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Can you play reactions while the chain is resolving, or does the chain resolve all at once?
Ruling: Yes, there is a pause after each item on the chain resolves where both players can play more reactions and must pass again before the next item resolves.
Sequence:
- Each step of the chain gets resolved in sequence from last to first played
- After something on the chain resolves, both players are given priority to add more items to the chain
- Both players must pass before the next item resolves
- This continues until the entire chain is resolved
Nuances:
- You can shortcut the resolution if there's nothing special going on, but if you want to cut in at a specific point just say so and make it clear
- When an item is added to the chain, the player who added it always gets priority before the other player
- The player who has priority keeps it as long as they decide to pass
Can you play spells that are neither action nor reaction (like Cull the Weak) during a showdown on your turn?
Ruling: You cannot play spells that are neither action nor reaction during a showdown, even on your turn. These spells can only be played during your turn, out of showdown, when the chain is empty.
Sequence:
- Must be during your turn
- Must be out of showdown
- Must be when the chain is empty
Nuances:
- Cards with "action" timing can be played during a showdown
- Cards with "reaction" timing can be played anytime you're given priority
- Main timing spells are restricted to your main phase only
Can you play the Bird tokens from Flurry of Feathers directly onto a battlefield you are attacking?
Ruling: No. You cannot play the Bird tokens from Flurry of Feathers to a battlefield you are attacking because you do not control that battlefield. The tokens follow all normal rules for playing units, which require you to play them to your base or to a battlefield you control.
Nuances:
- When attacking a battlefield, an opposing player controls that location, so you cannot play units there.
- If you don't control any battlefields, you must play the tokens to your base.
Can you play the effect of a hidden card targeting the other battlefield?
Ruling: No, hidden cards cannot target units or make choices at a different battlefield than where they were hidden. All choices must be made at the battlefield where the card was hidden, if able.
Nuances:
- Some cards like Tideturner can get around this restriction because they specify "another" battlefield in their text
- Some cards like Stand United still have effects beyond their targets that can apply elsewhere
- Hidden cards can still be played from one battlefield to react to events at another battlefield, as long as the card doesn't require targeting (you can play a hidden card from battlefield 1 during a showdown at battlefield 2 if it doesn't need to target)
- Hidden cards cannot be played the same turn they are hidden
- The restriction on hidden cards only applies to their targeting, not to when they can be played as reactions
Can you play two Hidden Blades on the same Sett during a showdown - one from hidden zone as a reaction and one from hand in response to the first?
Ruling: No, this play is illegal for multiple reasons. Hidden Blade can only start a chain when played from hand, not be played as a reaction. Additionally, Sett's death recall is a replacement effect that cannot be responded to, and once Sett is recalled to base by the first Hidden Blade, the second cannot target him.
Sequence:
- Hidden Blade played from hand starts a chain
- Hidden Blade from hidden zone can be played as a reaction to the first
- The first Hidden Blade (from hidden zone) resolves, killing Sett
- Sett's replacement effect immediately recalls him to base
- The second Hidden Blade (from hand) resolves but whiffs because Sett is no longer a valid target
- Only the first Hidden Blade would draw cards
Nuances:
- Actions can only start chains during showdowns, not be played in response to other actions
- Focus passes back and forth between players after each chain resolves
- Players can play actions after chains resolve when they have Focus, but cannot respond to actions with other actions within the same chain
Can you play units directly to battlefields you control?
Ruling: Yes, you can play units directly to battlefields you control without needing to play them to your base first and then move them.
Can you play units from base to a battlefield during a showdown if they are ready?
No, you cannot use a standard move to move units from your base to a battlefield during a showdown.
According to **Rule 144.1.c**, a standard move "cannot be performed during a Showdown or Combat."
As noted in the **RiftJudge FAQ (ID 2229)**:
* You cannot use standard moves to move units to a battlefield once a showdown has started.
* You can only play or move units to a battlefield during a showdown if an effect specifically allows it (such as a spell that moves units, or a unit with an ability that allows it to be played during a showdown, like Shen).
Whether the unit is ready or exhausted does not change this restriction, as the standard move action itself is prohibited during a showdown.
Can you play units summoned from Glasc Mixologist to the battlefield that it died at?
Yes, you can play a unit summoned from **Glasc Mixologist**'s *Deathknell* ability to the battlefield where it died, provided you control that battlefield.
According to the **RiftJudge FAQs** regarding **Glasc Mixologist** (specifically FAQ #9149, #9329, and #8852), the *Deathknell* trigger is placed on the chain as a pending item during the cleanup process (Rule 322.3 and Rule 734.1.d.2). Because the game pauses to resolve this chain before finalizing the cleanup and control checks, you are permitted to play a unit to that battlefield. If you successfully play a unit there, you will still have a unit present when the game checks for control, allowing you to maintain ownership of the battlefield.
