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Riftbound Frequently Asked Questions

Search verified questions and answers.

Can you move an enemy unit from one battlefield to another?
Ruling: Yes, it is possible to move an enemy unit from one battlefield to another. Nuances: - The asker specifically mentioned this in the context of "ganking" (concentrating forces against an opponent)
Can you move an enemy unit to the other battlefield if the card doesn't mention ganking and the unit doesn't have ganking?
Ruling: Yes, you can move an enemy unit from battlefield to battlefield if the card effect has no restrictions in its text, regardless of whether the unit has ganking. Nuances: - The ability to move units between battlefields depends on what the specific card text says - If there are no restrictions stated in the card text, the move can be performed between battlefields
Can you move an exhausted unit with Reaver's Row while it defends?
Ruling: Yes, exhausted units can be moved by abilities. The only move that requires exhausting a unit is the standard move action. When an ability instructs you to move a unit, you move it regardless of its exhausted state. Nuances: - The only thing an exhausted unit cannot do is exhaust itself - Reaver's Row uses "move" (not retreat/recall), so it triggers "on move" abilities
Can you move equipment that is attached with Forged of the Fluff battlefield?
Yes, you can move equipment that is already attached to a unit using the ability granted by the **Forge of the Fluft** battlefield. ### Ruling According to **FAQ 730**, the **Forge of the Fluft** battlefield is explicitly listed as an effect that can move equipment even while it is already attached to a unit. While standard "Equip" abilities on equipment cards cannot be activated while the equipment is attached (because the equipment's text box becomes inactive), the ability granted by **Forge of the Fluft** is a separate ability provided by the battlefield itself. Because this ability exists on the battlefield (and not on the equipment card), it remains active and can be used to target and re-attach equipment that is currently attached to another unit. ### Timing and Usage Because this is an activated ability granted by a battlefield, you must follow the standard timing rules for activating abilities: 1. **Cost:** You must pay the cost of the ability, which is exhausting your legend. 2. **Timing:** You must have priority to activate this ability. * If you are in a **Showdown**, you must have **Focus** to activate it. * If you are in the **Main Phase** (outside of a Showdown), you must have priority and the chain must be empty (or you must be responding to an existing chain item). 3. **Targeting:** You choose an equipment you control and a unit you control to attach it to. As noted in **FAQ 730**, this effect allows you to move equipment from one unit to another. ### Important Clarification on Costs Regarding the cost of this ability: * The exhaust symbol represents the cost of exhausting the legend that is using the ability (Rule 401.5). * You cannot activate this ability if your legend is already exhausted, as you cannot pay the cost (Rule 401.1.b). * If you have multiple abilities that require exhausting your legend (such as a legend's own ability and the one granted by the Fluft), you must choose one or the other; you cannot exhaust the legend once to pay for both (see **FAQ 1824**). Note: I could not fully verify the exact ability text or the exhaust symbol notation against the retrieved rules.
Can you move multiple units together when using Yasuo Unforgiven's ability to move an exhausted unit?
Ruling: No, you cannot move multiple units together using Yasuo's ability. Multiple units can only move together when using the inherent Standard Move Action, not when using abilities or spells that move units. Nuances: - Ganking can be used with Standard Moves because it is only relevant for Standard Moves - You can move as many unexhausted units as you want to the same destination with one Standard Move Action, and if some have Ganking, that works - Spells and abilities that move don't care about Ganking or ready/exhausted state - they only care about their own built-in restrictions
Can you move several characters at one time in Riftbound, and does movement end your turn?
Ruling: You can move multiple units with the standard move as long as they all have the same destination. Movement does not end your turn; it only taps the creatures, and the turn ends when you decide to pass. Nuances: - Moving multiple units only works for standard moves - Special moves (like Yasuo legend ability) can only move a single unit - If a special move starts a showdown, that unit will be alone
Can you move two ganking units from one field to another at the same time?
