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Riftbound Frequently Asked Questions

Search verified questions and answers.

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
Can you react to abilities that activate automatically, such as Dazzling Aurora or purple Yasuo?
Ruling: Yes, you can react to automatic abilities once the opponent gives you priority and the ability enters the chain. Sequence: - The trigger condition occurs (e.g., Yasuo moves for the third time) - The automatic ability enters the chain - The opponent gives you priority - You can use reactions before the ability resolves Nuances: - You cannot counter or avoid the ability itself once it's in the chain, only react to it - For Yasuo specifically, even if you react and remove him from the field, the ability still resolves because it was already triggered
Can you react to abilities that don't have action and reaction keywords, such as Solari Chief's triggered ability or Singularity?
Ruling: Yes, once any ability is on the chain, players get a chance to react to it, regardless of whether the ability has action/reaction keywords. The speed of the ability that started the chain does not affect what reactions are possible. Sequence: - When you play Solari Chief, he starts a chain with himself as a permanent - Permanents (units/gear) auto-resolve on the chain with no reaction window - Once Solari Chief resolves and is in play, his "When you play me" triggered ability goes onto the chain (choices are made at this point) - The player who played Solari Chief has priority first, then if they pass, the opponent can play reactions on top - Once both players pass, the top item on the chain resolves - Priority passes again and the process continues until the chain is empty Nuances: - Add abilities and permanents themselves do not give reaction windows - Only cards with the "Spell" type are spells, so abilities like Solari Chief's cannot be countered by cards like Defy or Windwall that specifically counter spells - The unit lands on the board immediately, but both players can react to its triggered ability before it resolves
Can you react to anything?
Whether you can react to a game action depends on whether that action creates a chain and whether you have priority. ### **General Rule for Reactions** You can only play a Reaction when you have priority and there is an active chain (a "Closed State"), or if the card you are playing has the **Reaction** keyword, which permits it to be played during a Closed State. ### **Can you react to playing a card?** * **Spells:** Yes. When a player plays a spell, it is added to the chain as a pending item. Once it finalizes, it becomes a finalized chain item, at which point players receive priority to play Reactions. * **Permanents (Units/Gear):** Generally, **no**. Permanents do not create a priority window for opponents when they are played. They enter the chain, finalize immediately, and leave the chain to become game objects. Because they leave the chain during finalization, there is no finalized chain item for an opponent to respond to. * **Exception:** If a permanent has a "When you play me" triggered ability, that ability is added to the chain. You **can** react to that triggered ability. ### **Can you react to "Hidden" cards?** * **Hiding a card:** No. Hiding a card (placing it facedown) is a discretionary action that does not create a chain. It finalizes immediately, and no priority window is created. * **Playing from Hidden:** When you flip a card face-up to play it from a hidden zone, it is treated as playing a card. * If the card is a **spell**, you can react to the spell itself. * If the card is a **permanent** (unit/gear), you cannot react to the card being played, but you can react to any "When you play me" triggered abilities that the card creates upon entering play. ### **Summary Table** | Action | Can you react? | Reason | | :--- | :--- | :--- | | **Playing a Spell** | Yes | It remains on the chain as a finalized item. | | **Playing a Permanent** | No | It finalizes and leaves the chain immediately. | | **Triggered Ability** | Yes | It is added to the chain. | | **Hiding a Card** | No | It does not create a chain. | | **Playing from Hidden (Spell)** | Yes | It is treated as playing a spell. | | **Playing from Hidden (Permanent)** | No* | It is treated as playing a permanent. | *\*Note: You can still react to any triggered abilities generated by the permanent.*
Can you react to each part of a chain as it resolves, or does the entire chain resolve once both players pass?
Ruling: You can react to each part of a chain as it resolves. After each item on the chain resolves, players get priority again and can play new cards before the next item resolves. Sequence: - Both players pass priority - Top item of chain resolves - Active player is determined - Players get priority again and can add new cards to the chain - Repeat until chain is empty Nuances: - Effects like Gust look at current values (e.g., current Might), not printed values, so they see modifications from previously resolved chain items
Can you react to end of turn abilities, and how does this work for cards like Sona and Aurora?
Ruling: Yes, end of turn abilities are normal triggered abilities that create a chain and allow reactions. Sequence: - End of turn ability triggers - Ability goes on the chain - Players can react to the ability on the chain
Can you react to flip a hidden Teemo before a Temporary Sprite disappears at the beginning of your turn phase, or can reactions only be used on opponent's turn?