### Important Distinction: Attacker vs. Defender
Whether you can play the unit depends on your status as the controller of the battlefield:
* **If you are the Defender:** You already control the battlefield where the combat is taking place. You are permitted to play the unit there via *Deathknell* (FAQ #9149, #8852).
* **If you are the Attacker:** You do not control the battlefield until the showdown is resolved and you have successfully conquered it. Therefore, you **cannot** play a unit to that battlefield during the combat cleanup phase (FAQ #9479, #9314).
### Sequence of Events (as a Defender)
1. **Combat Damage:** Damage is assigned and dealt; **Glasc Mixologist** takes lethal damage and dies.
2. **Deathknell Trigger:** Before **Glasc Mixologist** is moved to the trash, its *Deathknell* ability triggers and is added to the chain as a pending item.
3. **Chain Resolution:** The game pauses to resolve the chain. You resolve the *Deathknell* effect and play a unit from your trash to the battlefield.
4. **Control Check:** After the chain resolves, the game checks for control of the battlefield. Because you played a unit there, you maintain control.
*Note: This is based on the provided RiftJudge FAQs. No official rule chunk explicitly details the "simultaneous death" interaction, but it is consistent with the established Riftbound FAQ rulings.*
Can you please help explain non-lethal damage? I'll give you the example of Imperial Decree, Bellows Breath on a Stalwart Poro who has a GA on it.
To understand how non-lethal damage interacts with effects like **Imperial Decree**, it is important to distinguish between **damage** (a marked value) and **lethal damage** (damage equal to or exceeding a unit's Might).
In your example, **Imperial Decree** creates a triggered ability that says: *"When any unit takes damage this turn, kill it."* This trigger fires regardless of whether the damage dealt is "lethal" (enough to kill the unit via normal combat rules) or "non-lethal" (1 damage to a 2-Might unit).
Here is the step-by-step breakdown of the interaction between **Bellows Breath**, **Imperial Decree**, and **Zhonya's Hourglass** (GA) on a **Stalwart Poro**:
### The Sequence
1. **Setup:** You have **Imperial Decree** active. You target the **Stalwart Poro** (2 Might) with **Bellows Breath**.
2. **Damage:** **Bellows Breath** resolves, dealing 1 damage to the Poro.
3. **Trigger:** Because the Poro took damage, **Imperial Decree** triggers. This "Kill" instruction is placed on the chain.
4. **Reaction:** The opponent flips their hidden **Zhonya's Hourglass** face-up to react to the "Kill" trigger.
5. **Resolution (LIFO):**
* **Zhonya's Hourglass** resolves first. It is a replacement effect (Rule 369.1). It replaces the "Kill" instruction: instead of the Poro dying, the **Zhonya's Hourglass** is destroyed, the Poro is healed, exhausted, and recalled to the base.
* The Poro survives because the "Kill" was replaced.
### Key Takeaways
* **Non-Lethal Damage is still Damage:** Even though 1 damage is not "lethal" to a 2-Might Stalwart Poro, it is still an instance of the unit "taking damage." This satisfies the condition for **Imperial Decree** to trigger.
* **Kill vs. Lethal Damage:** **Imperial Decree** does not care about the unit's Might or whether the damage is lethal. It simply issues a "Kill" instruction whenever damage is taken.
* **Replacement Effects:** **Zhonya's Hourglass** works because it intercepts the "Kill" instruction before it happens. It doesn't matter if the kill was caused by 1 damage or 100 damage; the replacement effect functions the same way.
**Summary:** In your example, the Poro takes 1 damage (non-lethal), which triggers **Imperial Decree**. The **Zhonya's Hourglass** then successfully saves the Poro by replacing the "Kill" instruction with its own effect.
***
*This is my interpretation based on the provided rules and mechanics. No official FAQ exists for this specific interaction, but it follows the established rules for damage, triggers, and replacement effects.*
Can you pre-tap runes on your opponent's turn to float energy/power for later use in that turn?
Ruling: Yes, you can pre-tap runes on your opponent's turn to float energy and power in your rune pool.
Nuances:
- Your rune pool empties at the end of each draw phase and at the end of each turn
- This allows you to pre-tap runes before an opponent's action (like Divine Judgment or starting a showdown) and use that floated energy/power to respond during the same turn
Can you prevent a player from scoring battlefields by using Gust (or other reaction damage) in response to a hold trigger?
Ruling: No, you cannot use Gust or any reaction damage to prevent scoring from holding a battlefield. There is no 'hold trigger' when scoring from holding a battlefield at the beginning of the turn - the scoring happens without a trigger that can be responded to.
Nuances:
- This applies to any reaction that would kill the unit, not just Gust
- By the time any reaction could occur, the player would have already scored
Can you put Rocket in hand from your discard if you have an empty hand?