Yes, you can move multiple units with **Ganking** from one battlefield to another simultaneously. According to **Rule 144.3** (and supported by **RiftJudge FAQ 8465**), players may perform multiple units' Standard Moves at the same time. While **Ganking** (Rule 810.1.b) provides the specific permission to move between battlefields, it is still a **Standard Move**. ### How it works: 1. **Declare the Move:** You choose the destination battlefield. 2. **Select Units:** You select your multiple units at the origin battlefield that possess the **Ganking** keyword. 3. **Pay Costs:** You exhaust all units involved in the move simultaneously (Rule 144.3.c). 4. **Arrival:** All selected units arrive at the destination at the same time. **Important Considerations:** * **No Chain:** Because this is a **Standard Move**, it does not use the chain and must be performed during your Main Phase when the state is open (Rule 144.1.b). You cannot use [REACTION] cards during this move because no chain is created. * **Control:** Ensure you have control of the destination battlefield; you cannot move units to a battlefield that already contains units from two other players (Rule 144.4.a.1). * **Emptying a Field:** If moving these units causes your original battlefield to become empty, you will lose control of it (as per **RiftJudge FAQ 8334**).
Can you move two units from different locations to attack the same battlefield in a single action?
Ruling: Yes, you can move multiple units from different origins to the same destination simultaneously, including moving one unit from base and ganking over another unit to attack the same battlefield. Sequence: - Declare the move for multiple units with the same destination - Pay the costs of exhausting the units simultaneously - Both units arrive at the destination Nuances: - The units' origins do not need to be the same - The units' destination must be the same - All movement costs are paid simultaneously
Can you move units to a battlefield at separate times during your turn, or must all units move simultaneously? Do defending units heal between separate combats?
Ruling: You can move units to battlefields at any time during your turn, either individually or in groups. Units heal damage at the end of combat and at the end of turn, not between separate combats during the same turn. Sequence: - You can move one or multiple units to a battlefield at once - If movement triggers a showdown, resolve that combat - Units heal at the end of that combat - You can then move additional units to the same or different battlefields - Each separate movement that triggers a showdown creates a new combat Nuances: - There is no formal "movement phase" - after draw/runes/untap, it's a flexible action phase where you can do things in any order - Moving units one at a time allows you to chip away at defenders and force opponents to commit resources before you fully commit - Moving multiple units at once to the same destination is allowed under standard movement rules - Strategic choice between committing all units at once versus splitting into multiple smaller combats
Can you move units to multiple different battlefields in one turn, and can you move a unit from base while playing Deathbloom Predator?
Ruling: You cannot move units to multiple different battlefields simultaneously, but you can make sequential moves to different battlefields (exhausting units for each move). You cannot move units while playing Deathbloom Predator. Sequence: - You can attack battlefield 1 with a unit - After conquering it, you can use a ready unit from base to attack battlefield 2 - Each unit must be exhausted to move Nuances: - You can retreat units from multiple battlefields to the base simultaneously since the destination is the same - You cannot move units to different destinations at the same time
Can you not activate Thousand Tail Watchers effect on one of your units so fast?
No, you cannot use **Not So Fast** to counter the "When you play me" ability of **Thousand-Tailed Watcher**. According to the official ruling (FAQ #8449 and #8512): * **Not So Fast** requires the enemy spell or ability to "choose" (target) a specific friendly unit or gear. * **Thousand-Tailed Watcher's** ability applies a blanket effect to all enemy units simultaneously. Because it does not target or choose specific units, it does not meet the requirements for *Not So Fast* to be played against it. While you cannot counter the ability with *Not So Fast*, you can still play other [Reaction] speed cards in response to the Watcher's "When you play me" trigger before the -3 Might penalty resolves.
Can you not cast so fast a Bone Skewer?
No, you cannot use **Not So Fast** to counter **Bone Skewer**. According to RiftJudge FAQ #10218, **Not So Fast** can only counter an enemy spell or ability that "chooses a friendly unit or gear." **Bone Skewer** does not target or choose any unit or gear when it is played. When you play **Bone Skewer**, you choose a battlefield, but the selection of a unit happens later, during the resolution of the spell, when the opponent chooses a unit from their hand. Because the spell does not choose a unit or gear at the time it is played (the moment it is placed on the chain and becomes a valid target for a counter), it does not meet the necessary criteria for **Not So Fast**.
