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Riftbound Frequently Asked Questions

Search verified questions and answers.

Can you cull the weak a ruin runner?
Yes, you can play **Cull the Weak** even if your opponent controls a **Ruin Runner**. Here is the breakdown of why this interaction works: * **Cull the Weak does not target:** **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. * **Ruin Runner's protection:** **Ruin Runner** has the ability: "I can't be chosen by enemy spells and abilities." Because **Cull the Weak** does not "choose" or "target" units, it does not violate the protection ability of the **Ruin Runner**. * **Resolution:** When **Cull the Weak** resolves, each player must kill one of their own units. If your opponent has a **Ruin Runner** and no other units, they will be forced to choose the **Ruin Runner** to satisfy the spell's effect, as the spell's effect is mandatory and does not rely on targeting.
Can you defy First Mate?
No, you cannot use **Defy** to counter **First Mate**. **Defy** is a **Reaction** spell that can only target **spells** on the chain. **First Mate** is a **Unit** card. When you play a unit, it enters the battlefield directly and does not use the chain (as noted in the FAQ regarding "When you play me" abilities). Because the unit itself is not a spell on the chain, it is not a legal target for **Defy**. While the "When you play me" ability of the First Mate does go onto the chain and can be reacted to, **Defy** specifically counters **spells**, not triggered abilities. There is currently no card in the game that can counter an ability.
Can you defy Mindsplitter ability?
No, you cannot use **Defy** on **Mindsplitter's** "When you play me" ability. According to the rules and FAQs: 1. **Defy can only counter spells:** Defy’s text explicitly states it targets a "spell." The "When you play me" effect of **Mindsplitter** is a triggered ability, not a spell (Rule 425.1; RiftJudge FAQ #1137). 2. **No Ability Counters:** As confirmed in RiftJudge FAQ #1137, there is currently no "ability counter" in the game that can negate a triggered ability like Mindsplitter's. 3. **Unit vs. Ability:** You cannot respond to the act of playing the **Mindsplitter** unit itself because it enters the board and resolves immediately (RiftJudge FAQ #9017). While you *can* respond to the triggered ability once it enters the chain, **Defy** is invalid here because it only targets spells, not triggered abilities.
Can you defy a Piercing Light repeated?
Yes, **Defy can counter a Piercing Light that has been repeated.** According to the RiftJudge FAQ #9196 and #2163, Defy and similar counter effects check only the **printed (base) cost** on the card, not the total cost paid (which includes any [Repeat] costs). Since Piercing Light has a printed cost of 2 energy and 1 power, it falls within Defy's targeting restriction (4 energy or less, 1 power or less). ### Sequence of Events 1. **Finalization:** You declare Piercing Light and choose to pay the [Repeat] cost. You pay the total cost (base + repeat). The spell is now finalized on the chain. 2. **Response:** The opponent may respond with Defy. 3. **Resolution:** If Defy resolves, the entire spell—including all repeated effects—is countered and placed in the Trash. As per Rule 425.1.c, no costs paid (including the [Repeat] cost) are refunded.
Can you defy square up at repeat?
You can use **Defy** to counter **Square Up**. ### Analysis of the Interaction 1. **Defy's Targeting Requirements:** **Defy** can only counter a spell that costs no more than 4 Energy and no more than 1 Power. 2. **Square Up's Cost:** **Square Up** has a printed cost of 4 Energy and no Power cost. Because it meets these requirements (4 Energy ≤ 4 Energy and 0 Power ≤ 1 Power), it is a valid target for **Defy**. 3. **The Role of Repeat:** The **Repeat** keyword functions as an additional cost paid when the spell is played. Paying the **Repeat** cost does not create a second spell, nor does it change the base cost of the original spell. When you target a "Repeated" spell with **Defy**, you are countering the single spell object on the chain, including both the initial and repeated effects. ### Timing and Resolution * You must decide to pay the **Repeat** cost before the spell is finalized onto the chain. * Once the spell is on the chain, it can be targeted by **Defy**. * If **Defy** is played successfully, the entire spell (including the repeated effect) is countered and moves to the trash per Rule 412.1.a. You cannot pay the **Repeat** cost after the spell has been countered. Note: I could not fully verify this ruling against the retrieved rules.
Can you deploy a unit found with Baited Hook to a battlefield where you only have one other unit, if that unit is killed as part of Hook's resolution?
Ruling: No, you cannot deploy the unit to that battlefield. The unit you find with Baited Hook does not finalize until after Hook finishes resolving, at which point you've lost control of the battlefield. Sequence: - Baited Hook resolves and kills the friendly unit - Hook finishes resolving completely - The unit you picked to play with Hook now finalizes - You make choices for where it goes - At this point, you no longer control the battlefield (cleanup has happened), so it's not a legal target Nuances: - This differs from Cruel Patron, where the unit is killed as part of the cost (before the ability resolves) - You cannot finalize anything on the chain while resolving something else
Can you describe deflect a bit more and tell me some examples of when it is and isn't used?
