Legacy admin page — this FAQ browser is scheduled for removal. Use Search or Review Proposals instead.

Riftbound Frequently Asked Questions

Search verified questions and answers.

Can you activate your chosen champion unit's ability while it is on the chosen champion's slot?
No, you cannot activate a champion's ability while it is in the Chosen Champion slot. According to Rule 373, activated abilities can "primarily be activated while on the Board." Furthermore, the FAQ clarifies that the Chosen Champion Zone is not part of the board, and spells or abilities cannot interact with units in that zone unless they explicitly state they can. Because an activated ability requires the unit to be on the board to be activated, a unit in the Chosen Champion slot is ineligible to use its abilities until it has been played onto the board.
Can you add 1 resource with a gold token, or does it only provide power?
Ruling: Gold tokens only provide power, not energy/resources. Nuances: - Gold tokens cannot be used to add resources to cards
Can you add a reaction to a chain that's already resolving? Specifically, if you draw a card from a resolving reaction spell (like Consult the Past), can you immediately play that card to respond to something earlier in the chain?
Ruling: Yes, you can add reactions to a chain that is resolving. After each spell or ability resolves from the chain, both players get priority again to add more items to the chain before the next item resolves. Sequence: - Both players pass priority, so the last item on the chain resolves - After it resolves, the player who controls the next item on the chain gets priority first - That player can play cards/abilities or pass - Then the other player gets priority to play cards/abilities or pass - If both players pass, the next item on the chain resolves - This process repeats for each item until the entire chain has resolved Nuances: - The player who controls the most recent item on the chain retains priority to add more items before passing to their opponent - A player can add multiple items to the chain in a row before passing priority - You cannot respond to a spell the moment it's played - only after you receive priority - This is different from Yu-Gi-Oh where the entire chain resolves without being able to add to it
Can you add new chain links during the resolution of a chain, and when are spell cards placed into the discard pile?
Ruling: You can play reaction spells in response to items on the chain before they resolve - you're adding to the current chain, not starting a new one. Spell cards go to the discard pile after they execute their instructions on resolution, and countered spells are discarded as part of being countered. Sequence: - Resolve the highest chain link - Send that spell to discard - A priority window opens, starting with the person who controls the next item on the chain (if there is a next item) - Either a new card is played or move to resolve the next chain link - Repeat until chain is empty Nuances: - If there is no next item on the chain, there is no priority window - You can target any eligible spell on the chain for counter spells like Defy - This interaction is particularly valuable for cards like Stupefy where you draw a card - you can play the drawn card before more items on the chain resolve
Can you allocate more damage from Icathian Rain to a unit than it has might, or must you redirect excess damage to other units?
Ruling: You are allowed to allocate more damage than a unit has might. You do not have to redirect damage to other units (including your own). Nuances: - This applies even when you have multiple triggers that would kill the target unit before all damage is allocated
Can you and your opponent agree to register a match result as a draw?
Ruling: Yes, two players can agree to register a match result as a draw. Nuances: - This is similar to Magic: The Gathering rules where it's legal as long as you don't look at standings and don't offer money or anything else in return
Can you assign negative damage to units that cannot be dealt damage (like Kayn) during combat damage assignment?
Ruling: By the rules as written, there is no explicit restriction preventing negative damage assignment during combat. The rules only specify that valid damage must be a positive integer when dealing damage, but assigning damage is not the same as dealing damage, creating a technical loophole. Nuances: - Units that cannot be dealt damage (like Kayn after moving twice) are ignored for purposes of assigning lethal damage, but can still be assigned damage - The rules state that valid damage is a positive integer greater than or equal to 1, but this applies to dealing damage, not assigning damage - This is clearly unintended behavior and was recommended for rules feedback to clarify that damage assignments must be positive integers
Can you attach multiple Gear to the same unit?