Ruling: You can react before the Temporary Sprite disappears. Temporary is a triggered ability that uses the stack, allowing you to respond to it by flipping Teemo before the Sprite is removed. Nuances: - Reactions can be used on your own turn, not just on the opponent's turn - The Temporary trigger goes on the stack during your turn's ABCD steps, creating a window to respond
Can you react to opponent playing a card at beginning of their turn?
No, you cannot react to your opponent simply starting their turn or playing a card at the beginning of their turn, unless that card play itself creates a reaction window. Here is the breakdown of why based on the game rules: ### 1. No Priority during Phase Changes You do not receive priority simply because a phase or step begins (e.g., the Start of Turn phase). As confirmed by **RiftJudge FAQ #9538** and **RiftJudge FAQ #2886**, players only receive priority to play cards or activate abilities when the opponent performs an action that creates a chain, or during a showdown. ### 2. Can you react to them "playing a card"? It depends on the **type** of card they play: * **Permanents (Units or Gear):** When a player plays a permanent from their hand, it resolves immediately. According to **RiftJudge FAQ #5909** and **RiftJudge FAQ #2711**, playing a permanent does not pass priority on the chain, so there is no window for your opponent to react. * **Spells:** When a player plays a spell, it goes on the chain. This creates a **Closed State**, which grants the opponent an immediate window to play a [Reaction]. * **Triggered Abilities:** If the card the opponent plays has a "When you play me" (WYPM) triggered ability, that ability is placed on the chain *after* the card enters play. This creates a window for you to play [Reaction] cards to interact with that ability (see **RiftJudge FAQ #8067**). ### Summary * **Phase start:** No reaction window. * **Playing a Unit/Gear:** No reaction window (unless it has an on-play triggered ability). * **Playing a Spell:** Yes, you can react because it creates a chain. In short, you cannot react to the act of a card being played unless the rules specifically dictate that the action creates a chain (like a spell) or triggers an ability.
Can you react to playing a spell like Cull the Weak, and does playing cards in general create a chain?
Ruling: Yes, playing a spell like Cull the Weak creates a chain that you can cast a reaction to. All types of cards, triggered abilities, and activated abilities create chains. Nuances: - Permanents (gears and units) resolve immediately with 0 reactions upon being finalized onto the chain - opponents cannot react before the permanent itself resolves - "When I'm played" abilities of permanents can be reacted to, but not the permanent itself - ADD abilities (tapping/recycling runes, legend abilities, seals, etc.) also create chains but cannot be reacted to
Can you react to playing a unit card that has no on-play effect?
Ruling: No, there is no reaction window when playing a unit with no on-play effect. Sequence: - The unit resolves as soon as it finalizes - It does not linger on the chain - It has no trigger to go on the chain
Can you react to playing your own unit to trigger its Legion effect?
No, you cannot react to playing a unit to trigger its Legion effect. According to **RiftJudge FAQ #1526**: * Legion triggers do not go on the chain if the Legion condition is not already met when the card is played. * You cannot respond to activate Legion after playing the card. Furthermore, as established in **RiftJudge FAQ #2971** and **#7795**: * Playing a unit does not grant priority, and units leave the chain immediately without allowing responses. * Because you cannot react to the act of playing a unit, you cannot create a window to play another card to satisfy the Legion condition before the unit's "on-play" effect checks for it. **Summary of the interaction:** 1. You play a unit. 2. The game checks if the Legion condition is met (i.e., have you already played another Main Deck card this turn?). 3. If the condition is not met at that exact moment, the Legion ability does not trigger and does not go on the chain. 4. Because playing a unit does not open a window for reactions, you cannot play a different card or effect to "turn on" Legion after the unit has been played but before its ability resolves.
Can you react to the Gutter Palace "at the start of the beginning phase" triggered ability?