Deflect is a **Passive Ability** keyword found on units. It acts as a protective barrier that forces your opponent to pay an extra cost if they want to target your unit with their spells or abilities. ### How Deflect Works According to **Rule 809.1.c**, Deflect is functionally short for: > "Spells and abilities an opponent controls that choose me cost an amount of Power equal to [Deflect Value] more to play as an additional cost for each time they choose me." * **Mandatory Cost:** It is a mandatory additional cost. If your opponent cannot pay the extra Power, they are legally unable to target your unit (Rule 809.1.d). * **Stacking:** If a unit is granted Deflect from multiple sources, the Deflect values are summed together (Rule 809.2). * **Any Domain:** The Power used to pay the Deflect cost can be of any domain (Rule 809.1.c.1). --- ### When Deflect IS Used Deflect applies whenever an opponent's spell or ability **chooses** or **targets** your unit. * **Targeted Spells:** If an opponent plays a spell that says "Deal 3 damage to target unit," and that unit has Deflect 1, they must pay the spell's normal cost **plus** 1 Power. * **Targeted Abilities:** If a unit has an activated ability that says "Exhaust: Deal 1 damage to target unit," the opponent must pay the Deflect cost to activate that ability against your unit (RiftJudge FAQ 8563). * **Multiple Targets:** If a spell targets your unit multiple times (e.g., "Choose target unit twice"), the opponent must pay the Deflect cost for **each** time they choose it (Rule 809.1.c). --- ### When Deflect IS NOT Used Deflect does not apply to every interaction. It specifically requires the opponent to "choose" or "target" the unit. * **Area Effects:** If a spell says "Deal 2 damage to all units on the battlefield," it does not target specific units. Therefore, Deflect does not apply (RiftJudge FAQ 5522). * **Non-Targeting Effects:** Effects like "Whirlwind" (which affects units without targeting them) do not trigger or require payment for Deflect (RiftJudge FAQ 3908). * **Deflect Granted Too Late:** If you grant a unit Deflect *in response* to a spell that has already been played, it is too late. The spell was already finalized (targets chosen and costs paid) before the Deflect was added (RiftJudge FAQ 1720). * **Attached Equipment:** If an opponent targets an equipment attached to your unit, they are targeting the equipment, not the unit itself. Deflect on the unit does not protect the equipment (RiftJudge FAQ 734). *** *This is my interpretation based on the provided rules and FAQs. No official FAQ exists for every possible interaction, but these guidelines cover the core mechanics of the Deflect keyword.*
Can you discard Super Mega Death Rocket from your hand when you conquer to immediately return it back to your hand using its own ability?
Ruling: No, Super Mega Death Rocket must already be in the trash when you conquer for its ability to activate. The card's ability self-identifies as being in trash, so it cannot be discarded from hand to trigger itself. Nuances: - Even if you discard Super Mega Death Rocket as part of another "when you conquer" effect (like Zaun Warrens), you cannot return it with its own ability because the conquering already happened and triggered everything before the discard resolved. The rocket was not in trash at the moment of conquest.
Can you discard any Gear the round you play it?
No, you cannot discard a Gear card after it has been played. According to **Rule 409.1**, "Discarding a card is moving it from a player's hand directly into their trash." Once a Gear card is played, it is no longer in your hand; it is on the board as a Game Object (Rule 146.1.a). Because it is no longer in your hand, it is no longer a valid target for a discard action. If you wish to move a Gear card from the board to the trash, you must use a game effect that specifically instructs you to "kill" or "destroy" the Gear (Rule 146.1.a.4), rather than discarding it.
Can you discard cards directly from hand to empty your hand, or does discarding have to be from an ability or spell?
Ruling: You cannot voluntarily discard cards from your hand. Discarding must be done through an ability or as a cost for something. Nuances: - You cannot intentionally empty your hand to trigger effects like Jinx's ability that require having one or fewer cards in hand
Can you do reactions on a movement from base to a battlefield that's already under your control?
Ruling: Whether you can react to a movement depends on how the movement was performed and whether anything triggers during the movement. Sequence: - If the movement was done via Standard Move and nothing triggers, no chain opens and you cannot react - If the movement was done through a spell or activate ability, a chain opens and you can react - If any effect triggers while moving (regardless of how the movement was performed), that effect opens a chain and is reactible Nuances: - Standard Move by itself does not open a chain - The method of movement (Standard Move vs spell/ability) determines whether a chain opens - Triggered effects during movement always open a chain even if the movement itself wouldn't
Can you dodge Hidden Blade with a Tideturner at a different battlefield?