Yes, you can attach multiple pieces of gear to the same unit. According to **RiftJudge FAQ 9165**, there is no limit to the number of equipment cards that can be attached to a single unit at the same time. As long as you have the resources to pay the costs and the equipment is not already attached (because you cannot activate the Equip ability of a piece of gear that is already attached, per Rule 730), you may continue to attach additional gear to that unit.
Can you buff a unit that already has a buff, and does it replace the existing buff?
Ruling: A unit cannot have multiple buffs unless specifically stated (like "any number of buffs"). You cannot replace an existing buff by buffing the unit again. Nuances: - You can still choose to target a buffed unit with another buff effect, but on resolution nothing happens and the unit is not considered to have been buffed again.
Can you cast Consult the Past even if a showdown never occurs on the opponent's turn?
Ruling: No, you cannot cast Consult the Past if a showdown never occurs on your opponent's turn. You need priority to play reactions, and on your opponent's turn you only get priority during showdowns or when there's a chain with an item on it. Sequence: - If the opponent never creates a chain with a spell or ability, or never starts a showdown, you never have priority - Playing a unit creates a chain but it immediately resolves and closes unless the unit has a WYPM ability - You need a spell or ability to create the chain (or a unit that triggers an ability when played) in order to play the reaction Nuances: - There is no passing of priority when trying to end your turn
Can you cast Counterspell (with no other spell to target, potentially targeting itself) to trigger Ravenbloom's ability that cares about spells being played?
Ruling: No, you cannot use Counterspell to boost Ravenbloom. A countered spell does not count as being played. Nuances: - While you can technically cast Counterspell on itself (since the spell is already on the chain when you choose targets), this interaction won't trigger Ravenbloom because countered spells are treated as not having been played - This targeting rule may be subject to future changes as it is considered unintuitive
Can you cast Defy with no valid targets?
Ruling: No, you cannot cast Defy with no valid targets. The spell fails the legality check before it can be added to the chain. Nuances: - You can Defy your own spell, but only the Defy itself would count as a played spell (the defied spell doesn't count as being played) - If you Defy your own spell to buff something like Ravenbloom Student, you only get +1 from Defy resolving, not from the countered spell - Attempting to cast Defy on an untargetable spell (like Falling Star) would fail the legality check and you'd reveal your card for nothing
Can you cast Flash on units that are already in base, and will it trigger abilities like Travelling Merchant?
Ruling: You can cast Flash targeting units already in base since it says "up to 2 friendly units," but the units won't move since they're already at the destination. Nuances: - Abilities that trigger on movement (like Travelling Merchant) will not activate if the unit is already at base, since no actual movement occurs
Can you cast Gust as a reaction to move an opponent's unit that is moving into an open battlefield before they score?
Ruling: Yes, you can cast Gust before they score. Moving into an open battlefield still causes a showdown to happen, even though there will be no combat afterwards. Sequence: - Opponent moves unit into open battlefield - Showdown occurs (non-combat showdown) - During the showdown, all players can play actions/reactions - Gust can be cast at this time to move the unit before scoring
Can you cast Icathian Rain from trash with Kai'Sa when you score your 7th point in 1v1?
Ruling: No, you cannot cast Icathian Rain with Kai'Sa when you score your 7th point in 1v1. Kai'Sa requires your point total to be "less than" the card's printed cost, and if 7 is less than your point total in 1v1, you have already won the game. Nuances: - Cost reductions apply during the process of playing cards, not while evaluating whether you're allowed to start playing a card. Effects like Kai'Sa always look at printed cost. - You can play Icathian Rain with Kai'Sa in 2v2, where the victory score is 11 instead of 7.
Can you cast Not So Fast in response to Rain/Fallen Star or their reflexive triggers?
Ruling: You cannot cast Not So Fast in response to the initial Rain or Fallen Star spell being played, but you can cast it in response to one of their reflexive trigger abilities. Nuances: - Reflexive triggers are considered Triggered Abilities, which Not So Fast can target - The initial spell itself cannot be responded to with Not So Fast
Can you cast Not So Fast on Cull the Weak?