Ruling: No, you cannot put Rocket in hand from your discard if you have an empty hand.
Nuances:
- The card is worded 'you may discard 1 to...', which means you must actually discard a card to get the rest of the effect
Can you re-equip Spinning Axe during your turn after it becomes unattached to prevent it from being discarded by its temporary ability?
Ruling: Yes, you can save Spinning Axe by equipping it before your next beginning phase. Equipment rules text (including temporary) is turned off while attached, so if Spinning Axe is equipped at the start of your beginning phase, it is safe from its own temporary trigger.
Sequence:
- Spinning Axe becomes unattached during your turn
- You re-equip it to a unit before your next beginning phase
- At the start of your next beginning phase, temporary would trigger but the Axe is attached so its rules text is off
- The Axe is safe and remains in play
Nuances:
- You cannot save Spinning Axe by attaching it as a reaction to the temporary trigger itself - if it begins the turn unattached and temporary triggers, it will be discarded even if attached when the trigger resolves
- When you initially play Spinning Axe, it isn't immediately attached (even with Quick Draw there is time before that trigger resolves)
Can you react and kill the targeted unit of Blood Rose Lab before it resolves to still get the card with it from something like a Hidden Hidden Blade at that battlefield?
Yes, you can react to the **Dusk Rose Lab** ability after it is placed on the chain to kill your own unit, and you can still resolve the lab's ability to draw a card, provided your unit is still present when the lab's ability resolves.
However, there is a nuance: if you kill your own unit using **Hidden Blade** (or any other effect) *in response* to the Dusk Rose Lab ability, the unit will be in the trash when the lab's ability resolves. Because the lab requires you to kill a unit *you* control *here* as a cost to draw, if that unit is already gone, you cannot pay the cost, and you will not draw the card.
### Sequence of Events
1. **Beginning Phase:** The **Dusk Rose Lab** ability is automatically added to the chain.
2. **Chain is CLOSED:** You now have the opportunity to play **[Reaction]** cards, such as playing **Hidden Blade** from hidden.
3. **Reaction:** You play **Hidden Blade** targeting your unit at that battlefield.
4. **Chain Resolution:**
* The chain resolves Last-In, First-Out (LIFO). **Hidden Blade** resolves first, killing your unit.
* Next, the **Dusk Rose Lab** ability attempts to resolve.
5. **Resolution Outcome:** Because the unit is no longer at the battlefield to be killed, you cannot pay the cost required by the **Dusk Rose Lab** ability. As a result, the ability does not execute, and you do not draw the card.
### Clarification on Interaction
* **The Reaction Window:** You *can* react to the lab's ability while it is on the chain (RiftJudge FAQ #9570).
* **Cost Payment:** The cost for the **Dusk Rose Lab** (killing a unit) is paid **during the resolution** of that ability, not when it is added to the chain.
* **If you want the draw:** You must let the **Dusk Rose Lab** ability resolve. When it resolves, you choose whether to kill your unit to pay the cost. If you choose to do so, you then draw the card. If you play **Hidden Blade** to kill the unit *before* the lab's ability resolves, you have removed the fuel needed for the lab's ability.
This is my interpretation based on the mechanics of cost payment during resolution and standard chain interaction. No official FAQ exists for this specific interaction of killing your own unit to "pre-empt" the lab's cost.
Can you react between the two damage instances of Falling Star?
Ruling: No, you cannot react between the two damage instances of Falling Star. The spell resolves as a single item on the chain, executing all its instructions from top to bottom without pausing for reactions between damage instances.
Sequence:
- You play Falling Star and declare all targets for both damage instances
- Players have the opportunity to play reactions to the spell itself before it resolves
- Once all players pass, the spell resolves completely: it deals the first 3 damage, then immediately deals the second 3 damage
- No player can add new items to the chain between the two damage events during resolution
Nuances:
- While you cannot react between the damage instances, you can play reactions (like Counter Strike) before the spell resolves to create delayed replacement effects
- If you play multiple replacement effects before resolution, they will all be active when Falling Star resolves, allowing you to prevent multiple instances of damage as they occur
Can you react to 'when I attack' abilities, and what is the timing/sequence for when I attack and when I defend triggers?
Ruling: Yes, you can react to 'when I attack' abilities using reactions. These abilities create a chain.
Sequence:
- When I attack triggers are declared first (so they resolve last in the chain)
- When I defend triggers are declared last (so they resolve first in the chain)
- Then players can add reactions to the chain
Nuances:
- Only effects that use "when" or "at" are triggers that can be reacted to
- Passive effects that use "while" (like Assault) are not triggers and cannot be reacted to
Can you react to Beginning Phase activated abilities, and specifically can you use Gust to move a unit to hand in response to Jinx Leader's trigger to prevent the extra draw?