Yes, you can dodge a Hidden Blade with a Tideturner played from hidden at a different battlefield. According to the **RiftJudge FAQ** entries (specifically FAQ #7179, #210, and #7907), Tideturner is a special case that is permitted to target units outside of its own battlefield when played from hidden. Because of this, it is an effective way to remove your unit from the battlefield that Hidden Blade is targeting. ### How the Interaction Works: 1. **Hidden Blade** is played/activated targeting your unit at Battlefield A. 2. You play your **Hidden Tideturner** at Battlefield B in response. 3. **Tideturner** enters play and its triggered ability ("When you play me...") goes on the chain. 4. You resolve the **Tideturner** ability, swapping your unit from Battlefield A with the Tideturner at Battlefield B. ### The Result: * **If Hidden Blade was played from your hand:** Per FAQ #7179, Hidden Blade simply requires that the target be a unit at *any* battlefield. If you move your unit to a different battlefield, Hidden Blade still tracks it and will successfully kill it at the new location. In this scenario, **you do not dodge the effect**. * **If Hidden Blade was played from "Hidden":** Per FAQ #210 and the core rules (811.1.d.2), when played from hidden, Hidden Blade is restricted to targeting a unit at the *specific* battlefield where it was hidden. If you move the target away with Tideturner, the target becomes illegal for the Hidden Blade. The Hidden Blade will resolve, but because its target is no longer at the specified battlefield, it will "mistarget" and have no effect (no unit dies, no cards are drawn). In this scenario, **you successfully dodge the effect**. *** *Note: This interpretation is based on the specific interaction rules for "Hidden" cards and the unique targeting capabilities of Tideturner as documented in our FAQ. Official rulings confirm that Tideturner's ability to target outside its location when hidden overrides the standard restriction for hidden cards.*
Can you draw a card from Warrens and Merchant effects if you have an empty hand and cannot discard?
Ruling: Yes, you can draw even if you discard 0 cards. The draw effect is not conditional on successfully discarding. Nuances: - If the draw were conditional on the discard, the card would use "if you do" clause or "discard to draw" syntax - The game uses "discard, then draw" syntax when effects are not conditional - Conditional effects in Riftbound use different templating (e.g., "discard 1 to return" or "if you do" clauses)
Can you equip Last Rites if you don't have two units?
To equip **Last Rites**, you must be able to pay its full cost, which includes recycling two cards from your trash. According to **RiftJudge FAQ #8181**: > "Ruling: No, you cannot equip Last Rites if you don't have two cards in your trash to recycle. Recycling two cards from your trash is part of the cost of equipping it, and costs must be paid in full to take an action." The requirement for Last Rites is specifically to have two **cards** in your trash to recycle as part of the equip cost, not necessarily units. If you cannot pay that cost in full, you cannot activate the Equip ability.
Can you equip a Gear card during your opponent's turn?
Ruling: Equip has default timing restrictions and can only be done during your own turn, outside of showdown, and with nothing on the chain. Nuances: - To re-equip during an opponent's turn, you would need a card effect like Angle Shot that specifically allows it, rather than using the standard equip action.
Can you equip equipment to another unit on the same turn that the previously equipped unit dies?
Ruling: Yes, you can equip equipment to another unit on the same turn that the previously equipped unit dies, following Base Speed timing. Sequence: - Wait until it is your turn - Ensure the Chain is empty - Ensure there is no Showdown - Then equip the equipment to another unit Nuances: - Base Speed timing means you can only use it when it is your turn, the Chain is empty, and there is no Showdown
Can you equip the same weapon multiple times in a turn?
Yes, you can equip the same equipment to multiple units in the same turn, provided you pay the equip cost each time. According to the RiftJudge FAQ #7894: * **Ruling:** "Yes, you can equip the same equipment to multiple units in the same turn as long as you pay the equip cost each time. Equipment returns to base when a unit dies, and current equipment equip costs do not have exhaust, allowing repeated use." **Key points regarding this interaction:** * **Timing:** You must follow Base Speed timing (your turn, empty chain, no showdown) to perform the equip action (FAQ #7040). * **Equipment State:** When a unit with attached equipment dies, the equipment detaches and returns to your base in a ready state, allowing it to be equipped again (FAQ #677). * **Cost:** You must pay the full equip cost each time you attach it to a new unit. * **Limitations:** You cannot voluntarily unequip equipment; it must be detached by a game effect (such as the unit leaving the board) before it can be equipped to a different unit.
Can you exhaust Darius, Hand of Noxus every round to add one rune?
Ruling: Darius does not add a rune. When you exhaust him, he adds 1 energy to your rune pool (acting like an untapped rune in that way). Sequence: - You must have Legion activated (by playing a card from your main deck) - Darius must be unexhausted - Exhaust Darius to add 1 energy to your rune pool Nuances: - Darius may not be available on your opponent's turn if you already exhausted him on your turn - Energy is generated into an imaginary space called the "rune pool" from which costs are paid - Runes themselves do not pay costs; exhausting a rune generates energy that goes into the rune pool
Can you exhaust Miss Fortune's Legend card as an action at no cost, and is her Champion card's 'Friendly units may be played to open battlefields' passive always active when she's faceup on the field?
