, you can activate Hidden Within in response to Deathknell before losing control of the battlefield. When cleanup finishes, Deathknell is placed on the chain as a pending trigger, and you must resolve the chain before proceeding to the step where control is lost.
Sequence:
- During cleanup, triggered abilities like Deathknell become pending but cannot be added to the chain yet
- Once cleanup finishes, pending triggers are finalized onto the chain
- The chain must be fully resolved before moving to the control-loss step
- During chain resolution, you still control the battlefield and can activate abilities like Hidden Within
- Only after the chain resolves does the game proceed to losing control of the battlefield
Nuances:
- While cleanup is ongoing, no spells or abilities can be activated - triggers only wait as pending
- Deathknell effectively stops the loss of control until it resolves because the chain must be resolved first
Can you activate Reaction cards and hidden cards on your turn with an empty stack, or do Reactions only respond to other cards?
Ruling: You can play Reaction cards to start a chain on your turn when you have priority, even with an empty stack. Reactions function as regular actions but can also be used in response to other cards.
Nuances:
- Hidden cards can be played anytime you have priority, as long as at least one turn has passed since you hid the card
- Each ability speed can be used at any of the speeds "above" it (Reactions can be played at Action or Base speed, Actions can be played at Base speed)
Can you activate Sett's buff-spending ability during a Showdown, or must it be used before combat begins?
Ruling: You CANNOT activate Sett's ability during a Showdown. Unit activated abilities can only be used during your Action Phase in an Open State, not during a Showdown. You must activate the ability before moving Sett into combat if you want to use it.
Sequence:
- Activate Sett's ability during your Action Phase (if desired) to spend the buff and gain +4 Might
- Move Sett to the controlled Battlefield
- Combat is initiated (Showdown opens)
- No unit abilities can be activated during the Showdown
- Combat damage is dealt with Sett's current Might
Nuances:
- This restriction applies to all unit activated abilities, regardless of whether they have the action keyword or not
- If you don't activate the ability before combat, Sett will fight with his base buffed Might (5) instead of the boosted value (8)
Can you activate Singularity if I have only one unit?
Yes, you can activate (play) **Singularity** if you have only one unit.
According to the official RiftJudge FAQs (specifically FAQ #9075, #8602, and #5969), the phrase "up to two units" means you can choose to target 0, 1, or 2 units. You are not required to have two targets available to play the spell, nor are you forced to target your own units if you do not want to.
If you choose to target only your one available unit (or an opponent's), that unit will simply take 6 damage.
Can you activate Sun Disc after casting a burn spell but before Immortal Phoenix revives from the graveyard?
Ruling: No, you cannot activate Sun Disc after casting the burn spell but before Phoenix revives. Sun Disc is not a reaction, so you must activate it before casting the spell.
Sequence:
- Play your first card (or Sun Disc itself counts as the first card on the turn it's played)
- Tap Sun Disc to give a unit +2/+2
- Play the burn spell (as your second card)
- Phoenix triggers and enters play ready
Nuances:
- Sun Disc counts as a card played on the turn it enters play, allowing you to tap it immediately that turn
Can you activate Sun Disc before achieving Legion (before playing another card), and if you do, can you gain its effect by playing a card while the activation is on the chain?
Ruling: You cannot activate Sun Disc until you've played another card that turn. For activated abilities with Legion, "apply [Text]" means the unit only has the ability if you've fulfilled the Legion condition at the time of activation.
Nuances:
- Sun Disc can be played from your hand and activated right away since playing it counts towards Legion
- Sun Disc is a base speed ability, so it can only be used during your turn, outside of a showdown, and when there's no chain active
- You cannot activate Sun Disc at the start of your turn immediately after it untaps, even if you've played another card before, because it is a base speed ability
Can you activate Sun Disc's ability the turn you play it, counting itself for its Legion requirement?
Ruling: Yes, you can activate Sun Disc's ability the turn you play it because Sun Disc itself counts as a card played that turn, satisfying the Legion requirement.