No, you cannot use **Not So Fast** to counter **Cull the Weak**. According to the card text and official rulings: * **Not So Fast** can only counter a spell or ability that "chooses a friendly unit or gear." * **Cull the Weak** does not target or choose any units when it is played. The instruction to kill a unit is performed by each player during the resolution of the spell, rather than being a targeted choice made when the spell is played. Because **Cull the Weak** does not meet the requirement of choosing a friendly unit or gear, it is not a valid target for **Not So Fast**.
Can you cast Retreat targeting your unit, then react to it by casting another Retreat on the same unit to bounce 1 unit and gain 2 memory?
Ruling: No, you cannot gain 2 memory this way. When the first Retreat resolves, "its owner" cannot be defined for the second Retreat, so you won't get a second memory. Nuances: - You can legally cast the second Retreat in reaction to the first (for example, to ready a Darius if you only had one unit to bounce), but you will only gain memory from the first Retreat that resolves.
Can you cast Shakedown (a Reaction) in response to an opponent playing Darius, and what is the correct sequence of resolution?
Ruling: Permanents (units and gear) do not linger on the chain and resolve immediately with no opportunity to play Reactions, unless the unit has a When You Play Me ability which creates a chain. You can only play Reactions when you have priority during a chain or showdown. Sequence: - Opponent plays Darius as their first card of the turn: it resolves immediately with no opportunity to respond - Opponent plays Darius as the second card of their turn: the unit enters play and leaves behind a Legion trigger on the chain (to ready him), then you can play Shakedown as a Reaction to that trigger with Darius as a legal target Nuances: - Reactions can only be played when you have priority during a chain or showdown - You only get priority during opponent's turn when there's a chain or during showdowns where you're a relevant player - Abilities with the 'Add' tag (like tapping gear with Add, or Runes) cannot be reacted to - Gear abilities without the Add tag create chains that can be reacted to
Can you cast Void Seeker without a target unit on the battlefield to just draw 1 card?
Ruling: No, you cannot cast Void Seeker without a valid target. The spell requires all targets to be present when cast, and Void Seeker does not have an "up to" clause that would allow targeting 0 units. Nuances: - If you cast Void Seeker with a valid target, but that target is removed (e.g., retreated to hand) before the spell resolves, you will still draw the card.
Can you cast a spell with no valid targets to cause it to fizzle and send it to your trash?
Ruling: You cannot cast a spell without valid targets. Spells in Riftbound never fizzle - they must have valid targets when finalized to the chain, or they cannot be cast and must be undone. Sequence: - Step 1: When finalizing a spell to the chain, you must choose valid targets - Step 2: At step 5 of finalization, legality is checked - Step 3: If targets are invalid at this point (before finalization completes), the spell is undone and all choices/costs are reversed - Step 4: If the spell successfully finalizes to the chain but targets become invalid afterward, the spell still resolves (doing as much as it can, ignoring actions involving the invalid target) Nuances: - Spells that resolve with invalid targets (that became invalid after finalization) still trigger "when you resolve a spell" effects like Ravenbloom Student - If a target becomes invalid during the finalization process itself (like using a reaction speed ability to kill the target while paying costs), the spell cannot be finalized and must be undone - In Riftbound, items on the chain will either resolve, be countered, or be undone - they never go to trash without resolving or being countered - The controller retains priority after an undone spell and can choose to cast it again with different targets or take other actions
Can you cast an Action spell in showdown after casting a Reaction spell when responding to an opponent's attack?
Ruling: You cannot cast an Action spell while a chain is open. If you cast a Reaction spell in response to an attack, you have opened a chain, which prevents casting Action spells until that chain resolves. Sequence: - Player B attacks and passes priority/focus to Player A - Player A casts a Reaction spell, which opens a chain - While the chain is open, Player A cannot cast Action spells - After the chain resolves, the opponent gets focus - If the opponent passes or the next chain resolves, Player A gets focus again and can then play an Action spell Nuances: - You can cast an Action spell during open showdown only if there is no chain currently open - Simply being in showdown is not enough; the presence or absence of an open chain determines whether Action spells can be cast
Can you cast spells after other spells resolve but before the chain ends?