Ruling: Miss Fortune's Legend card can be exhausted for free, but only on your turn in an open gamestate (when you could play a unit or perform a standard move). Her Champion card's passive allowing friendly units to be played to open battlefields is active as long as she is anywhere on the board (any battlefield or base), but not when she's in the Champion Unit Zone at the beginning of the game. Nuances: - The Champion Unit Zone is not technically your hand, but units there are not in play so their abilities are not active - An "open battlefield" is understood to mean a battlefield with no units at it, though this term is not formally defined in the Comprehensive Rules
Can you exhaust Sun Disc at the start of your turn (before playing any cards), then play a spell, and have the next unit come in ready?
Ruling: No, this sequence does not work. You can exhaust Sun Disc without Legion active, but you only get the effect ("The next unit you play this turn comes into play ready") if Legion is active when you exhaust it. Legion requires you to have already played another card this turn. Sequence: (for the interaction to work correctly) - Play a card (activates Legion) - Exhaust Sun Disc (now the effect applies because Legion is active) - Play removal spell - Play Phoenix (comes in ready) Nuances: - Exhausting Sun Disc before activating Legion means the ability resolves with no effect - Activating Legion after exhausting Sun Disc does not retroactively apply the effect - The Legion keyword applies to the entire effect after the colon, not to the exhaust cost itself
Can you exhaust Sun Disc during the sequence of playing a unit that discards, then playing Flame Chompers from discard, to give Flame Chompers ready instead of the first unit?
Ruling: No, you cannot exhaust Sun Disc in the middle of this sequence. The discard effect goes on the chain immediately after playing the unit, then the Flame Chompers effect immediately goes on a new chain, and Sun Disc doesn't have Reaction so there's no window to activate it between these events. Sequence: - Play unit with "if you play me, discard 1" - Discard effect goes on chain immediately - Flame Chompers ability goes on new chain immediately - No window exists to exhaust Sun Disc between these steps Nuances: - Sun Disc must be exhausted before playing the unit if you want to give that unit (or the next unit played) ready - The "next unit" that gets ready is determined at the time you exhaust Sun Disc, not during mid-resolution of other effects
Can you exhaust a rune for energy and then recycle that same rune for power in the same turn, using both resources to pay for different costs?
Ruling: Yes, a single rune can provide both 1 energy (by exhausting) and 1 power (by recycling) in the same turn. These resources go into your resource pool and can be used to pay for different costs. Sequence: - Exhaust the rune to generate 1 energy (goes into your resource pool) - Recycle that same exhausted rune to generate 1 power (also goes into your resource pool) - Both resources remain available in your pool until end of turn - Pay costs from your resource pool as needed Nuances: - Energy and power are completely distinct resource types and are not interchangeable - Resources in your pool don't have to be spent immediately when generated - they can be "floated" and used later in the turn - You must exhaust the rune BEFORE recycling it to get both resources; if you recycle first, you only get the power - Players should verbally announce when they are exhausting a rune for energy before recycling it for clarity - The rune itself is gone once recycled, but the energy it generated remains in your pool
Can you exhaust a rune gear (Sigil) to pay the recycle rune cost of Sigil of the Storm battlefield?
Ruling: No, you cannot exhaust a Sigil to pay a recycle rune cost. Exhausting a Sigil and recycling a Rune are different actions that happen to produce the same resource (Power). Nuances: - "Rune" is a card type - When you recycle a Rune, you get the resource called "Power" - Sigils also give you Power when you exhaust them - Exhausting a Sigil is not the same as recycling a Rune, even though both produce Power
Can you exhaust a rune to float energy, then use that floated energy to pay for a seal card, and keep any remaining floated energy for the rest of the turn?
Ruling: Yes, you can float resources by exhausting runes and use them to pay for cards later in the same phase. Any floated energy or power remains available in your rune pool for the rest of your turn. Sequence: - Exhaust a rune to float energy into your rune pool - Play a seal card and pay its cost using the floated energy - Any remaining floated energy stays available for the rest of your turn Nuances: - Cards can only be played during the action phase, not the beginning phase (except reactions to triggers) - The rune pool empties at the end of each turn (both your turn and your opponent's turn) - The rune pool also empties after the draw phase at the start of the turn, though this is rarely relevant
Can you exhaust all 12 runes to create a pool of 12 floating energy, then cast Divine Judgment and have 5 floating energy remaining to use during that turn?
Ruling: Yes, you can exhaust runes at any time to generate energy and create a floating pool of resources. Both players can exhaust and recycle their runes in response to Divine Judgment, and you can float both energy and power. Sequence: - Exhaust runes to generate energy (creating a floating pool) - Recycle runes to generate power (creating a floating pool) - Pay the cost of Divine Judgment from your floating resources - Use remaining floating resources during that turn - Floating resources are lost at end of turn and end of draw phase Nuances: - You cannot exhaust or recycle runes without generating the respective resource - these are limited actions that can only be performed when activating the rune's abilities - Runes have implicit "Reaction - Exhaust me: get 1 energy" and "Reaction - recycle me: get 1 power" abilities - Both players can float resources before Divine Judgment resolves - There is no downside to floating all available resources before Divine Judgment, even if you don't intend to use them all
Can you exhaust runes at the end of your opponent's turn to float energy into your draw step, and if so, can you use that energy to play action speed cards before your draw step ends?