Can you not so fast Brynhildr trigger?
No, you cannot use **Not So Fast** to counter **Brynhir Thundersong's** ability. According to the official ruling: **Not So Fast** can only counter spells or abilities that choose (target) a friendly unit or gear. Brynhir Thundersong's "When you play me" ability is a global effect that does not target or choose a specific unit or gear, so it does not meet the requirements for *Not So Fast* to be played.
Can you not so fast Stormbringer?
No, you cannot use **Not So Fast** to counter **Stormbringer**. ### Reasoning According to the card text and game rules: * **Not So Fast** can only counter a spell or ability that "chooses a friendly unit or gear." * **Not So Fast** requires the spell or ability to choose a unit or gear that is **friendly to you** (the player casting *Not So Fast*). * Because *Stormbringer* targets a unit friendly to its own controller, it does not meet the targeting requirement for *Not So Fast*. ### Clarification on Targeting * *Stormbringer* targets a friendly unit (which it moves) and a battlefield (where it deals damage). * It does not target the enemy units at that battlefield. As clarified in **RiftJudge FAQ #3073** and **FAQ #656**, *Stormbringer* targets the battlefield, not the units on it. * Even if *Stormbringer* were considered to target the friendly unit, it is not a unit friendly to the player attempting to cast *Not So Fast*, which is the fundamental requirement for that reaction to function. Note: I could not fully verify this ruling against the retrieved rules.
Can you not so fast the on-play effect of Thousand-Tailed Watcher?
No, you cannot use **Not So Fast** to counter the "When you play me" ability of **Thousand-Tailed Watcher**. According to the official ruling (FAQ #8512, #9052, and #8449): * **Not So Fast** requires the enemy spell or ability to "choose" (target) a specific friendly unit or gear. * **Thousand-Tailed Watcher's** ability applies a blanket effect to all enemy units simultaneously. Because it does not target or choose specific units, it does not meet the requirements for *Not So Fast* to be played against it. While you cannot counter the ability with *Not So Fast*, you can still play other [Reaction] speed cards in response to the Watcher's "When you play me" trigger before the -3 Might penalty resolves.
Can you not use Bellows Breath so fast?
Yes, you can use **Not So Fast** to counter **Bellows Breath**. **Not So Fast** is a [Reaction] that can counter an enemy spell or ability that chooses a friendly unit or gear. Since **Bellows Breath** is a spell that chooses (targets) units, it is a legal target for **Not So Fast**. When you counter a spell with **Not So Fast**, the entire spell is countered and sent to the trash, which stops both the initial effect and any repeated effect if the [Repeat] cost was paid.
Can you overassign combat damage to one unit to avoid killing another unit (like Ekko) when blocking with multiple units?
Ruling: You cannot overassign combat damage to blockers. You must assign exactly the amount of damage needed to make each blocker lethal before moving to the next one. Nuances: - You can overassign damage to the last unit in the blocking order - This ruling was confirmed on stream but the CRD (Comprehensive Rules Document) has unclear wording on this issue
Can you pay 1 and hide your chosen Teemo directly from the Chosen Champion slot, or do you have to first move it to hand?
Ruling: You can hide Teemo directly from the Chosen Champion zone without moving it to hand first. This represents a rules change from the previous ruling. Nuances: - This was previously not allowed (as stated in FAQ and confirmed 2 months prior to this thread) - The rule change will be reflected in updated rules documents - Gen Con ruling (3 months prior) stated Teemo must go to hand first, but this has since been updated
Can you pay 2 energy to play Zhonya's Hourglass face-up in your base, and does it trigger when a unit dies?
Ruling: Yes, you can play Zhonya's Hourglass face-up in your base for 2 energy. When your next unit dies, the Hourglass goes to the trash pile and the unit is placed exhausted into your base instead of dying. Sequence: - Pay 2 energy and play Zhonya's Hourglass face-up in your base - When your next unit dies, Zhonya's Hourglass triggers - The Hourglass goes to the trash pile - The unit that would have died is placed exhausted into your base instead
Can you pay Deflect cost with a Seal?