Ruling: Yes, you can cast spells after other spells resolve but before the chain ends. This is different from Yu-Gi-Oh and more similar to Magic: The Gathering's stack. Sequence: - When one part of the chain resolves, you can add back onto the chain - There's a priority check from each player after each item is added/removed to the chain - The spell being added must have reaction speed Nuances: - The ability to add to the chain after resolution requires the effect to have reaction speed
Can you cast spells if there are no valid targets available on the board?
Ruling: Spells that require a target must have a valid target available in order to be played. Nuances: - Not all spells require targets, only those that specifically require targeting must have valid targets available - Targeting rules can be complex/unclear in some situations
Can you cast spells without a valid target, such as Void Seeker or Acceptable Losses?
Ruling: If a spell needs a target, you must have a valid target to put it on the chain. However, spells that don't target anything (like Acceptable Losses) can be played without valid targets. Nuances: - Acceptable Losses doesn't target anything, so it can be played even without any gear in play - Whether a spell requires a target depends on the specific card text
Can you chain a reaction when someone hides a card?
Ruling: No, hiding a card does not open a chain and it instantly resolves. Nuances: - Hiding a card always happens instantly - The hidden status means no one knows it's a permanent, so permanent-related rules don't apply in the typical way
Can you chain to Sett the Boss's replacement effect that prevents a unit from being killed?
Ruling: No, you cannot chain to The Boss's replacement effect. It is a replacement effect (not a triggered ability), which does not use the chain. Sequence: - The replacement effect intercedes during the execution of the kill effect - It alters the execution directly without going on the chain - No priority window opens for reactions Nuances: - The Boss received errata changing the ability from "When" to "If" with "instead" language, making it clearly a replacement effect - The old version with "When" wording caused confusion because earlier rules stated replacement abilities could be triggered abilities - Current rules removed that language, so replacement effects are only passive abilities and never use the chain - Any ability type that uses the chain has an explicit rule stating so (e.g., "Activated Abilities use the chain")
Can you charm an enemy unit from one battlefield to the other if it doesn't have ganking?
Yes, you can use **Charm** to move an enemy unit from one battlefield to another, even if that unit does not have the **Ganking** keyword. According to the official rulings for **Charm**: * **Ganking** restrictions (which limit how units perform a "Standard Move") do not apply to movement caused by spells or abilities. * Because **Charm** is a spell effect and not a "Standard Move," it is not restricted by the Ganking requirement. * When you use **Charm** to move an enemy unit to your battlefield, that unit is considered to be attacking for the purposes of combat.
Can you choose a different friendly unit when playing Marching Orders repeatedly?
Yes, when you pay the **Repeat** cost for **Marching Orders**, you can choose a different friendly unit (and a different enemy unit) for the second execution of the effect. According to **Rule 746.2.a** (referenced in related rulings for the Repeat keyword): "Choices made for the additional execution do not have to be the same as the choices made for the initial execution." ### How it works: 1. **First Execution:** You choose a friendly unit and an enemy unit. They deal damage to each other. 2. **Second Execution (Repeat):** You may choose the same units again, or you may choose an entirely different friendly unit and/or a different enemy unit. ### Key Details: * **Targeting:** Because the repeated instance is a separate execution of the effect, you are making a new set of choices. * **Timing:** Both instances of damage happen during the resolution of the same spell. Cleanup (checking if units die from the damage) only occurs after the entire spell—including the repeat—has finished resolving. This means you can even choose a unit that has already taken lethal damage during the first half of the spell to fight again in the second half, as it hasn't been moved to the trash yet.
Can you choose the same unit twice for Singularity?