Ruling: No, you cannot float energy from your opponent's turn into your draw step. Every player's rune pool empties at the end of each player's draw phase and at the end of each player's turn. Sequence: - Rune pool empties at end of opponent's turn - Your draw phase begins with empty rune pool - Rune pool empties again at end of your draw phase - You cannot exhaust runes during draw phase unless you have a trigger effect to respond to Nuances: - You can only exhaust runes when playing a card or when you can play reactions - During draw phase (ABCD section), you can only play reactions if there is a trigger to respond to (like temporary or hold effects) - You cannot play action speed cards during the draw phase even if you had energy available
Can you exhaust runes for energy, then recycle one of those runes to play a seal, then reveal a spell that was paid for by the exhausted runes to pay for it with the seal?
Ruling: Yes, this is legal. You can float energy and power in Riftbound by exhausting runes to add energy to your pool without immediately spending it, then recycle those same runes for other purposes while the energy remains available. Sequence: - Exhaust 4 runes to add 4 energy to your pool - Recycle 1 of those exhausted runes to play a seal - Reveal the 4-cost spell with recycle cost of 1 - Exhaust the seal to pay for the spell using the floating energy Nuances: - Your energy pool only empties at each player's draw phase and at the end of each player's turn - You can exhaust runes to generate energy, then use that floating energy later in the same phase for spells or abilities
Can you exhaust runes to float energy while resolving Stacked Deck to pay for Nocturnes found during the resolution?
Ruling: You cannot exhaust runes during Stacked Deck resolution itself. However, you can exhaust runes when paying for Nocturnes after Stacked Deck finishes resolving, since Nocturne gets banished as pending during Stacked Deck and costs are paid when it finalizes. Sequence: - Stacked Deck resolves and finds Nocturnes - Nocturnes get banished and become pending - After Stacked Deck resolution completes, when Nocturne finalizes and asks for costs to be paid, you can exhaust runes to float energy - Pay the recycle cost for Nocturne Nuances: - Runes can be exhausted any time a reaction can be played OR any time a card asks costs to be paid during resolution - This applies to other cards that ask for costs mid-resolution like Bullet Time and yellow Fiora - You cannot use runes during Stacked Deck resolution itself because no costs are being paid at that time
Can you explain how hidden works. If I have a unit and a hidden card at a BF and during a showdown my unit dies, can I then flip my hidden card after it dies?
The **Hidden** keyword allows you to place a card facedown at a battlefield you control. Here is how it functions: ### How Hidden Works * **Hiding:** You can hide a card from your hand or Champion Zone during your turn in an **Open State** by paying [A] (any rune). You place it facedown at a battlefield you control (Rule 811.1.b). * **Properties:** Beginning on the next turn after you hide it, the card gains the **[Reaction]** keyword (Rule 811.1.b, 811.6). This allows you to play the card as a reaction during a **Closed State** (when a chain exists) or an **Open State**. * **Playing from Hidden:** When you play a card from hidden, you ignore its base cost. The card is played to the same battlefield where it was hidden (for permanents), and targeting for its play effects is generally restricted to that same battlefield (Rule 811.1.d). * **Constraint:** You cannot control a battlefield if you have no units there. If you lose all your units at a battlefield, you lose control, and any hidden card there is immediately sent to the trash (FAQ #4628). --- ### Can you flip the hidden card after your last unit dies? Whether you can flip your hidden card depends on the timing and whether the showdown is still active. 1. **If the showdown is still active:** You do **not** lose control of the battlefield when your last unit dies, because the battlefield is "Contested" until the showdown is finished (FAQ #4628). * **Yes**, you can flip the hidden card to play it during the showdown as long as it has the **[Reaction]** property (i.e., it was hidden on a previous turn). 2. **If the showdown has ended:** If your last unit dies and the showdown has fully resolved (with no remaining triggers like *Deathknell* to keep the state active), you immediately lose control of the battlefield. The hidden card will be sent to the trash before you have an opportunity to flip it (FAQ #5973). 3. **The "Same Turn" Rule:** Even if you still have a unit on the battlefield, you **cannot** play a card from hidden on the same turn it was hidden, because it does not gain the **[Reaction]** property until the next turn (FAQ #9904). **Summary:** You can only play the hidden card if you still have control of the battlefield (because a showdown is ongoing) and the card has already gained the **[Reaction]** property (it was hidden on a previous turn). If you lose control of the battlefield, the card is trashed immediately.
Can you explain to me how might works in terms of damage and health? Essentially, if I reduce a unit's might, it reduces health and damage, correct? But if I do damage to a unit, it doesn't affect how much damage it can do, right?