Yes, you can react to the triggered ability of Gutter Palace. According to **Rule 383.3**, when a triggered ability's condition is met, it behaves like an activated ability and is placed on the chain. Because the ability is placed on the chain, it creates a **Closed State**, which allows players to play cards or activate abilities with the **[Reaction]** keyword in response. ### Sequence of Events: 1. **Trigger:** At the start of your Beginning Phase, the condition for Gutter Palace's ability is checked. If the conditions are met, the ability triggers and is added to the chain. 2. **Priority:** Once the ability is on the chain, priority passes to the players. 3. **Reaction:** You may play a **[Reaction]** card or activate a **[Reaction]** ability to change the game state. 4. **Resolution:** The chain resolves in reverse order (LIFO - Last In, First Out). If your reaction successfully changes the game state so that the conditions for Gutter Palace are no longer met, the ability will resolve but fail to trigger the win condition. This interpretation is consistent with **Rule 383.3** and the general mechanics of triggered abilities in Riftbound. This follows the same logic as other beginning-of-turn triggers, where the game state is checked upon the resolution of the triggered ability, not when it is placed on the chain. Note: I could not fully verify this ruling against the retrieved rules.
Can you react to the trigger of Treasure Trove?
Yes, you can react to the trigger of **Treasure Trove**. According to **RiftJudge FAQ #2743**, both the activated ability ("Kill this") and the "When this leaves the board" triggered ability create a chain, allowing players to respond with reactions to either. ### How it works: 1. **The Trigger:** When Treasure Trove leaves the board, its triggered ability ("When this leaves the board...") is placed on the chain as a pending item (Rule 383.3). 2. **Reaction Window:** Because this triggered ability uses the chain, it creates a reaction window where players may add reactions before it resolves. 3. **Resolution:** Once the reaction window closes and no further reactions are added, the chain resolves in **LIFO** (Last-In, First-Out) order. This is consistent with the general rule that triggered abilities use the chain and can be reacted to (Rule 376.3 and FAQ #8942).
Can you react to triggered and activated abilities like Annie's legend ability to ready 2 runes, Jinx's ability to draw cards, or Ballista gear's tap ability to deal 2 damage?
Ruling: Yes, you can react to both triggered and activated abilities because they create chains upon trigger/activation. Passive abilities do not create chains and cannot be reacted to. Sequence: - Triggered abilities (like Annie and Jinx's legend abilities) create a chain when they trigger - Activated abilities (like Ballista gear's tap ability) create a chain when activated - Once on the chain, other players can react to these abilities Nuances: - Not all abilities exhaust the card when used - only if the activation cost includes the exhaust symbol or the card is templated to exhaust - Annie and Jinx's triggered abilities do not exhaust them - Ballista's activated ability has exhaust as the cost to put the ability on the chain - Passive abilities and replacement effects do not open a chain
Can you react to units being played, and if so, does the unit hit the field before you can react?
Ruling: Playing a unit opens a chain, but it resolves immediately and nobody gains priority, so you cannot react to units being played. Nuances: - This rule applies even though playing a card creates a chain - Units are considered played only after they've finished resolving and are on the battlefield - Triggers that check for "played" events happen after the card has resolved and is on the battlefield - A unit with a "Play" ability will see itself being played because it's already on the battlefield when the trigger checks
Can you react to units being played, and what are the rules for when reactions can be played during unit movement and showdowns?
Ruling: You cannot react to units or gears being played directly. Reactions can only be played in response to abilities that trigger and stay on the chain. However, when a unit moves to an empty battlefield, it starts a Showdown where all players can play reactions and action spells (if they have focus). Sequence: - When a unit is played directly to a battlefield the player controls, no reaction window exists - When a unit with a "when played" ability (like Vanguard Captain's legion or Faithful Manufacturer's token spawn) is played, you can react to those triggered abilities - When a unit moves to an empty battlefield, a Showdown starts - During the Showdown, all players are relevant and can play reactions or action spells - Scoring/conquering happens during cleanup of the Showdown - If the unit is removed before cleanup, no scoring occurs Nuances: - You cannot Gust a Soaring Scout as it's played directly from hand to a battlefield you don't control (no ability triggers) - You can react to triggered abilities like Cithria Cloudfield's ability before she gets buffed - Both reactions and action spells (when you have focus) can be played during a Showdown to prevent conquering
Can you react to your opponent's damage assignment during the combat damage step of a showdown by playing a discipline to give your unit +2 might?
Ruling: No, you cannot play cards during the combat damage step in response to damage assignment. Nuances: - There are no triggers to react to during this period - Players cannot play actions during the combat damage step
Can you react to your own 'When you play me' trigger with a spell, and does En Garde give +2 might to Carnivorous Snapvine when it's the only unit at your base?