No, you cannot target the same unit twice with Singularity. According to the official rulings for Singularity: * **Singularity must target two different units** if you choose to target two units. You cannot target the same unit twice to deal 12 damage. * "Up to two units" means you can choose to target 0, 1, or 2 units. * If you target only one unit, it takes 6 damage. If you target two units, each takes 6 damage. This is a single trigger that requires choosing distinct units if you want to target two of them.
Can you choose the same unit twice for Singularity?
No, you cannot target the same unit twice with Singularity. According to the official rulings for Singularity: * **Singularity must target two different units** if you choose to target two units. You cannot target the same unit twice to deal 12 damage. * "Up to two units" means you can choose to target 0, 1, or 2 units. * If you target only one unit, it takes 6 damage. If you target two units, each takes 6 damage. This is a single trigger that requires choosing distinct units if you want to target two of them.
Can you choose the same unit when paying the cost of Blade of the Ruined King (killing a unit) and equipping it, or equip it with only 0 or 1 friendly units?
Ruling: You cannot choose the same unit for both the cost and the equip target, and you need at least 2 units to attempt to equip Blade of the Ruined King. Targets are chosen before costs are paid, but there is a final legality check before finalization that causes the action to rewind if the target becomes illegal. Sequence: - Targets are chosen first - Costs are paid (killing a unit) - Final legality check occurs - If the chosen target was killed during cost payment, the action fails and rewinds because the target is now illegal Nuances: - If you have Zhonya's Hourglass or Guardian Angel on the unit, you can kill the unit you target for the cost (which gets replaced by the gear ability), and then proceed with equipping as planned - The ability wasn't put on the chain yet when the target becomes invalid during the process, so it doesn't whiff - it simply fails to be put on the chain
Can you choose to not play Deflect costs upon playing a spell, making it fizzle?
No, you cannot choose to not pay Deflect costs to make a spell "fizzle." According to **RiftJudge FAQ #6603** and **Rule 809.1.d**, the Deflect cost is a **mandatory additional cost** that must be paid during the finalization of the spell (when you declare the target). Because this cost is required to place the spell on the chain, you cannot choose to skip it. If you cannot pay the mandatory cost, you cannot play the spell targeting that unit in the first place. Furthermore, as noted in **RiftJudge FAQ #478**, spells do not "fizzle" in *Riftbound*. If a spell is successfully played and placed on the chain, it will resolve normally even if the target later gains Deflect or becomes illegal for other reasons. ### Summary of the Process: 1. **Finalization:** When you play a spell that targets a unit with Deflect, you must declare the target and pay all costs, including the mandatory Deflect cost. 2. **Chain:** Once the costs are paid and the target is declared, the spell is a legal item on the chain. 3. **Resolution:** Because the cost was paid during finalization, the spell resolves normally. You cannot retroactively choose not to pay the cost to make the spell fail.
Can you choose to put all your damage on one of two units and deliberately not kill the second (to force a specific response like Zhonya's)?
Ruling: You cannot overkill a unit if there are still more units to assign damage to. Once you have distributed enough damage for lethal on one unit, you must move on to the next unit. Nuances: - You can only over-assign damage to the last unit in the damage assignment order - This ruling was confirmed via red text and is consistently applied by judges
Can you choose which cards to recycle from your trash, or must it be the top card?
Ruling: You can choose which cards to recycle from your trash. Nuances: - Your trash is unordered, so there is no "top card" to be concerned with
Can you conquer Sigil of the Storm if you have no runes to recycle?
Ruling: Yes, you can conquer Sigil of the Storm even if you have no runes. The effect triggers and resolves but does nothing since you have no runes to recycle. Sequence: - You conquer the location and score the point - The "must recycle one of your runes" trigger enters the chain - The effect resolves but has no effect if you have no runes Nuances: - The effect does not target runes (due to errata changing it to "must" language) - Because it doesn't target, you choose which rune during resolution rather than when the effect triggers - If you somehow manage to reaction Channel a rune after conquering but before the effect resolves, you would have to recycle that rune
Can you conquer a Battlefield where you scored a Hold already and moved your unit back this turn?