To clarify how Might, damage, and health interact in Riftbound, it is important to first understand that **"Health" as a separate stat does not exist.** Instead, a unit's **Might** acts as both its offensive power and its threshold for being killed. Here is the breakdown based on the official rules: ### 1. Does damage reduce Might? **No.** According to Rule 141 and several RiftJudge FAQs (such as FAQ #1193 and #556), damage marked on a unit does not reduce its Might. * A unit's Might remains constant regardless of how much damage is marked on it. * A unit with 7 Might that has 6 damage marked on it still deals 7 damage in combat. ### 2. How does a unit die? Damage is a value "marked" or tracked on a unit (Rule 141.2). A unit is only killed if the total damage marked on it is **greater than or equal to its current Might** (Rule 142.2.a). * Think of it as damage counting up from 0 toward the Might threshold, rather than a health bar counting down from Might to 0. ### 3. What happens if you reduce a unit's Might? If an effect reduces a unit's Might (e.g., a spell that gives -2 Might), it affects both its offensive output and its survivability: * **Damage Output:** Since a unit deals damage equal to its current Might during combat (Rule 443.1), reducing its Might directly reduces the damage it deals. * **Survivability:** Because the unit's "kill threshold" is tied to its Might, reducing its Might makes it easier to kill. If a unit has 3 damage marked on it and you reduce its Might from 4 to 2, the unit will immediately die because its marked damage (3) now exceeds its new Might (2). ### Summary Table | Action | Effect on Might | Effect on Combat Damage | Effect on Survivability | | :--- | :--- | :--- | :--- | | **Marking Damage** | No change | No change | Increases risk of being killed | | **Reducing Might** | Decreases | Decreases | Decreases (easier to kill) | **In short:** Marking damage on a unit does not affect the damage it deals. While it might be intuitive to think of reducing Might as "reducing health," it is more accurate to understand that **reducing Might lowers the threshold required to kill the unit.**
Can you fight or flight at Vilemaw's Lair?
No, you cannot use **Fight or Flight** to move a unit from **Vilemaw's Lair** to your base. While you are legally allowed to activate or play **Fight or Flight** targeting a unit in **Vilemaw's Lair**, the movement effect will fail to resolve. ### Why this happens: * **"Can't" overrides "Can":** **Vilemaw's Lair** explicitly states, "Units can't move from here to base." In *Riftbound*, a "can't" restriction always overrides a "can" effect. * **Valid Activation:** You can still legally play the card (for example, to trigger an "on spell cast" ability like Ember Monk), but the unit will remain in the Lair because the movement is blocked by the battlefield's effect. * **Recall vs. Move:** Note that "Recall" effects (such as those from Zhonya's Hourglass or end-of-combat cleanup) are not considered "movement" and are therefore not blocked by **Vilemaw's Lair**. This ruling is consistent with **RiftJudge FAQ #8471**, which confirms that while the activation is valid, the movement effect fails to resolve.
Can you fizzle an opponent's targeting damage spell by moving the targeted unit to your base or to another battlefield as a reaction?
Ruling: Spells cannot fizzle and always resolve on the chain (unless countered). If the targeted unit is moved in response, the spell still resolves but cannot find the target anymore, so the targeting effect does not happen. However, any other effects on the spell (like "Draw 1") still occur. Nuances: - If the spell specifies "at a battlefield" (any battlefield), moving to another battlefield does not prevent targeting - If the spell specifies "here" (specific location), moving to a different battlefield would prevent the effect - Moving the unit to base prevents the targeting effect regardless of the spell's wording - The spell resolves and triggers any "when you play" effects even if the target becomes invalid
Can you flash a unit from Vilemaw Lair to base?
Ruling: No, Vilemaw Lair prevents any units from moving from it to base, whether through card effects or standard moves. Nuances: - Units can only leave Vilemaw Lair by moving to another battlefield (via ganking or card effects) or through recall effects (mostly via cards that specify recall) - The restriction applies to all movement types, including flash effects
Can you flip Teemo Strategist to buff Ember Monk when there is no enemy target for Teemo's ability?
Ruling: You can flip a card without a valid target. Teemo will flip and Ember Monk will receive the buff, but Teemo's ability will not trigger at all. Nuances: - If a target exists when the "when I defend" ability enters the chain, you must reveal the top 5 cards even if the target is removed before resolution - If the target is removed before damage resolution (e.g., by Gust), you still reveal but deal no damage - The same applies if Teemo is removed before resolution - Reveals still happen for the sake of other card interactions (e.g., Nocturne) as long as a target existed when the ability triggered
Can you flip Tideturner on Battlefield B to switch it with something on Battlefield A when someone is attacking Battlefield A?
Ruling: Yes, you can flip Tideturner on Battlefield B and switch it with something on Battlefield A, even when someone is attacking Battlefield A. Nuances: - Tideturner's ability can be activated across different battlefields - Similarly, Zhonyas can be activated on Battlefield A to save a card on Battlefield B (when flipped, Zhonyas is recalled to your base)
Can you flip Zhonya's Hourglass to save a unit after Volibear's ability has started dealing damage to multiple units?