Sequence:
- When you play Sun Disc, it counts as playing a card this turn
- Sun Disc's Legion ability becomes active immediately
- You can exhaust Sun Disc that same turn to ready the next unit you play
- On future turns, you must play another card first before activating Sun Disc's ability
Nuances:
- Sun Disc's ability is NOT an on-play effect, so it follows the Legion rule that checks "if you have played a Main Deck card this turn" rather than "another card"
- You cannot activate Sun Disc without having Legion active - the ability doesn't exist unless you've played a card that turn
- The reminder text saying "another" card is technically incorrect for this type of Legion ability
Can you activate Sun Disc, then play a kill spell to return Immortal Phoenix from trash readied, without having played another card before activating Sun Disc?
Ruling: No, you cannot do this with only 2 cards. Sun Disc checks the Legion condition (whether you've played another card this turn) at the time its ability resolves, not when you later play the unit. If you haven't played another card before activating Sun Disc, the ability resolves to no effect.
Sequence:
- Play any card first to enable Legion
- Activate Sun Disc (tap it)
- Play a kill spell to trigger Phoenix's return
- Phoenix enters ready because Legion was active when Sun Disc resolved
Nuances:
- The Legion keyword appears after the colon, so it's not a cost to activate the ability, but rather a condition checked during resolution
- If you activate Sun Disc without Legion active, it simply resolves to no effect
- Phoenix's triggered ability goes on the stack after the kill spell resolves, and you cannot respond with Sun Disc at that point because it doesn't have Reaction
- You need 3 cards total (any card + kill spell + phoenix returns) to execute this combo, not 2
Can you activate Unlicensed Armory without discarding any cards in your hand (if you have 0 cards)?
Ruling: You cannot activate Unlicensed Armory without discarding cards. Discarding is a required cost.
Nuances:
- You also cannot activate it without a legal friendly unit target, even if you just want to discard a card.
Can you activate Vi in response to something like "Challenge" to make her bigger?
Ruling: No, Vi cannot be activated in response to Challenge or other effects. The card would need the Reaction tag to be used in response to something.
Nuances:
- Cards without Reaction or Action tags can only be used on your turn when the game is in a neutral open state (no showdown, no chain)
Can you activate Weaponmaster at any time during your turn, or is it only when the unit is played?
You can only activate **Weaponmaster** when the unit with the keyword is played.
According to **Rule 821.1.b**, **Rule 821.2**, and the associated FAQs, **Weaponmaster** is a triggered ability that acts specifically as a "play effect." It is not an activated ability, and therefore cannot be activated at-will during your turn.
### Key Details:
* **Trigger Condition:** It triggers specifically "When you play me" (the unit with the keyword).
* **On-Board Functionality:** Once the unit is on the board, the **Weaponmaster** keyword becomes inactive and has no function (Rule 821.2).
* **No Free Equips:** Because it is only a play trigger, it does not allow you to equip gear for free (or at a discount) at any other time. Any equipping done after the unit is already on the board must follow standard rules for the **Equip** keyword, which requires you to pay the full cost and can only be performed during your own turn in an **Open State** (with nothing else on the chain).
In summary, **Weaponmaster** is a one-time opportunity to attach equipment at a discount that occurs exclusively as part of the process of playing the unit.
Can you activate a Hidden card from battlefield B while a showdown is happening on battlefield A?
Ruling: Yes, you can activate a Hidden card from one battlefield while a showdown is happening on another battlefield. It works the same as playing a reaction card from hand, as long as it's legal to play in that instance.
Nuances:
- You cannot cross-target between battlefields. For example, you cannot use a Hidden Blade that's face-down at battlefield B to target a unit at battlefield A.
- Hidden spells and play effects of hidden permanents must target options at the same battlefield where they were played from, unless the ability explicitly restricts targeting in a way that makes this impossible (like Tideturner).
- Hidden units must be played to the battlefield they were revealed from.
- Non-targeting effects (like drawing cards) can still be used from hidden cards at one battlefield while action is happening at another.
Can you activate a gear ability that buffs an exhausted unit during a showdown after playing a unit that becomes exhausted from moving to an occupied battlefield?
Ruling: No, you cannot use gear abilities during a showdown unless they have the "action" or "reaction" keywords.
Sequence:
- Activated abilities on gears, units, and legends can only be used outside of a showdown during your turn by default
- Abilities with the "action" keyword can be used during a showdown when there's no chain
- Abilities with the "reaction" keyword can be used whenever a reaction spell can be used
Nuances:
- The same rules apply to spells as well as gear abilities
Can you activate a gear's ability that costs 'Kill this:' at any time during your turn, or does it require an external prompt?