Ruling: Yes, you can react to Beginning Phase triggered abilities. Using Gust in response to Jinx's trigger will prevent the draw if it brings the hand to 2 cards, because Jinx's ability always triggers at the Beginning Phase but checks the number of cards in hand when it resolves.
Sequence:
- At the Beginning Phase, Jinx's trigger is created and added to the chain
- You can respond with Gust, which resolves first
- Gust moves a unit to hand, bringing total to 2 cards
- Jinx's trigger resolves next, sees 2 cards in hand, and does not draw
Nuances:
- Jinx's ability always triggers at the Beginning Phase regardless of current hand size
- The hand size condition is checked at resolution, not when the trigger is created
- Gusting a unit at this point also prevents scoring
Can you react to Blitzcrank being played before your units get dragged to his battlefield?
Ruling: Yes, you can react to Blitzcrank being played before your units get dragged to his battlefield.
Can you react to Draven Glorious Executioner legend ability?
Yes, you can react to the triggered ability of the **Glorious Executioner** (Draven) legend.
According to the **Chain Rules**, triggered abilities use the chain. When the condition "When you win a combat" is met, the ability is added to the chain, which creates a **Closed State** where players have the opportunity to play **[Reaction]** cards or abilities.
### How it works:
1. **Combat concludes:** The combat resolution step finishes, and it is determined that you have won (only your units remain at the battlefield).
2. **Trigger:** The "When you win a combat" ability triggers and is placed on the chain.
3. **Reaction window:** Because the ability is now on the chain, both players may now play reactions.
4. **Resolution:** Once all reactions have been played and resolved (following LIFO - Last In, First Out), the legend ability resolves, and you draw a card.
As specified in the **Showdown Flow**, combat ends when both players pass with focus on an empty chain. The legend ability triggers at that moment, allowing for a reaction window before the draw occurs.
Can you react to Dusk Rose Lab's ability during the Beginning Phase, even if there are no units at the battlefield?
Ruling: No. Dusk Rose Lab's ability does not automatically go on the chain. The ability reads "you may kill a unit you control here to draw 1," which means you choose whether to use it at the start of your Beginning Phase. If you choose to use it, killing a unit is a cost paid during finalization. If you have no units at that battlefield, you cannot pay the cost, so the ability cannot be finalized and is removed from the chain before opponents can react.
Sequence:
- At the start of your Beginning Phase, you decide whether to use Dusk Rose Lab's ability (it is optional due to "you may").
- If you choose to use it, the ability becomes a pending chain item.
- During finalization, you must kill a unit you control at that battlefield as a cost.
- If you cannot pay the cost (no units present), the ability is removed from the chain.
- If you pay the cost, "draw 1" becomes the finalized chain item, and the chain becomes closed, allowing reactions.
Nuances:
- The unit is killed as a cost during finalization, before opponents receive priority to react.
- "You" and "your" in battlefield abilities refer only to the battlefield's Controller per Rule 187.6.c.
Can you react to Grand Plaza's On-Hold trigger by adding units to reach the 7-unit win condition?
Ruling: No. Under the current rules, Grand Plaza's ability follows a "Condition, condition, effect" structure. You must have 7 or more units at the battlefield at the moment you hold for the triggered ability to be placed on the chain at all. If you have fewer than 7 units when you hold, the ability does not trigger and you receive no priority window to add units.
Sequence:
- During the Beginning Phase, you hold The Grand Plaza
- The game immediately checks if you have 7 or more units at that battlefield
- If you have 6 or fewer units, the condition is false and the ability does not trigger
- If you have 7 or more units, the ability triggers and goes on the chain, giving opponents a chance to react
Nuances:
- This ruling represents a change from previous rules interpretations where the condition was checked only on resolution
- FAQs #1423 and #1676, which allowed reacting to add units, have been deprecated
Can you react to Guardian Angel Gear before the recall effect resolves?
No, you cannot react to *Guardian Angel* before its recall effect resolves.
Here is the breakdown of why:
### 1. It is a Replacement Effect
As detailed in the **RiftJudge FAQs** (e.g., FAQ #9811, #8433), *Guardian Angel* functions as a **replacement effect** (see Rule 369). Replacement effects do not use the chain and are not abilities that can be reacted to; they intercede during the execution of an event and alter its outcome (Rule 369.1).
### 2. The Sequence of Events
Because the effect replaces the "death" event with a series of game actions—"kill *Guardian Angel* instead. Heal me, exhaust me, and recall me"—all of these actions are performed as part of the resolution of that single replacement event.
* **No Chain:** Because it is a replacement effect and not a triggered ability or spell, it does not go on the chain. There is no point in time where the effect is "waiting to resolve" that would allow you to add a reaction to a chain.
* **Atomic Execution:** Once the condition for *Guardian Angel* is met (the unit would die), the replacement effect executes immediately. The unit is healed, exhausted, and recalled to the base as part of that singular, atomic game action.