Ruling: You must flip Zhonya's Hourglass before Volibear's ability resolves and deals damage. Once Zhonya's is face-up, if multiple units die at the same time from Volibear's damage, you choose which one to save. Sequence: - Volibear attacks and his trigger goes onto the chain, with damage divided among targets - You must react with Zhonya's at this point (before the ability resolves) - Zhonya's resolves and is now face-up - Volibear's ability resolves and deals all damage simultaneously - All units that would die from this damage die at the same time - Zhonya's triggers and you choose which unit to save Nuances: - You cannot use a Reaction in the middle of something currently resolving - If you allow the ability to deal damage and kill units without flipping Zhonya's first, you cannot then use it to save one - Actions and non-reaction speed abilities cannot be used in response to on-attack triggers
Can you flip a hidden unit in response to a Sprite with Temporary dying at the beginning of your turn to maintain battlefield presence for scoring?
Ruling: Yes, you can flip a hidden unit in response to the Temporary trigger to maintain a unit on the battlefield for scoring purposes. Sequence: - Temporary triggers at the start of the beginning phase - The trigger goes onto the chain and gives priority - You can use reactions (like flipping a hidden unit) in response to this trigger - The Sprite dies when the Temporary trigger resolves - Your flipped unit remains on the battlefield for scoring Nuances: - You are technically reacting to the Temporary effect activating, not to the Sprite dying itself - Reactions can be used whenever you have priority, regardless of game phase - The restriction on using cards during ABCD only applies to base speed actions, not reactions - Opponents can also react to the Temporary trigger
Can you flip up a hidden Sprite Call during the beginning phase to spawn a sprite and reach 7 units for Grand Plaza's win condition?
Ruling: Yes, you can flip up Sprite Call in response to Grand Plaza's hold trigger. When you hold at Grand Plaza with 6 units, the "when you hold here" trigger goes on the chain, giving you priority to react by flipping Sprite Call face-up to spawn the 7th unit before the trigger resolves and checks the unit count. Sequence: - Beginning phase triggers (like Temporary) resolve first - Hold happens (gain point, then trigger hold abilities) - Grand Plaza's "when you hold here" trigger goes on the chain - Players receive priority and can react (flip Sprite Call) - Trigger resolves and checks "if you have 7+ units here" Nuances: - You cannot react during beginning phase steps by default because no player has priority during ABCD phases unless a trigger creates a chain - Hold scoring happens strictly after beginning phase effects - Riftbound does not have "intervening ifs" - conditions after the trigger (like "if you have 7+ units") are checked only on resolution, not when the trigger occurs
Can you float 1 energy at the point you pay power for a boss' replacement effect?
Ruling: Yes, you can float energy when paying for a boss' replacement effect. You can float resources at reaction speed or when a card asks for costs to be paid. Sequence: - Resources can be floated at reaction speed - Resources can also be floated when a card asks for costs to be paid (mid-resolution) - Floated energy empties after your draw step and at the end of the turn Nuances: - You cannot float resources "out of the blue" - it must be at reaction speed or when costs are being paid - The same rules apply to both energy and power
Can you float energy (or power) while resolving an effect that requires you to pay a cost, specifically when the resource you're floating is different from the resource being paid (e.g., floating energy while paying power for Nocturne or Bullet Time)?
Ruling: Yes, you can float energy or power while resolving an effect that requires you to pay a cost, even if the resource you're floating is different from the resource being paid. Activated abilities that Add resources with the Reaction tag can be activated any time resources are being paid during resolution. Sequence: - When an effect requires you to pay a cost during resolution (like Nocturne requiring power or Bullet Time recycling runes for power) - You can activate any Add-Reaction abilities at that time - This allows you to float energy even when paying power, or vice versa - The floated resource remains available until end of turn or used Nuances: - The rule text "any time that those spells or abilities require that resources be paid" uses "that" as a connector word, not as a limitation to "that specific resource" - it refers to any time resources are being paid - This is particularly important for cards like Bullet Time where you don't know in advance how much you'll need - You cannot react to the act of adding/floating resources itself
Can you float energy from runes (tap a rune for energy, recycle it, then use that energy later in the same turn)?
Ruling: Yes, you can float energy from runes. You can tap a rune to generate energy, recycle that rune (e.g., with Seal of Unity), and then use the previously generated energy later in the same turn to pay for other cards. Sequence: - Tap a rune to generate 1 energy - Play Seal of Unity, recycling the tapped rune - Use the floating energy (from the recycled rune) plus energy from other sources to pay for a card Nuances: - Your pool of energy and power only empties at the end of the draw phase and at end of turn
Can you float energy from runes at the same time as paying the power cost for Bullet Time after it resolves?
Ruling: Yes, you can activate "Add" abilities (such as floating energy from runes) when paying a cost for a spell like Bullet Time. Nuances: - The Add abilities must be Reaction speed to be used during cost payment - Runes are innately Reaction speed for both their abilities - There is only one known Add effect that isn't Reaction speed
Can you float energy to pay for recycle costs when using Power Nexus's effect?