Yes, you can use seals to pay for **Deflect** costs. According to the official FAQ and **Rule 735.1.c.1**: * **Deflect** adds a mandatory additional cost to the Power cost of a spell or ability. * The Power used to pay a Deflect cost can be of **any Domain** (it does not need to match the color of the spell or the target). * Since seals generate Power, they can be exhausted to satisfy this additional cost. **Important Nuances:** * **Power vs. Energy:** Seals only generate **Power**, not Energy. You cannot use a seal to pay for the numerical Energy cost of a card, only the Power requirements (including those added by Deflect). * **Triggered Abilities:** If a triggered ability (like a "When I'm played..." effect) targets a unit with Deflect, you can choose to refuse to pay the cost. If you do, the ability simply fails to finalize and is removed from the chain (Rule 392.2).
Can you pay Nocturne's power cost with seals as a reaction, or do you have to float the power ahead of time?
Ruling: You can use your seal to pay for Nocturne's cost. When Nocturne is banished, it goes pending on the chain, and during the finalization step (step 4 of playing a card) you pay the cost, which allows you to add resources at that time including using seals. Sequence: - The card that banishes Nocturne (e.g., Stacked Deck) begins resolving - You see and banish Nocturne, which goes pending on the chain - The original card continues and fully resolves (e.g., Stacked Deck selects 1 card for hand and recycles the other) - Only after the original card fully resolves does Nocturne finalize - During finalization (step 4), you pay the cost and can use seals at this time - Step 3 is where you determine the cost (the 1 power that Nocturne's ability replaces) Nuances: - This works the same way for Candlelit and other similar effects - You can alternatively float energy from runes before recycling them for power, allowing you to use that floated energy for something else this turn
Can you pay Repeat on Hard Bargain to counter two different spells on the same chain?
Yes. When you pay Repeat, you can target different spells with each execution. According to a rule, choices made for the additional execution do not have to be the same as choices made for the initial execution. So you can counter one spell with the first execution and a different spell with the second execution from Repeat.
Can you pay one cost to hide Teemo directly from the champion zone, and what is the cost if Teemo is on the board?
Ruling: You can hide Teemo for 1 cost from hand or from champion zone. If Teemo is on the board, it costs 2 total (you must use Teemo Legend to return the unit to hand for 1 cost, then hide it for 1 cost). Sequence: - If Teemo is on the board: Use Teemo Legend to return the unit to hand (1 cost) - Then hide Teemo from hand (1 cost) - Total: 2 cost Nuances: - Hiding directly from champion zone costs only 1 - Hiding from the board requires the two-step process above
Can you pay the Accelerate cost when playing a unit with Heedless Resurrection?
Ruling: Yes. When an effect instructs you to play a card "ignoring its cost," it only sets the base Energy and Power costs to zero, but you may still pay optional additional costs like Accelerate. Sequence: - Play Heedless Resurrection and kill a friendly unit that meets the cost requirement - When the spell resolves, play the target unit from your trash with its base cost set to 0/0 - Declare you are using Accelerate and pay its cost - The unit enters the battlefield ready Nuances: - The unit you kill to cast Heedless Resurrection must have printed costs that meet or exceed the base cost of the unit you're playing from trash - Accelerate's cost is added on top of the zeroed base cost
Can you pay the accelerate cost of a unit when playing it from Promising Future (not from hand), and if you conquer both battlefields on your turn but the opponent takes control of one of them during that same turn, do you still win?
Ruling: Yes, you can pay a unit's accelerate cost to have it enter ready even when playing it from sources other than hand, such as Promising Future. Yes, you win if you conquer both battlefields during your turn, even if your opponent takes control of one of them afterward during that same turn. Sequence: - Conquer first battlefield during your turn - Opponent takes control of that battlefield during your turn - Conquer second battlefield during your turn - You win because you conquered both battlefields during your turn Nuances: - The Final Score rule requires conquering all battlefields during your turn, not maintaining control of them - Accelerate can be paid regardless of where the unit is being played from, not just from hand
Can you pay the accelerate cost when playing a unit with accelerate from a location other than your hand without paying costs (e.g., with Baited Hook)?