### Summary
Because *Guardian Angel* is a replacement effect, it does not use the chain. You cannot stop it from resolving once the condition for the unit's death is met, nor can you react to the actions (healing, exhausting, and recalling) it performs as it replaces that death event.
Can you react to Harnessed Dragon's ability, or more generally, can you react to any 'when you play' ability?
Ruling: Yes, you can react to Harnessed Dragon's ability and other 'when you play' abilities. Everything that enters the chain and is not a permanent itself is reactable.
Can you react to Kog'Maw's Deathknell ability after combat with a spell like Retreat?
Ruling: Yes, you can react to Kog'Maw's Deathknell after combat because it uses the chain. However, you cannot Retreat any units that were killed in combat (including Kog'Maw himself) because they are already in the trash.
Nuances:
- If you react by playing a Hidden unit in this scenario (assuming your opponent has a living unit), the game enters an undefined state that breaks the rules as currently written
- The comprehensive rules have no clear way to proceed when a Hidden unit is played in response to Deathknell, as control of battlefield should be removed after special cleanup but cannot be if a unit exists at that step
- This edge case with Hidden units has not yet been officially resolved by Riot
Can you react to LeBlanc Deceiver? If so, when?
Yes, you can react to **LeBlanc, Deceiver**'s ability. Because her ability is a triggered ability ("When you conquer or hold..."), it uses the chain, creating a **Closed State** where players can add [Reaction] cards.
According to **RiftJudge FAQ #10236**, there are two primary windows where you can play reactions (such as *Gust*) to interact with her ability:
### The Timing Sequence
1. **Trigger Window:** When you trigger the ability (by holding or conquering), it is placed on the chain. Players have a window here to play [Reaction] cards before the ability begins to resolve.
2. **Resolution & Reflexive Trigger:** The ability resolves, creating the **Reflection** unit token.
* *Note: You cannot react to the unit entering play, as units enter the chain and finalize immediately.*
* However, after the token is created, a **reflexive trigger** ("It becomes a copy of another unit there...") is placed on the chain as a separate effect.
3. **Reflexive Window:** Players have a second window to play [Reaction] cards in response to this reflexive trigger before the Reflection token officially becomes a copy of another unit.
### Important Considerations:
* **Costs:** As established in **RiftJudge FAQ #10107** and **#8686**, discarding a card and exhausting LeBlanc are costs that must be paid when you choose to activate/trigger the ability. If you cannot pay these (e.g., you have no cards in hand), the ability cannot be placed on the chain at all.
* **Targeting:** Per **RiftJudge FAQ #9613**, if you intend to move or remove a target with a reaction, you must be aware that targets for triggered abilities are chosen when the ability is placed on the chain. If a unit (like the Reflection token) does not yet exist when that ability is placed, it cannot be chosen as a target for that specific ability.
Can you react to Mobilize (a card that generates resources)?
Ruling: Yes, you can react to Mobilize with a reaction spell. The opponent playing Mobilize starts a chain, giving you an opportunity to react.
Nuances:
- The restriction on reacting to abilities that add resources only applies to abilities with the **Add** keyword (like Lux tapping to add energy or Kaisa legend tapping for power)
- Mobilize does not have the Add keyword, so it can be reacted to
- Runes are not resources; energy and power are resources
Can you react to ON CONQUER effects before the conquer happens, specifically to kill Draven before he gets +1 might from Qiyana's conquer trigger?
Ruling: You cannot react before the conquer happens. By the time Qiyana's ON CONQUER trigger is on the chain, the conquer has already occurred and Draven's passive ability will have already updated his might.
Sequence:
- Combat/Showdown resolves (Watchful Sentry dies)
- Conquer happens and the point is gained
- Qiyana's ON CONQUER trigger goes on the chain
- Draven's passive ability immediately updates his might (does not use the chain)
- Players can now react to Qiyana's trigger on the chain
Nuances:
- Draven's ability is passive, not triggered, so it doesn't create a reaction window
- There is no reaction window between the deathmill trigger resolving and the conquer happening
- It would be possible to create a reaction window if you had two deathknell effects or similar triggers that you could order so one resolves first, allowing you to react before the second one resolves
Can you react to Sett's Legend ability (e.g., with Shakedown)?
Ruling: No, you cannot react to Sett's Legend ability. It is a replacement effect, not a triggered ability, despite being worded similarly to one.
Nuances:
- Replacement effects do not use the stack and cannot be responded to
- The ability lacks red text which would indicate it's a triggered ability
Can you react to Thousand Tailed Fox's on-play effect?
Ruling: Yes, you can react to Thousand Tailed Fox's on-play effect. You can react to every triggered ability and activated ability.