Ruling: Yes, you can react to your own "When you play me" trigger. En Garde will give Carnivorous Snapvine +2 might total (+1 base, +1 additional) because Snapvine is the only unit at your base. Sequence: - Play Carnivorous Snapvine - Its "When you play me" trigger starts a chain - As active player, you get priority and can play En Garde as a Reaction - En Garde resolves, giving Snapvine +2 might (since it's the only unit at your base) - Snapvine's damage ability resolves with 8 might total - Snapvine and Anivia trade evenly at 8 might each Nuances: - En Garde checks if the unit is the only one "there" which doesn't specifically mean battlefield, so it applies when Snapvine is alone at your base
Can you react to your own Jinx, Loose Cannon legend trigger, and do you get priority first?
Ruling: Yes, you can react to your own Jinx trigger. As the controller of the trigger, you have the first priority to play reactions to the chain. Nuances: - Jinx's ability triggers every turn at the start of your beginning phase, regardless of your hand size - The "if you have one or fewer cards in hand" is part of the effect, not the trigger condition - Opponents can also react to the trigger - The trigger condition is "at the start of your beginning phase" - everything after the comma is the effect
Can you react when a gear or unit is played if it has no immediate ability activation?
Ruling: You cannot react when a gear or unit is played unless it has a trigger effect (like an ETB). Both units and gears without immediate abilities go on the stack but resolve straight away before allowing a reaction. Sequence: - When casting Units/Gears without abilities that happen immediately, a chain gets created - The chain immediately resolves, leaving no window for reactions - The permanent leaves the Chain and becomes a Game Object Nuances: - You CAN react if the gear or unit has an ETB (enters-the-battlefield) or other trigger effect
Can you react when equipment is being attached?
Ruling: Whether you can react depends on how the equipment is being attached. Sequence: - **Using the Equip activated ability:** Yes, you can react. Activating Equip places the ability on the chain, creating a closed state where players can respond with Reaction cards or abilities. If the target unit is removed before resolution, the equipment fails to attach. - **Playing equipment with Quick-Draw:** You cannot react to the gear card entering play, but you can react to the attachment trigger. When you play a Quick-Draw gear, it enters at your base immediately. Then its "When you play this, attach it to a Unit you control" triggered ability goes on the chain, creating a closed state where opponents can respond. If the target is removed, the gear remains unattached at your base. - **Playing standard gear:** The gear enters play and attaches immediately without using the chain, so there is no reaction window. Nuances: - Quick-Draw creates two distinct moments: the gear entering (no reaction window) and the attachment trigger (reaction window). - Effects that say "Equip" use the activated ability and can be reacted to; effects that say "attach" typically happen immediately.
Can you react with Ambush in your beginning phase to a temporary unit on your battlefield dying? Do I get the hold effect and points if I do so? (I.e. I had a single temporary sprite on the battlefield)
Yes, you can react to your "Temporary" unit's death trigger by playing a unit with **Ambush** during your Beginning Phase, and you will maintain battlefield control to score the Hold point. ### Sequence of Events 1. **Beginning Phase Trigger:** At the start of your Beginning Phase, the "Temporary" keyword triggers because your unit is slated to die. This trigger is placed on the chain, creating a [REACTION] window. 2. **Reaction:** You play your unit with **Ambush** as a [REACTION] to that trigger. * *Note: According to Rule 822.1.b, **Ambush** allows you to play a unit as a [REACTION] to a battlefield where you control units.* 3. **Resolution (LIFO):** * The **Ambush** unit resolves first, entering the battlefield. * The "Temporary" trigger resolves second, causing your original Sprite token to die. 4. **Result:** Because you played your **Ambush** unit before the "Temporary" trigger finished resolving, you never lost control of the battlefield. Consequently, you maintain your unit presence and successfully score the point for Holding the battlefield. According to **RiftJudge FAQ #6560**: "The hidden unit being played resolves before the temporary unit actually dies, so you never lose control of the battlefield. ... You maintain control throughout and score the point for holding the battlefield." (Note: While your question mentions **Ambush** rather than a "hidden" unit, the timing logic regarding the chain and "Temporary" resolution is identical).
Can you react with Gust to the "move a friendly unit" portion of Relentless Pursuit before the equipment is attached to the unit?