Ruling: Yes, you can pay the accelerate cost when playing a unit with accelerate from outside your hand without paying costs. When you ignore a cost, you only ignore the base cost, and the unit goes through the full process of play including choosing optional costs. Nuances: - Effects that let you play cards "without paying costs" only ignore the base cost, not optional costs like accelerate - The unit goes through the complete play process, which includes the option to pay accelerate
Can you pay the equip cost to move an equipment from one unit to another unit?
Ruling: No, you cannot pay the equip cost to move equipment between units. An equipped equipment has its text box inactive, so you cannot use its equip ability while it's already equipped. Nuances: - You can only unequip or move equipment with specific card effects that allow it (such as Weaponmaster keyword or effects that directly allow unequipping/reattaching) - The equip ability on the equipment card itself is only active while the equipment is not equipped
Can you play 2 reaction spells on your opponent's turn in reaction to something?
Yes, you can play two (or more) reaction spells on your opponent's turn in reaction to something. According to the **Riftbound FAQ #10041**, you can chain multiple reaction spells together before passing priority back to your opponent. Because you retain priority after playing a reaction spell, you are not forced to pass immediately, allowing you to add more reactions to the chain. ### How it works: 1. **Chain Initiation:** Your opponent plays a card or activates an ability that uses the chain (initiating a **Closed State**). 2. **Your Response:** You play your first reaction spell. * *Chain State:* [Opponent's Action] → [Your Reaction 1] 3. **Retaining Priority:** Instead of passing priority back to your opponent, you play your second reaction spell. * *Chain State:* [Opponent's Action] → [Your Reaction 1] → [Your Reaction 2] 4. **Passing Priority:** Once you are finished adding your reactions, you pass priority to your opponent. If they pass back, the chain begins to resolve. 5. **Resolution (LIFO):** The chain resolves in **Last-In, First-Out (LIFO)** order: * Your Reaction 2 resolves first. * Your Reaction 1 resolves second. * The opponent's original action resolves last (unless it was countered by one of your reactions). **Important Notes:** * **Reaction Keyword:** Only cards (or abilities) with the **Reaction** keyword can be played during a Closed State (Rule 309.1.a). * **No Reactions to Units:** As noted in **Riftbound FAQ #5909** and **#7795**, you cannot respond to an opponent simply playing a unit from their hand, as units do not linger on the chain. You can only react to the unit's triggered abilities *after* it enters the battlefield.
Can you play 3 Hex Tech Ray cards on the same attacking unit in 3 different action windows during a showdown if the opponent has no runes to react?
Ruling: Yes, you can play 3 Hex Tech Ray cards on the same attacking unit in 3 different action windows during a showdown, even if your opponent has no runes to react. Sequence: - When each Hex Tech Ray action resolves, focus is passed around again starting with your opponent gaining focus - Until both you and your opponent pass focus, the showdown won't resolve - This allows multiple actions to be played in separate action windows before the showdown resolves
Can you play Abandon without having to counter a spell?
No, you cannot play **Abandon** without a valid spell on the chain to target. According to **RiftJudge FAQ #5039** and **Rule 4070**, if a spell requires a target, you must have a legal target available on the chain to put the spell on the chain in the first place. Since **Abandon** specifically says "Counter a spell," it requires a spell on the chain as a target. If there are no spells on the chain, there is no valid target, and you cannot play the card.
Can you play Acceptable Losses if no player controls any gear on the field?
Ruling: Yes, you can play Acceptable Losses even if no player controls any gear on the field. The card does not target anything because it instructs each player to make a choice, so no targets are required to play it. When it resolves with no gear in play, the instruction simply cannot be followed and is ignored. Nuances: - According to Rule 355.10.e, instructions where players choose objects ("Each player kills one of their gear") do not target. - Instructions that cannot be followed due to illegal targets or other circumstances are ignored during resolution per Rule 359.3.e.6.
Can you play Acceptable Losses to kill an enemy Gear if you don't own any?
Yes, you can play **Acceptable Losses** even if you do not control any gear, as long as your opponent does. According to RiftJudge FAQs #4344, #9554, and #10428: * **Acceptable Losses** does not target. * At the time of resolution, each player who controls gear will choose one to kill. * If you control no gear when the spell resolves, the instruction for you to kill a gear simply cannot be performed and is ignored (see Rule 359.3.e.6).