Nuances:
- This applies to all triggered abilities and activated abilities in the game, not just Thousand Tailed Fox
Can you react to Thousand Tailed Watcher's ability that gives -3 might to all units?
Ruling: Yes, you can react to "When you play me" effects like Thousand Tailed Watcher's ability.
Nuances:
- You can react to most things except gears and units, as they resolve instantly
- When reacting, you can only respond with a reaction (not an action)
- After the ability resolves, you don't have a chance to play an action
- Actions can only be played on your turn and when starting chains in showdowns
- Spells without an action or reaction keyword have the same timing restrictions as units (only on your turn, not in showdowns)
Can you react to Traveling Merchant's move trigger with Hidden Blade at reaction speed and kill him? Does he count as being at a battlefield when his move trigger goes on the stack?
Ruling: Yes, you can use Hidden Blade at reaction speed to kill Traveling Merchant when his move trigger goes on the stack, but only if the Hidden Blade was already hidden at that battlefield. However, killing him will not deny his discard/draw triggered ability.
Sequence:
- Traveling Merchant's triggered ability is added onto the chain
- You can then react to it with Hidden Blade (if it was hidden at that battlefield)
- Even if you kill Traveling Merchant, his triggered ability still resolves
Nuances:
- The showdown has not begun yet when the trigger happens, but Traveling Merchant is considered to be at the battlefield for targeting purposes
- The triggered ability on the chain is not contingent on Traveling Merchant being alive, so it resolves even if he is killed or bounced
Can you react to VI's boosting ability after it's announced and paid for but before it resolves, and does each boost happen one at a time?
Ruling: Yes, you can react to VI's boosting ability after the cost is paid but before it resolves (for example, by bouncing VI back to hand with Gust). Each instance of the ability must be activated separately because it lacks the Reaction keyword.
Sequence:
- Player pays the cost (left of the colon) to activate the ability
- The ability goes on the chain
- Opponents can react before it resolves
- After the ability resolves and leaves the chain, the game returns to a neutral open state
- Only then can the ability be activated again
Nuances:
- The ability must be used one at a time; each boost can only occur after the previous one has left the chain and the game is in a neutral open state
- This one-at-a-time restriction applies because the ability lacks the Reaction keyword
- Even if a card had an Action keyword, it would still only be usable one at a time (Action just means it's useable in showdown, which VI's ability is not)
Can you react to Viktor Legend's ability, and are tokens summoned immediately without going to the chain?
Ruling: Viktor's activated ability goes on the chain and can be reacted to. Once the ability resolves, the Recruit token it creates will finalize and immediately resolve without a window to react to the token itself.
Sequence:
- Viktor's activated ability is placed on the chain
- Players can react to the activated ability
- When the ability resolves, it instructs you to play a Recruit token
- The Recruit token finalizes and immediately resolves (no reaction window for the token)
Nuances:
- Effects that instruct you to play units or tokens do linger on the chain and can be reacted to, but the units/tokens themselves resolve immediately when finalized
- This is the same interaction as Aurora triggers - you can react to the trigger, but not to the unit card being played
- Rule 333.1.c applies to "[Abilities that Add resources], [Units], and [Gear]" - meaning units and gear themselves resolve immediately, not abilities that create them
Can you react to Viktor's legend ability with a reaction speed effect, and when can you use reaction speed effects?
Ruling: Yes, you can react to Viktor's legend ability. Viktor's ability is an activated ability that adds an item to the chain, which can be reacted to. However, you cannot react to the token unit being played when the ability resolves.
Sequence:
- Viktor's activated ability is placed on the chain
- Players gain priority and can react with reaction speed effects
- The ability resolves and plays the token unit
- The token unit cannot be reacted to (it immediately resolves)
Nuances:
- You can react to most activated abilities (indicated by "cost: effect" format) and triggered abilities
- You cannot react to abilities that add resources
- You cannot react to permanents (units and gear) being played - they immediately resolve
- Passive abilities and replacement effects don't use the chain and cannot be reacted to
- You gain priority whenever an item is added to the chain or when an item resolves (if items remain on the chain)
Can you react to Weaponmaster trigger?
Yes, you can react to a **Weaponmaster** trigger.
According to Rule 747.1, **Weaponmaster** is a Triggered Ability. When you play a unit with Weaponmaster, the ability triggers and is placed on the chain as a pending item (Rule 376.3). Because it uses the chain, players are permitted to respond to it with reactions.
### How it works:
1. **Playing the Unit:** When you play a unit with Weaponmaster, the unit enters play. You cannot react to the unit being played itself.
2. **Triggering:** The Weaponmaster ability triggers and is added to the chain.
3. **Reaction Window:** Once the trigger is on the chain, the state becomes closed (if it wasn't already), and players may add reactions to the chain in response to the Weaponmaster trigger.