No, you cannot react to the "move a friendly unit" portion of *Relentless Pursuit* to prevent or interrupt the attachment of an equipment. Here is the breakdown of why this interaction functions this way: ### 1. The Chain and Resolution When you play *Relentless Pursuit*, you place it on the chain. Because it is a spell, this creates a **Closed State**. Once the spell is on the chain, players have the opportunity to play reactions (like *Gust*) before the spell resolves. ### 2. Resolution is Atomic When *Relentless Pursuit* resolves, its instructions are performed in the order they are written on the card: 1. **Move** the friendly unit. 2. **Attach** an equipment (optional). Crucially, **a spell resolves as a single, uninterrupted event.** Once *Relentless Pursuit* begins resolving, it does not stop or allow for new reactions between its instructions (moving the unit and attaching the equipment). ### 3. Why You Cannot "Intervene" If you play *Gust* in response to *Relentless Pursuit* (before the spell resolves), *Gust* will resolve first due to **LIFO (Last-In, First-Out)** timing. * If *Gust* successfully returns the target unit to its owner's hand, the unit is no longer on the battlefield. * Because the unit is no longer a valid target or no longer on the board, the subsequent instructions of *Relentless Pursuit* (moving it and attaching equipment to it) will fail to resolve on that unit. However, you cannot let the move happen and then "interrupt" the spell *after* the move but *before* the attachment. By the time you have the opportunity to play a reaction, you must do so before the spell's resolution begins. Once the spell begins to resolve, it completes all of its instructions without pause.
Can you react with Rengar, Pouncing to attack an enemy battlefield solo?
Yes, you can play **Rengar, Pouncing** as a reaction to a battlefield you are attacking, even if he will be the only friendly unit there. According to **RiftJudge FAQ #8779**, Rengar's specific card text (*"I can be played to a battlefield you're attacking"*) provides an exception to standard unit placement rules. Because he also possesses the **[Reaction]** keyword, he can be played at reaction speed during a combat showdown (a closed state). ### Important Considerations: * **Solo Entry:** You are permitted to play him to a battlefield you are attacking even if you currently have no other units there. * **Attacker Status:** When Rengar enters the board during a combat showdown, he does not immediately gain the "Attacker" designation. According to **RiftJudge FAQ #9610**, he only gains the "Attacker" designation and activates his **Assault 2** keyword during the combat cleanup triggered by his entry. * **Timing:** As a unit with **[Reaction]**, he can be played while a chain is already on the board (a closed state). *** **Sequence:** 1. **Combat Showdown:** A combat showdown is ongoing at a battlefield you are attacking (the state is closed). 2. **Play Rengar:** You play **Rengar, Pouncing** as a reaction. Because he has the **[Reaction]** keyword, he is played at reaction speed. 3. **Entry:** Rengar enters the battlefield. 4. **Cleanup/Trigger:** A cleanup occurs because a permanent entered the board during a showdown. During this process, Rengar gains the "Attacker" designation. 5. **Assault:** Once he has the "Attacker" designation, his **Assault 2** keyword activates, increasing his Might.
Can you react with Zhonya's Hourglass to save a unit at a different battlefield than where Zhonya's is hidden?
Ruling: Yes, you can react with Zhonya's Hourglass to save a unit at any battlefield, not just the one where it's hidden. Sequence: - Zhonya's is played from hidden directly to base (gear cannot be played to battlefields) - Its effect does not target, so it is not restricted to the battlefield where it was hidden - The effect applies wherever appropriate Nuances: - The restriction on playing cards from hidden only applies to targeting - cards gain "here" as a targeting restriction when played from hidden - Effects that don't target (like Zhonya's) receive no restriction and apply wherever appropriate - Gear is always played to base, never to a battlefield, even when played from hidden - Only units have the "must be played to the battlefield they were played from" restriction
Can you react with a chosen champion from the champion zone?
Yes, you can react with a Chosen Champion from the Champion Zone, provided that the Champion card itself possesses the **Reaction** keyword. According to the rules, the Champion Zone is a non-board zone (FAQ #1213, FAQ #3624). Units in the Champion Zone cannot be targeted by effects that target units on the board, and they cannot use their abilities while in that zone (FAQ #3843). Here is the breakdown of how this functions: 1. **Champion Zone Status:** The Champion Zone is not part of the board. Units in this zone are not considered to be on the board and cannot be interacted with as units until they are played. 2. **Playing a Champion:** To use your Chosen Champion, you must "play" it by paying its summoning cost and placing it onto the board (your base or a battlefield you control). Once it is on the board, it functions as a normal unit (FAQ #3843). 3. **Reaction Timing:** The keyword **Reaction** (Rule 739) provides permission to play a card or activate an ability during a Closed State. If your Chosen Champion has the **Reaction** keyword, you may use that permission to play the card from the Champion Zone onto the board during a Closed State (Rule 739.3.a). If the card does not have the **Reaction** keyword, it must be played to the board during an Open State. In summary, the Champion Zone acts as a holding area. You must play the card from that zone to the board before it can participate in combat or use abilities. You may only play it from the Champion Zone during a Closed State if the card specifically possesses the **Reaction** keyword. Note: I could not fully verify this ruling against the retrieved rules.