Can you play Action cards (like Block) during a Showdown on your opponent's turn?
Ruling: Yes, Action cards can be played during Showdowns on anyone's turn if you have focus. Action cards explicitly grant permission to be played during Showdowns even when it is not your turn. Nuances: - A showdown will always allow all players to play an action if they wish - The cards themselves state "play on your turn OR IN SHOWDOWNS"
Can you play Blood Money on a 3 Might unit and then chain Stupefy to reduce it to a legal target, or does the unit need to be 2 Might or less when Blood Money is played?
Ruling: The unit must be 2 Might or less at the time Blood Money is played for it to be a legal target. You cannot play Blood Money on a 3 Might unit and then chain Stupefy. Sequence: - Play Stupefy first to reduce the unit's Might - After Stupefy resolves, play Blood Money on the now-legal target (2 Might or less) Nuances: - A card must have a legal target at the time it is played, not after other effects resolve
Can you play Call to Glory using only a buff from your character if all your runes are exhausted (without having 3 runes available)?
Ruling: Yes, you can play Call to Glory with no runes available for energy if you spend a buff. Additional costs and base costs are calculated together when determining cost and paid at the same moment. Sequence: - Calculate total cost (either 3 energy OR 1 buff) - Pay the chosen cost at the same moment Nuances: - You do not need to have 3 runes available if you are paying with the buff instead
Can you play Carnivorous Snapvine on your turn and respond to its ability with En Garde and Discipline to boost it?
Ruling: Yes, you can play Carnivorous Snapvine on your turn and respond to its trigger ability with En Garde and Discipline to boost it. Sequence: - Play Snapvine - Its trigger goes on the chain - Hold priority and cast En Garde - Hold priority and cast Discipline
Can you play Catalyst of Aeons while you have all 12 runes up, and is there any benefit to floating a rune first?
Ruling: You can play Catalyst of Aeons at 12 runes and still get the draw effect. However, it is optimal to float energy/power from a rune first, then play Catalyst - you still get the draw and get your rune back. Sequence: - Float energy/power from a rune (going to 11 runes) - Play Catalyst of Aeons - Channel 1 rune back and draw a card Nuances: - Playing Catalyst at 12 runes works, but you miss out on the floating benefit since you cannot channel back above 12 runes
Can you play Cemetery Attendant if you have no units in your trash?
Ruling: Yes, you can play Cemetery Attendant even if you have no units in your trash. The unit itself will be played successfully, but his triggered ability simply won't be able to be put on the chain. Nuances: - You do not need a valid target for the triggered ability in order to play the unit - The triggered ability happens after the unit is played
Can you play Challenge (an Action) in response to an opponent playing Get Excited during a showdown?
Ruling: No, you cannot play Challenge in response to Get Excited because Challenge is an Action and cannot be played in response to other cards. Sequence: - As the player initiating the showdown, you have priority first - You could play Challenge at that point before your opponent acts - Once your opponent plays Get Excited, you cannot respond with Challenge
Can you play Challenge (an action speed spell) in reaction to Sky Splitter after attacking with Miss Fortune?
Ruling: You cannot play Challenge in reaction to Sky Splitter because Challenge is an action speed spell, not a reaction. You can only play reactions when the Chain is populated. Nuances: - Action speed spells cannot be played as reactions to other effects
Can you play Champion units (outside of the Champion Zone, just normally in your deck) in decks where the legend doesn't have the same champion tag?
Ruling: Yes, you can play Champion units in your deck even if they don't share the same champion tag as your Champion Legend, as long as they conform to normal domain identity rules. Nuances: - Your Chosen Champion (the one in the Champion Zone) must have the same champion tag as your Champion Legend - Champion units played normally in the deck are not subject to this same-champion-tag restriction - Currently there are no Champion units with multiple champion tags or other unusual tag configurations
Can you play Charm during showdowns?
Ruling: No, you cannot play Charm during a Showdown because it is neither an Action nor a Reaction. Nuances: - Only Actions and Reactions can be played during Showdowns - Charm is classified as a normal spell that is neither an Action nor a Reaction
Can you play Chinese legend cards and runes in an otherwise English deck?