4. **Resolution:** If no further reactions are added, the Weaponmaster trigger resolves, allowing you to choose an equipment and pay its cost to attach it to the unit.
This is consistent with the general rule that triggered abilities use the chain and can be reacted to (Rule 376.3).
Can you react to Zaunite Bouncer's ability? Does it start a chain?
Ruling: Yes, you can react to Zaunite Bouncer's "When You Play Me" trigger. It will go on or create a chain after Bouncer enters play.
Sequence:
- Zaunite Bouncer enters play
- The "When You Play Me" trigger goes on the chain (or creates a new chain)
- Players can react to this trigger
Can you react to Zhonya's being revealed as a hidden permanent before it resolves to protect a unit?
Ruling: No, you cannot react to Zhonya's being revealed. Zhonya's is a permanent and resolves as soon as it is finalized to the chain, providing no window to react to it being played.
Sequence:
- Player uses Hidden Blade from hand as an action
- Opponent reacts by revealing hidden Zhonya's
- Zhonya's resolves immediately as a permanent
- No opportunity exists to react with another Hidden Blade before Zhonya's protects the unit
Can you react to a Battlefield ability (like Dreaming Tree) on the stack/chain?
Ruling: Yes, you can react to a Battlefield ability on the chain, but only with a reaction (not a normal action), because the chain is not empty.
Sequence:
- Your spell goes on the stack/chain
- Dreaming Tree's Battlefield ability triggers and goes on the chain after the spell
- You can respond with a reaction
- The chain resolves in reverse order (Dreaming Tree resolves before your spell)
Nuances:
- You cannot play normal actions when the chain is not empty, only reactions
Can you react to a Deathknell trigger with a hidden card (like Zhonya) before the Clear Contested status step in combat cleanup?
Ruling: Yes, you can react to Deathknell triggers with hidden cards before the Clear Contested status step. Deathknell finalizes during combat cleanup and pauses the procedure until the entire chain closes.
Sequence:
- Deathknell triggers finalize during combat cleanup
- The game pauses and allows the chain to be built
- Players can respond with hidden cards and other effects
- The entire Deathknell chain must fully resolve
- Once the chain closes, the game proceeds to Clear Contested status
Nuances:
- Tokens created by Deathknell effects (like Machine Evangel) are created when the Deathknell resolves and go on the same chain
- The state becomes open again only after the chain fully closes
- Combat cleanup has substeps within a step, similar to how other steps pause for chains
Can you react to a Sprite token dying at the start of your turn (due to Temporary) by playing a hidden Blastcone Fae before it dies?
Ruling: Yes, you can react to the Sprite token dying by playing the Blastcone Fae from the facedown zone. The Fae will resolve before the token dies, allowing you to get the hold point.
Sequence:
- At the start of your beginning phase, the Temporary keyword triggers and goes onto the chain
- You can react to this trigger by playing Blastcone Fae from the facedown zone
- Blastcone Fae resolves first
- Then the Sprite token dies
Nuances:
- It is the Temporary effect (not the unit dying itself) that goes on the chain and creates the reaction window
- A unit dying does not automatically go on the chain; it's the Temporary keyword trigger that allows the reaction
Can you react to a Sprite token dying from the Temporary keyword, specifically to reveal a hidden card like Teemo at the Sprite's battlefield?
Ruling: Yes, you can react to a Sprite token dying from Temporary. The Temporary keyword is a triggered ability that goes on the chain during the Beginning Phase, so it can be reacted to.
Sequence:
- Temporary triggers during the Beginning Phase
- The triggered ability goes on the chain
- Players can react to it before it resolves
Nuances:
- This allows plays like hiding Teemo at a battlefield conquered by Sprite, then revealing it in response to Temporary triggering the next turn
- You cannot hide a card and reveal it in the same turn
Can you react to a Temporary unit dying at the start of the beginning phase by playing another Temporary unit (like Sprite Call), and will the new unit survive?
Ruling: Yes, you can react to a Temporary unit's death trigger by playing another Temporary unit, and the newly played unit will survive because it enters after the beginning phase trigger check has already occurred.
Sequence:
- At the start of beginning phase, the game checks for beginning phase triggers (including Temporary)
- The first Temporary unit's death is placed on the chain as a trigger
- You can react to this trigger by playing another Temporary unit (like Sprite Call)
- Due to FILO (First In, Last Out), the new unit resolves before the original death trigger
- The new Temporary unit enters the battlefield after the beginning phase trigger window has passed
- The new unit survives because it missed the beginning phase trigger check
Nuances:
- The beginning phase trigger window only happens once per phase; units that enter afterward don't trigger until the next beginning phase
- This interaction is commonly used by Teemo players
- You can also use this to gain hold points by playing Hide Call and flipping it in response to the Temporary trigger
Can you react to a basic rune activated ability?
Ruling: No, you cannot react to abilities with the "Add" tag/wording because they finalize immediately.