Can you react with a hidden Zhonya to a unit dying during combat damage assignment, or must it be revealed during the showdown chain before damage is assigned?
Ruling: If Zhonya is hidden when both players pass during showdown, it stays hidden until cleanup finishes. You cannot react to combat damage being assigned - once both players pass, no one can play anything until cleanup finishes. Sequence: - Both players pass during showdown - Combat damage is assigned (no reactions possible) - Cleanup occurs - Hidden cards remain hidden throughout this process Nuances: - This means with multiple defending units, you don't get to choose which unit to save unless multiple targets are dying - You can flip Zhonya earlier in the showdown chain before passing, but this reveals it and may affect your opponent's targeting decision
Can you react with a hidden card on the battlefield once Blitzcrank is recalled to hand?
Ruling: You can react to Blitzcrank's hold trigger with a hidden card. However, once Blitzcrank leaves the battlefield, you will lose control of the hidden card and any hidden cards there will go to the trash. Sequence: - Blitzcrank is recalled during the beginning step - Blitzcrank's hold trigger goes on the stack - You can react with your hidden card at this point - Once Blitzcrank leaves the battlefield, hidden cards go to the trash Nuances: - The hidden card can be used to react before Blitzcrank fully leaves the battlefield - Loss of control occurs after Blitzcrank leaves, causing hidden cards to go to trash
Can you react with a reaction card to triggered abilities from permanents (like units) that start a chain, or does rule 538 prevent players from receiving priority before they resolve?
Ruling: You can react to triggered abilities from permanents. Rule 538 only applies when the actual card itself is played onto the chain, not when triggered abilities from permanents are added to the chain. Sequence: - When triggered abilities are added to the chain, players receive priority and can respond with reactions - After each card/ability resolves in a chain, players get another opportunity to add reactions (starting with the owner of the next item on the chain) - This continues until both players pass, then the next item in the chain resolves - The process repeats until the entire chain is resolved Nuances: - Triggered abilities are treated differently from cards played directly onto the chain - Players can let parts of the chain resolve and then react again while the chain still has unresolved items - Once all players pass on an empty chain (after everything resolves), nothing more can be added to that chain
Can you react with a spell when Dazzling Aurora (Orange Gear) is played and used with a card?
Ruling: You can react to Dazzling Aurora with reactions when it triggers, but not when it is played. Nuances: - It is a triggered ability, so reactions can be used in response to the trigger - You cannot react to the gear being played itself, only to its triggered ability
Can you react with hidden cards or reactions when a triggered ability occurs?
Ruling: You can react to triggered abilities. Nuances: - This applies even if you have hidden cards or reactions available
Can you ready an already readied Irelia?
No, you cannot ready an already readied **Irelia, Fervent**. According to **Rule 415.1.b** of the Riftbound Core Rules: "A Unit that is already Ready cannot be Readied again." Additionally, **Rule 415.1.c** states: "If a Unit is instructed to be Readied while it is already Ready, nothing additional happens." Because Irelia's triggered ability requires her to be successfully "readied" (or chosen) to gain the +1 Might bonus, if she is already in a Ready state, any effect that instructs you to ready her will fail to do so, and her ability will not trigger.
Can you ready your opponents' runes with Annie in a free-for-all or 2v2 game?
Ruling: Yes, Annie can ready any runes on the board, including opponents' runes. You can ready up to two runes total, split however you want across any players. Nuances: - The ability targets up to two runes (not necessarily exactly two) - In 2v2, you can split the targets between yourself, your teammate, and/or opponents in any combination
Can you reattach an equipment in the same turn if the unit it was originally on dies?
Yes, you can equip that equipment to another unit on the same turn after the original unit dies. When the unit dies, the equipment detaches and returns to your base in a ready state, allowing you to pay its equip cost to attach it to a new unit during your Main Phase when the chain is empty.
Can you recycle a gold gear for the BF sigil of the storm?