No, you cannot. According to Rule 465 and multiple RiftJudge FAQs (such as FAQ #3369 and #2805), a player may only score a given battlefield once per turn, regardless of the method used (Hold or Conquer). Because you already scored the battlefield via a Hold at the beginning of your turn, you have reached the scoring limit for that location for the remainder of the turn. Moving your unit away and back to that same battlefield does not reset this restriction, and you cannot conquer it to score again or trigger conquer effects.
Can you conquer a battlefield multiple times per turn to trigger 'on conquer' effects multiple times?
Ruling: No, you cannot conquer the same battlefield multiple times per turn. You can only conquer a battlefield that you have not yet scored this turn. Nuances: - Conquering is defined as gaining control of a battlefield you did not yet score this turn - You can only score once per turn, which limits conquering to once per battlefield per turn - Even if you return your unit to base and move another ready unit to the same battlefield, it does not count as conquering again
Can you conquer a battlefield on your opponent's turn, and does conquering only occur during combat or also when units move to empty battlefields?
Ruling: Conquering can occur on any turn, not just your own, and happens both as a result of combat resolution and when your units move to an empty battlefield. Sequence: - Conquering is defined as gaining control of a battlefield you did not yet score this turn - This can trigger from combat resolution - This can also trigger when your units go to an empty battlefield Nuances: - Effects like purple MF and phoenix can enable conquering on your opponent's turn - The conquer trigger and its consequences apply regardless of whose turn it is
Can you conquer a battlefield the same turn that you held it, and does it trigger 'when you conquer' effects?
Ruling: You cannot conquer a battlefield on the same turn you held it. You can only score a point from each battlefield once per turn, either from holding or conquering. Nuances: - Even if you don't score the point (because you already scored from that battlefield), you still need to score to trigger 'when you conquer' effects - You still score if you draw from conquer instead of gaining your last point
Can you conquer a battlefield you already scored on in the same turn by moving units out and then back in?
Ruling: No, you cannot conquer a battlefield you already scored on in the same turn. You can only score each battlefield once per turn, and conquering only happens when you score a battlefield. Sequence: - Score the battlefield first - Then conquer effects trigger/resolve Nuances: - Holding a battlefield will be scored on your turn - When you are at 7 points and going to draw, you draw before you trigger/resolve conquer effects
Can you conquer a battlefield, discard Super Mega Death Rocket from the battlefield's conquer effect, and then trigger SMDR's ability to take it from the trash?
Ruling: No, Super Mega Death Rocket must already be in the trash when you conquer in order to trigger its ability. If it's discarded as part of the battlefield's conquer trigger, it's too late to trigger. Sequence: - You conquer - All conquer triggers go on the chain (including the battlefield's trigger) - You resolve the chain Nuances: - SMDR is still in your hand when the conquer triggers go on the chain, so it cannot send its trigger to the chain at that point - After the chain resolves and SMDR is discarded, it's too late for its trigger to activate
Can you conquer and score a battlefield on your opponent's turn if you controlled it at the start of their turn but lost control during their turn?
Ruling: Yes, you can conquer and score a battlefield on your opponent's turn if you lost control of it during that turn, as long as you haven't already scored it that turn. You must lose control before you can conquer again. Sequence: - You control a battlefield at the start of opponent's turn - You lose control of that battlefield during opponent's turn - You regain control of that battlefield during opponent's turn (via effects like Ride the Wind) - You conquer and score the battlefield Nuances: - You cannot score a battlefield you've already scored that turn - Successfully defending a battlefield (opponent contests but fails) does not count as conquering - you must actually lose and regain control to score again - This is different from 2v2 rules regarding teammate-controlled units
Can you conquer the same battlefield more than once in a turn?
Ruling: You cannot conquer a battlefield twice in a turn. You can take control of the same battlefield multiple times, but "conquer" only happens when you score a point from taking control, and you can only score once per battlefield per turn. Nuances: - Taking control of a battlefield multiple times in one turn is possible, but only the first time (when you score) counts as conquering - "When you conquer" triggered abilities only trigger if you also score by taking control - You can score points from multiple different battlefields in the same turn to win
Can you conquer the same battlefield twice in one turn by moving a unit away and then moving another unit back to it?