Ruling: Yes, you can play Chinese legend cards and Chinese runes in an otherwise English deck. Nuances: - You must use all runes in the same language - you cannot mix Chinese and English runes together - The champion must remain in English per the rules - It is recommended to have a proxy of the legend available for opponents unfamiliar with the card
Can you play Cleave to save a 2-health unit from Void Seeker during an open battlefield showdown?
Ruling: No, you cannot play Cleave to save your unit in this situation for two reasons: (1) Actions cannot be played if a chain exists (Void Seeker creates a chain), and (2) even if you could play it, Cleave does nothing in an open showdown because Assault only applies during combat. Sequence: - Unit moves to open battlefield (triggers showdown) - Opponent plays Void Seeker (creates a chain) - No actions can be played while chain exists - Chain resolves Nuances: - There are two types of showdowns: open battlefield showdowns (unit enters empty battlefield it doesn't control) and combat showdowns (unit enters controlled battlefield it doesn't control) - Combat effects like Assault only apply during combat showdowns, not open battlefield showdowns - Actions can only be played during a showdown if the chain is empty and you have focus
Can you play Commander Ledros to a battlefield you control if killing the only unit there is part of the additional cost?
Ruling: Yes, you can play Commander Ledros to a battlefield you control even if you kill the only unit there as an additional cost. You will retain control of that battlefield throughout the process. Sequence: - When you play Commander Ledros, it goes on the chain, putting the turn into a Closed State - You pay the additional cost by killing your unit at that battlefield - While the chain exists, cleanup cannot occur and control is not checked - Commander Ledros resolves and enters the battlefield - When the turn returns to an Open State and cleanup occurs, Ledros is already present, so you maintain control Nuances: - Control of a battlefield is only lost during cleanup in an Open State when you have no units present - While a chain exists, the turn is in a Closed State and cleanup cannot occur - You never enter a window where you have zero units at the battlefield during an Open State
Can you play Cruel Patron from a Hook reveal if you have no units to sacrifice for its additional cost?
Ruling: No, you cannot play Cruel Patron if you have no units to sacrifice. The additional cost must be paid. Nuances: - You can still choose to banish Cruel Patron even if you cannot afford to play it - If banished but unplayable due to the unpayable cost, it remains banished
Can you play Cruel Patron into a battlefield with a recruit on it if paying the Patron's cost kills the only unit there, causing you to lose control of the battlefield?
Ruling: You cannot play Cruel Patron to a battlefield if paying the Patron's cost kills the only unit there. You lose control when paying the cost, which makes it an illegal play and causes you to take it back. Sequence: - You pay the Patron's cost - This kills the only unit on the battlefield - You lose control of the battlefield immediately - The play becomes illegal and must be taken back Nuances: - You lose control of a battlefield immediately unless you're in combat showdown
Can you play Cruel Patron on a battlefield that only has one unit if that unit would be killed by Cruel Patron's additional cost?
Ruling: No, you cannot play Cruel Patron to a battlefield where killing the required unit would cause you to lose control of that battlefield. Sequence: - First, you choose where to play Cruel Patron - Then, you pay costs (including killing a friendly unit) - You cannot pay costs that will result in illegal choices later in the process Nuances: - If you control multiple units at the chosen battlefield, you can kill one of them since you would still control the battlefield afterward - This restriction only applies when you have other legal choices available
Can you play Cull of the Weak if you don't control any units?
Ruling: Yes, you can play Cull of the Weak even if no one controls any units, or if only one player has units. Nuances: - Cull of the Weak doesn't target or choose units, which is why it can be played regardless of the board state - This interaction is intentional design
Can you play Cull the Weak if you have no units?
Ruling: Yes, you can play Cull the Weak even if you have no units. Sequence: - Cull the Weak is played and finalized onto the chain without requiring a valid unit at that time - On resolution, both players choose units Nuances: - Cull the Weak does not target, so the choice happens on resolution rather than when finalizing the spell onto the chain - You don't need to have a valid unit to choose from when playing the spell
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