No, you cannot recycle a Gold Gear to satisfy the requirement for *Sigil of the Storm*. According to the card text of *Sigil of the Storm*, when you conquer the battlefield, you must "recycle one of your **runes**." As established in the game rules and FAQs: * **Rule 403.1.b** states that "Runes are Recycled to the Rune Deck." * A "Gold Gear" is a **Token** (as noted in the FAQ regarding the Legion keyword), not a Rune. * Because the effect specifically requires you to recycle a **rune**, you cannot substitute a Gear, a unit, or any other card type to pay that cost. If you have no runes to recycle, the effect will trigger and resolve, but it will simply do nothing, as you cannot fulfill the requirement.
Can you recycle a mech token with Rumble Hotheaded?
Yes, you can recycle a Mech token with Rumble, Hotheaded's ability. According to the RiftJudge FAQ #8409: "Yes, he can. This is a minor gap in the rules. Main Deck cards are recycled to the Main Deck and runes are recycled to the Rune deck, but tokens aren’t actually either of those things. We’ll be clarifying in a future rules updates that tokens “inherit” the recycle destination of their type(s), so a token that’s a unit or gear is recycled to your Main Deck just like any other gear. It then vanishes, as tokens do any time they leave the board, but it still counts as “the unit you recycled” and Rumble can check its Might." Additionally, FAQ #8712 confirms that when you recycle a unit as a cost for Rumble's ability, the ability "looks back" at the unit's characteristics immediately before it left the board, meaning any active bonuses (like Assault) will be included in the cost reduction calculation.
Can you recycle a rune that you exhausted to pay the cost while you have non-exhausted ones available?
Ruling: Yes, you can recycle any rune, whether it is exhausted or not. Nuances: - You can pool energy, recycle a rune, pay a seal with the power from recycling, then pay something else with the energy you pooled
Can you recycle an already exhausted rune to pay for a card's recycle cost (like Defy's 1 rune requirement)?
Ruling: Yes, you can recycle exhausted runes. The recycle cost can be paid regardless of whether the rune is readied or exhausted. Nuances: - All runes have both an exhaust ability (add 1 energy) and a recycle ability (add domain-specific resource) - The recycle cost is independent of the rune's current state
Can you recycle an exhausted rune to pay for a card's Power cost?
Ruling: Yes, you can recycle exhausted runes to pay for a card's Power cost. Sequence: - Exhaust one rune of any color to pay the energy cost - Exhaust another rune that matches the required color - Recycle that same exhausted colored rune to pay for the Power cost Nuances: - A card's color is defined by the small symbol in the bottom right of the card, not by visual design elements like banners
Can you recycle either active or exhausted runes?
Ruling: You can recycle runes in either state (active or exhausted). Nuances: - Exhausted runes can always be recycled - You generally shouldn't recycle a ready rune without first exhausting it
Can you recycle runes at reaction speed to float power in response to an opponent's action?
Ruling: Yes, you can recycle runes at reaction speed to float power because the rune itself has the ability to be recycled, which creates the limited action. Sequence: - Opponent plays an action (e.g., Divine Judgement) - In response, you can recycle runes to float power - You retain both the floated energy and power in your rune pool Nuances: - A card must specifically instruct you to recycle it; you cannot recycle cards at will without an ability that allows it - The rune's own ability is what makes recycling it a limited action that can be performed at reaction speed - This interaction can be used to trigger abilities that care about recycling runes (like Sivir's legend ability), though such abilities may have their own restrictions like requiring exhaust
Can you recycle runes during the resolution of Bullet Time to pay for its power cost, or can runes only be recycled when you can use a reaction?
Ruling: You can both exhaust and recycle runes during Bullet Time's resolution to pay for its power cost. You do not need to float the power beforehand. Sequence: - Bullet Time begins resolving - During resolution, exhaust runes for floating energy - Use that floating energy for power as part of the resolution - Continue resolving Bullet Time's effect Nuances: - This can be done during resolution itself, not requiring the ability to use a reaction - The power cost is paid during resolution, not before the spell resolves
Can you recycle runes just to float power/energy without paying for something, specifically to preserve resources when a unit with Deathknell is about to die?
Ruling: You can recycle runes to float power/energy, but you must either have Priority or be in the middle of paying a cost for a card. You cannot float resources at arbitrary times without one of these conditions. Sequence: - Wait for a trigger (like Tasty's Deathknell) to go on the chain - In response to that trigger, use a Reaction to recycle runes and float the resources - The floated resources remain in your pool (it doesn't empty during or after combat) - After the trigger resolves, you can use those floated resources Nuances: - Your resource pool empties at the end of every turn and after you perform your turn-draw, but NOT during or after combat - Make sure to communicate clearly with your opponent when floating resources
Can you recycle tokens (e.g., with Red Rumble's ability)?