Nuances:
- Basic rune abilities have the Reaction timing, but the "Add" tag causes them to finalize immediately, preventing reactions from opponents.
Can you react to a creature being played at base?
Ruling: You cannot react to a permanent being played. However, you can react to any triggered abilities that the permanent causes when it enters play.
Sequence:
- When a permanent is played, it does not create a chain
- If the permanent triggers an ability, that triggered ability is added to the chain (or starts a new chain if none exists)
- Reactions can be played in response to abilities on the chain, resolving before those abilities
Nuances:
- Reactions resolve before abilities already in the chain
- The distinction is between reacting to the permanent itself (not allowed) versus reacting to triggered abilities caused by the permanent (allowed)
Can you react to a hidden card being placed?
Ruling: No, you cannot react to a hidden card being placed. Hiding a card does not create a chain and is not considered playing the card. You can react to a hidden card when it is flipped over/revealed, as that counts as a spell.
Nuances:
- Hiding a card is similar to moving a unit or drawing for turn - these are base speed actions that don't create chains
- The hidden card is only considered "played" when it is revealed
- You can only react to cards if they are spells or if the card triggers an ability
- Units technically go on the chain but resolve immediately, so you can't react to them either
- You cannot react to moving a unit unless it has a "when I move" trigger which would go on the chain
Can you react to a hidden card being played?
Ruling: You cannot react to a card being hidden, but you can normally react to a card played from hidden. A hidden card being played is treated like any other card being played.
Nuances:
- For spells played from hidden, you can react to the spell itself
- For units or other card types played from hidden, you can only react to their play effects (not to the card entering play itself)
Can you react to a second unit being played to a battlefield?
Ruling: No, playing a unit does not grant priority, so you cannot react to a unit being played to a battlefield.
Nuances:
- If your opponent scores a hold point and moves a new unit to the same battlefield while maintaining control the entire time, you cannot react
- If your opponent loses control of the battlefield and then moves back in, it triggers a showdown (even though it can't result in a conquer), which does allow for reactions since control is potentially changing
- You cannot conquer a battlefield you scored that turn, regardless of what happens between those states
Can you react to a unit being played and stop its 'When you play' ability (specifically Vanguard Captain with Gust), and can you return Shen with Gust when he's played while defending?
Ruling: You cannot react to a unit being played. However, you can react to a "When you play" ability because the unit has already been played and the ability goes on the chain. For Vanguard Captain, if you bounce her with Gust before her ability resolves, the ability will fail because it cannot find "here" (the unit is gone). For Shen, you cannot stop him from entering play because he leaves the chain immediately and enters the battlefield with shield already active, making him an invalid target for Gust.
Sequence:
- Vanguard Captain is played to a battlefield
- Her "When you play" ability goes on the chain
- You can respond with Gust to bounce her
- When her ability tries to resolve, it cannot find "here" and fails to spawn tokens
For Shen:
- Shen is played as a reaction
- He immediately leaves the chain and enters the battlefield
- Shield becomes active immediately ("while defending" not "when")
- The chain continues and you get another priority window, but Shen is already in play with shield
Nuances:
- You never react to the unit being played itself, only to triggered abilities that go on the chain
- "Here" effects require the source unit to still be at the location where the ability was triggered
- Shen resolves immediately but the chain continues, giving another priority window after
- Keywords with "while" (like shield) activate immediately without going on the chain, unlike "when" triggers
Can you react to a unit being played as Ambush, what's the rule that says yes or no?
No, you cannot react to the playing of a unit with **Ambush**, even though the Ambush keyword grants the unit the **[Reaction]** permission to be played.
According to **Rule 822.1.b**, the Ambush keyword provides:
1. Permission to be played to a battlefield where you control units.
2. The **[Reaction]** timing required to play that unit during a Closed State (such as during a showdown).
However, **playing a unit** does not create a reaction window. Once the unit is played to the battlefield, it immediately resolves and enters play. As clarified in **RiftJudge FAQ #9326** and **#7795**, units and gear leave the chain directly without a round of priority, unlike spells which linger on the chain.
You can react to triggered abilities (such as "When you play me" effects) that occur **after** the unit enters the battlefield, but you cannot react to the action of playing the unit itself to prevent it from entering play.
Can you react to a unit being played into a battlefield with a reaction spell, and if so, would removing the controlling unit with Gust prevent the new unit from being played there?
Ruling: You cannot react to units being played. Permanents do not give priority windows to respond to.
Nuances:
- Units with triggered effects (like Draw 1 or Deal damage) do create a reaction window when their trigger goes on the chain, but the unit is already played at that point
- There is no way to block a unit from being played into a battlefield; you can only remove it afterwards
- Even if you could react to a trigger and remove the controlling unit, the new unit would already be at the battlefield