Ruling: You can activate a gear's ability that costs "Kill this:" on your turn when there isn't a chain, without needing an external prompt.
Nuances:
- Normally you cannot kill a gear by choice unless an effect specifically allows it
- If the ability required an external factor to trigger it, it would be worded as "if/when killed, <then effect>" instead of "Kill this:"
Can you activate a hidden Consult the Past on your opponent's turn even if they aren't attacking the battlefield with the hidden card, and can you activate it at reaction speed without the opponent starting a chain?
Ruling: You can activate hidden Consult the Past on your opponent's turn at reaction speed, but you must be in a showdown or reacting to a spell or ability. The hidden card does not need to be at the same battlefield being attacked.
Sequence:
- You can activate the hidden card whenever you have priority
- This includes when you have focus and priority during a showdown
- Or in response to your opponent's spells/triggers
Nuances:
- You cannot activate it the same turn it was hidden
- During the combat damage step, no one gets focus or priority, so you cannot reveal the hidden card at that point
- You must reveal during the showdown when you have priority, not after damage calculation
Can you activate a hidden Zhonya's Hourglass after your unit dies in combat showdown, and does this allow you to choose not to save the unit and recall Zhonya to base instead?
Ruling: During combat showdown, you can reveal a hidden Zhonya's Hourglass after your unit dies because control of the battlefield doesn't change while contested. This allows you to choose not to save the unit and recall Zhonya to base instead.
Nuances:
- The new rule doesn't affect Hidden outside of combat
- Outside of combat showdown (e.g., if Icathian Rain kills your unit at battlefield), if you lose control of your last unit before flipping Zhonya, the hidden Zhonya is lost
- You must reveal Zhonya before the unit dies for it to automatically save that unit
Can you activate a hidden Zhonya's after your units at a battlefield die, so the units die but Zhonya's still gets sent to base?
Ruling: Yes, during a combat showdown, if your last unit is killed by a spell or ability, you can let it die and then flip Zhonya's when you next have priority, because you still control the battlefield until the combat showdown ends.
Sequence:
- Your last unit gets killed by a spell or ability during combat showdown
- Let the unit die
- Since it's a combat showdown, you still control the battlefield
- Flip Zhonya's when you next have priority (before cleanup removes hidden cards)
Nuances:
- The defender maintains control of the battlefield during a combat showdown
- You don't lose control of the battlefield until the combat showdown ends
- If all your units are removed via spells or abilities before the showdown ends, you still pass focus back and forth, giving you a window to play the hidden Zhonya's at reaction speed
- Other possibilities may exist involving deathknell/triggers, but these are unclear without official clarification
Can you activate a hidden card from a battlefield that is not currently being attacked?
Ruling: Yes, you can activate a hidden card from a battlefield that is not currently in combat. However, hidden cards have the added text "here" for targets, so any targeting effects can only target things in the hidden card's own battlefield.
Sequence:
- You can play the hidden card during a showdown at the other battlefield
- The card activates normally
- Any targeting restrictions apply to the battlefield where the hidden card was placed
Nuances:
- Hidden units must be played to their own battlefield
- Cards without targets (like draw effects) work fully from the non-combat battlefield
- Cards with targets can still be played but can only target units/things in their own battlefield
- Most hidden cards can include the unit that exists with the hidden as a legal target, so be careful not to accidentally penalize yourself since legal targets cannot be ignored
Can you activate a rune for energy before recycling it to pay for a seal, and does that energy persist through the turn?
Ruling: Yes, you can activate a rune to generate energy before recycling it to pay for a seal's cost, and that energy remains available for the rest of the turn.
Sequence:
- Activate the red rune to generate energy
- The energy is banked/available
- Recycle that rune to pay for the red seal
- After the seal resolves, you can spend the previously generated energy (e.g., to play a 4 energy unit)
Nuances:
- Floated energy lasts for the entire turn
Can you activate a unit's ability (like Sett Brawler's) after using Showstopper to move it to a battlefield, or does showdown begin immediately after the move?
Ruling: You cannot activate abilities without Action or Reaction tags after moving a unit to a battlefield because a showdown begins immediately after the move is completed. Sett Brawler cannot use his ability to consume the buff from Showstopper.