Ruling: Yes, you can recycle tokens. The token attempts to move to the deck but ceases to exist after entering that zone, just like when tokens move to any other non-board zone. The recycle action is still considered to have occurred even though the token disappears. Sequence: - The token is targeted by the recycle effect - The token moves from its current zone toward the deck - The token enters the deck zone - The token ceases to exist after entering that zone - The recycle is considered to have successfully occurred Nuances: - The comprehensive rules currently define recycling as applying only to "cards" and tokens are explicitly "not cards," creating a rules gap that will need clarification in future updates - The ruling is based on design intent confirmed by developers, with the understanding that recycle rules will be updated to say "card or game object" - This works the same way as tokens being "killed" - the action occurs even though the token poofs out of existence
Can you refuse to finalize Zaun Warren's conquer effect trigger using the new rule about triggered abilities that incur a cost?
Ruling: No, you cannot refuse Zaun Warren's conquer effect. Zaun Warren does not incur a cost when being finalized to the chain, so the new rule does not apply to it. Nuances: - The new rule only applies to triggered abilities that incur a cost when being finalized (put on the chain), not costs paid during resolution - Currently, the only triggered abilities that incur costs on finalization are ones that target enemy units with deflect - "Cost" is a specific technical term in Riftbound, not casual usage - Costs incurred on finalization use templating like "you may [action] as an additional cost" - Costs paid on resolution use templating like "[cost] to [effect]" or "pay [cost] to [effect]" - Only costs incurred on finalization can be refused, causing the trigger to fail to finalize - Zaun Warren's discard effect happens during resolution, not finalization, so it cannot be refused
Can you reorder replacement effects (Soraka and Zhonya's) to prevent Zhonya's from being used, allowing Soraka to save a unit instead?
Ruling: Yes, you can choose to apply Soraka's replacement effect first to save the unit, which prevents Zhonya's from applying since there is no longer a death event to replace. Sequence: - When a unit would die, both Soraka and Zhonya's replacement effects are available - You choose which replacement effect to apply first - If you choose Soraka first, she saves the unit - Zhonya's cannot apply because the death event has already been replaced Nuances: - Replacement effects don't trigger or use the chain - they don't resolve and can't fizzle - When multiple units die: select which unit a single effect applies to - When multiple effects apply to one unit: select which effect applies - If Soraka herself takes lethal damage simultaneously with other units (like in a boardwipe), she cannot save them even with Zhonya's, as she wouldn't be in a valid location. This interaction awaits further clarification in updated rules.
Can you repeat Bellows Breath at a different location?
Yes, you can repeat **Bellows Breath** at a different location. According to the official FAQ and **Rule 746.2.a**, when you pay the **Repeat** cost for a spell, you execute its instructions a second time, and you are allowed to make new choices for that second execution. ### How it works: 1. **First Execution:** You choose a location and deal 1 damage to up to three units at that location. 2. **Second Execution:** You may choose the same location or a completely different one. You then choose up to three units at that location to deal 1 damage to. ### Key Details: * **Independent Choices:** The choices for the second execution (location and targets) do not have to match the choices made for the first execution. * **Resolution:** Both instances of damage occur during the resolution of the same spell. Cleanup (checking if units are defeated) only occurs after the entire spell—including the repeated effect—has finished resolving. * **Targeting:** While a single instance of Bellows Breath requires all targets to be at the same location, the two instances are separate sets of choices, allowing you to hit different battlefields or bases if you wish.
Can you repeat Bloodrush on a single unit, and is the effect temporary?
Ruling: Yes, you can target the same unit twice with Bloodrush, and the effect only lasts until end of turn. Nuances: - The Assault keyword stacks when Bloodrush is used multiple times on the same unit - Bloodrush can also be used on multiple different targets
Can you repeatedly equip the same equipment to different units in the same turn as long as you pay the equip cost (assuming units die and equipment returns to base)?
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. Sequence: - Unit dies with equipment attached - Equipment returns to base - Pay equip cost to attach equipment to another unit - Repeat as long as you have resources Nuances: - You cannot unequip equipment voluntarily - Current equipment does not have exhaust on their equip costs (though future equipment might)
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