Ruling: Yes, you can float energy to pay recycle costs for Power Nexus. You can either float it in response to the trigger or while the triggered ability is resolving and you are paying costs. Sequence: - Float energy either in response to the Power Nexus trigger, or while the triggered ability is resolving - If floated in response, you can potentially use it for a reaction speed effect - Energy will be removed from your rune pool at the end of the draw phase Nuances: - Floating energy will mostly not have a huge impact unless you can spend it before the end of your draw phase - You would need a triggered ability to go on the chain between beginning phase and the end of draw phase to use the floated energy - The most common way to use floated energy is with a reaction speed effect that costs energy (like Consult the Past) activated in response to the Power Nexus hold trigger - Power Nexus starts a chain every time you hold it, not just when you pay for it (similar to Jinx legend)
Can you float mana from runes in response to Sona's end-of-turn trigger, let her ready them, then use the floating mana plus newly tapped runes to cast an action spell before the turn ends?
Ruling: No, you cannot cast an action spell in this scenario. After end-of-turn abilities resolve, the turn ends immediately, so action spells cannot be played at this timing. Nuances: - You can float mana in response to Sona's trigger and have her ready the runes, giving you both floating mana and ready runes - If you have multiple end-of-turn triggers (like two Sonas), you can use this floating mana plus newly tapped runes to cast a reaction spell (not an action spell) - Action spells can never be played during end-of-turn trigger timing
Can you float power by recycling runes at any time, even if you don't immediately use it?
Ruling: Yes, you can float power by recycling runes at any time you have priority or when spending a resource for an effect/card, even if you don't immediately use it. Runes have activated abilities that work like any other activated ability and don't require you to be paying costs to activate them. Nuances: - Any resources in your rune pool will be lost when you get to the draw phase - Players should track floated resources carefully using methods like: flipping recycled runes face-up on top of the rune deck, using dice for longer-term floating, or using pen and paper at higher levels of play - Common use case is floating energy and power before playing Divine Judgment, using the floated power to hide cards before casting the spell
Can you float power/energy during the resolution of an ability like Bullet Time, even when the ability doesn't require you to pay that resource?
Ruling: Yes, you can float power and energy during the resolution of abilities, even if those abilities don't require you to pay those resources. You can use [reaction][add] abilities (like tapping runes for energy or recycling runes for power) anytime you can play a reaction or are asked to pay costs. Sequence: - During Bullet Time resolution, you can tap runes for energy before recycling them - The rule about using add abilities "to pay costs" provides an additional window to activate these abilities, not a strict requirement that costs must exist Nuances: - Power and energy float until the next time your rune pool empties - The "to pay costs" language in the rules is not a limitation - it simply indicates an additional timing window when these abilities can be used
Can you float runes (exhaust runes to add energy) after playing Bullet Time but before it resolves?
Ruling: Yes, you can exhaust runes to add energy after playing Bullet Time but before it resolves. Runes may be used any time a card asks costs to be paid, and all Reaction speed ADD abilities can be used before or during resolution. Sequence: - Play Bullet Time (it goes on the chain) - Before passing priority, you can exhaust runes to float energy - If both players pass priority without floating, it becomes too late to float energy - Bullet Time resolves Nuances: - If you don't float energy before passing priority after playing Bullet Time, and your opponent also passes priority without playing something, it's too late to float energy at that point
Can you float runes (mana) in Riftbound, specifically: exhaust a rune to float mana, play a Seal to recycle the exhausted rune, then use the floated mana for something else?
Ruling: Yes, you can float runes in Riftbound. You can exhaust a rune to float mana, play a Seal to recycle that exhausted rune, and then use the floated mana to play something else. Nuances: - This is described as a very common strategy in the game
Can you float runes during a showdown?
Yes, you can float energy and power from runes during a showdown. According to **RiftJudge FAQ #2353**, you can exhaust runes to add energy (or power) at **Reaction speed** during an opponent's turn, including during a showdown. This energy will then float in your rune pool until the end of the turn. ### Key Rules and Nuances: * **Reaction Speed:** Because floating energy is an activated ability of your runes, it can be performed any time you have priority or when you are paying costs for a card or effect. * **Timing:** You can float resources before or during the resolution of a chain, provided you have priority. * **Persistence:** Once added to your rune pool, energy and power remain available until the end of your draw phase or the end of your turn (Rule 166). * **Strategic Use:** As noted in the FAQs, this is a common strategy to prepare for playing cards later in the turn or to pay for costs that arise mid-resolution (such as when a card asks for costs to be paid after it finalizes). **Important Note:** If you are in a showdown and both players pass priority without anyone playing a card or floating resources, the opportunity to act on that specific chain passes. Always ensure you float your resources before passing priority if you intend to use them for a subsequent action.
Can you gain a conquest point by moving to a battlefield you already controlled at the start of your turn?
Ruling: You cannot gain a conquest point by moving to a battlefield you already controlled. You can gain a maximum of 2 points from battlefields per turn, plus any additional points from unit abilities. Nuances: - Moving back to a battlefield you previously controlled during the same turn does not grant another conquest point - Unit abilities can provide additional points beyond the 2-point battlefield maximum
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