Sequence:
- A move command is executed (e.g., Showstopper moves a unit to battlefield)
- The move completes
- Cleanup begins immediately
- The battlefield is staged for combat during cleanup
- Combat/showdown starts (if there is no chain)
- Abilities without Action or Reaction tags cannot be used during showdown
Nuances:
- A showdown won't begin if a chain exists, even if the unit has been moved to a battlefield
- Abilities with Action or Reaction tags (like Wallop or Call to Glory) can still be used to consume buffs because they have different timing restrictions
- The same timing restriction applies to other cards like Vi after Ride the Wind and Arena Bar
Can you activate card effects when you can't fully complete all parts of the effect, such as discarding fewer cards than specified?
Ruling: You do as much as you can when activating card effects. You can activate an effect even if you cannot fully complete all parts of it.
Sequence:
- Perform each part of the effect in order
- If you cannot fully complete a part (like discarding 2 cards when you only have 1), you do as much as possible for that part
- Then proceed to the next part of the effect (like drawing cards)
Nuances:
- The parts of an effect are independent unless explicitly linked with conditional language like "discard 2 to draw 2"
- This applies even with an empty hand - you would discard nothing and then proceed to draw cards
- If an effect uses "to" to link actions (e.g., "discard 2 to draw 2"), then you must fully complete the first action to perform the second
Can you activate cards like Defy or Salvage without a valid target or for no reason?
Ruling: You cannot play a spell or activate an ability without a legal target. Defy is not a "may" ability, so if you play it, you must counter a spell.
Nuances:
- You can perform actions on legal targets that result in nothing (redundant actions), such as using a buff effect on an already buffed unit or a ready effect on an already ready unit
- There are scenarios where you might want to play spells not for their own effects but for "when you play..." type triggers (like Darius, Trifarian or Ravenbloom Student)
- A spell cannot target itself (e.g., Defy cannot counter itself)
Can you activate reactions during your own Awaken/Beginning phase without triggers, and does a temporary dying trigger a chain where you can activate reactions?
Ruling: You cannot activate reactions during Awaken/Beginning phase without a trigger creating a chain. A temporary dying is specifically a trigger in the beginning phase, so you can react to it.
Sequence:
- Temporary triggers to die at beginning phase
- This creates a chain
- You can activate reactions (like hidden) in response to this trigger
Nuances:
- Reactions require a trigger to open a chain; they cannot be activated freely during Awaken/Beginning phase
Can you activate runes to add Energy while resolving Bullet Time, even though Bullet Time only requires Power to be paid?
Ruling: Yes, you can activate runes to add any resources (including Energy) while resolving Bullet Time, as long as there is any cost to be paid during resolution.
Nuances:
- Rule 416.3 allows activated abilities with the Reaction tag that add resources to be activated during resolution of spells that require resources to be paid
- The rule does not restrict you to only generating the specific type or number of resources needed
- You can float resources even if you don't intend to use them immediately
Can you activate the Battlefield Dusk Rose Lab multiple times in one turn before beginning phase?
No, you cannot activate the ability of **Dusk Rose Lab** multiple times in one turn, nor can you activate it outside of the Beginning Phase.
According to the card text, **Dusk Rose Lab** has a triggered ability: *"At the start of your Beginning Phase, you may kill a unit you control here to draw 1."*
Here is why you cannot activate it multiple times or outside of that phase:
1. **Specific Timing:** The ability is a triggered ability that specifically triggers "At the start of your Beginning Phase." It is not an activated ability (which would be denoted by a cost followed by a colon, e.g., `[Cost]: [Effect]`), so it cannot be activated manually during your Main Phase or at any other time.
2. **Triggered Once:** Triggered abilities occur automatically when their condition is met. In this case, the condition is the start of your Beginning Phase. Once that phase begins, the ability triggers once.
3. **Scoring/Turn Limits:** Even if you had a way to trigger the ability multiple times (which this card does not provide), you are generally limited by the rules of the game regarding how many times you can score or interact with a battlefield in a single turn. As confirmed by **RiftJudge FAQ #6122** and **#7023**, you cannot score a battlefield multiple times per turn, and game actions are generally restricted to prevent infinite loops or unintended multiple activations of triggered abilities.
In summary, the ability is restricted to a single, automatic trigger at the start of your Beginning Phase.