Ruling: You can only score one point per battlefield per turn. If a battlefield is conquered or held, it cannot be re-conquered or re-held on the same turn. Nuances: - You can move units back and forth to/from a battlefield you hold, but it will not result in additional points or trigger conquering effects again
Can you conquer/score a battlefield more than once in a turn, and can you conquer on an opponent's turn (including as a defender)?
Ruling: You can only score a battlefield once per turn, regardless of whether it's through Hold or Conquer. You can conquer on anybody's turn (including your opponent's turn and as a defender), as long as you haven't already scored that location that turn. Sequence: - If you conquer a battlefield and trigger abilities (like Qiyana's draw), you have scored that battlefield for the turn - If you then move another unit to that same battlefield (e.g., via Charm), you cannot score/conquer it again that turn even if you win combat - Your opponent could score that battlefield on your turn if they win the combat, since they haven't scored it yet Nuances: - You can score as a defender when moved into a battlefield on an opponent's turn - You can end the game with a double conquer during your opponent's turn - Conquering requires gaining control of a battlefield you did not previously control
Can you counter Bellows Breath with Defy if it's repeated?
Yes, you can counter **Bellows Breath** with **Defy** even if the Repeat cost has been paid. According to the official FAQ and game rules: 1. **Defy checks Base Cost:** Defy only cares about the base energy and power cost of the card on the chain. Since Bellows Breath has a base cost of 1 Energy and 1 Power, it remains a legal target for Defy regardless of whether additional costs (like Repeat) were paid. 2. **Repeat is not a separate spell:** Paying the Repeat cost does not create a second copy of the spell or a new item on the chain. Instead, it modifies the existing spell to execute its instructions a second time upon resolution (Rule 746.1.d). 3. **Countering stops the whole effect:** When a spell is countered, it does nothing and is placed in the trash (Rule 412.1.a). This stops the entire spell, including both the initial effect and the repeated effect. **Relevant Ruling:** > "Yes, a card with Repeat can be countered by Defy even when being repeated, because Defy only cares about the base cost of the card. When Defy counters the spell, it stops the entire spell including the repeat effect."
Can you counter Challenge with Unyielding Spirit?
Ruling: No, Unyielding Spirit does not stop damage from Challenge. Nuances: - Unyielding Spirit does stop damage from units like Void Seeker, Stormbringer, or Yasuo, Remorseless - Unyielding Spirit does not stop damage from Challenge, Last Breath, or Carnivorous Snapvine - The "they deal damage to each other" wording in Challenge does not count as spell damage that Unyielding Spirit can prevent
Can you counter Charm with Not So Fast?
Ruling: Yes, you can counter Charm with Not So Fast. When your opponent plays Charm targeting your unit, it is an enemy spell that chooses a friendly unit, meeting both requirements of Not So Fast. Nuances: - Charm targets the unit it moves, making it a valid target for Not So Fast. - The key is perspective: when your opponent's Charm targets your unit, that unit is "friendly" from your point of view, satisfying Not So Fast's requirement.
Can you counter your own spell?
Yes, you can counter your own spell. According to **RiftJudge FAQ #453**, Riftbound card text is literal: if a card says "counter a spell" without specifying "enemy spell," it can target any spell, including your own. **Important considerations:** * **Targeting:** You must have a valid spell on the chain to target. As noted in **RiftJudge FAQ #5039**, you cannot play a counter effect if there is no legal target on the chain. * **Costs:** Per **Rule 425.1.c**, countering a spell does not refund any costs (energy or power) paid to play it. * **Game State:** Per **Rule 425.1.b**, a countered spell is not considered to have been played. This means any "When you play a spell" triggers associated with that spell will not occur (see **RiftJudge FAQ #2705**).
← PreviousPage 24 of 217Next →