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Can you repeatedly re-equip the same equipment to multiple units attacking one at a time, and does the equipment become exhausted?
Ruling: You can repeatedly equip the same equipment to different units as long as you pay the equip cost and the equipment is not currently attached. Equipment does not exhaust when the equipped unit dies and does not need to be ready to equip.
Sequence:
- Attack with a unit that has equipment attached
- If that unit dies, the equipment detaches and returns to your base ready
- You can then equip it to another unit and attack
- Repeat as needed
Nuances:
- Attached equipment loses its equip ability (all rules text becomes inactive while attached)
- You cannot use the equip ability to move equipment from one unit to another unless the first unit dies or the equipment is detached by another effect
- Abilities like Weaponmaster or certain spells can attach/move equipment without using the equip ability
- If a unit with attached equipment is recalled (e.g., by Rebuke), the equipment returns to base ready
Can you repulse Call the Weak?
No, you cannot use **Repulse** to counter **Cull the Weak**.
According to **RiftJudge FAQ #10429** and **FAQ #8598**, this is because **Cull the Weak** does not target.
### Reasoning:
1. **Repulse's Requirement:** Repulse is a `[Reaction]` that specifically requires you to "Counter an enemy spell or ability that **chooses** [a friendly unit]."
2. **Cull the Weak's Mechanics:** Cull the Weak states, "Each player kills one of their units." This instruction does not target or choose any unit when the spell is played. Instead, each player performs the choice of which unit to kill during the **resolution** of the spell.
3. **Conclusion:** Because Cull the Weak does not choose a unit as a target when it is placed on the chain, it fails to meet the fundamental requirement for being countered by Repulse.
This is an interpretation based on the mechanics of non-targeted effects; no official rule explicitly lists every spell interaction, but the FAQ entries for both **Repulse** and **Not So Fast** consistently confirm that non-targeting spells cannot be countered by cards that require a target.
Can you respond to Dazzling Aurora before it triggers if the opponent plays it and immediately ends their turn?
Ruling: You cannot respond to Dazzling Aurora before it triggers if the opponent plays it and ends their turn. Aurora resolves immediately as a permanent, and when the turn ends, the trigger is immediately added to the chain.
Sequence:
- Aurora trigger goes on the chain at end of turn
- Owner of the trigger gets priority first
- Opponent gets priority after
- Chain resolves
Nuances:
- This applies to any end of turn triggers
- If the opponent does anything else during their turn (like going to showdown), you can respond and kill Aurora before end of turn
Can you respond to Fiora's trigger with Gust when she attacks/defends alongside Yi, and does it work differently if she's defending?
Ruling: Fiora's "When I attack/defend" ability creates a trigger that can be responded to with Reaction spells like Gust. However, if Fiora is defending with Yi, Gust would not work on her alone because Yi's +2 Might ability applies first through layers and dependency, making her 5 Might (above Gust's threshold).
Sequence:
- Yi's +2 Might ability applies first (layers and dependency)
- Fiora's "When I attack/defend" trigger goes on the stack
- You can respond to Fiora's trigger with Reaction spells
Nuances:
- Assault and Shield are not triggers that can be responded to
- Yi's ability is not triggerable
- Gust specifically won't work on Fiora when she's with Yi because the Might buff applies before you can respond, putting her at 5 Might
Can you respond to Jinx - Loose Cannon's Beginning phase ability trigger with a reaction card to prevent them from drawing cards and scoring?
Ruling: Yes, this scenario is valid. When Jinx's ability triggers at the beginning of the turn, it creates a window where either player can respond with reactions before the ability resolves. If you respond with a reaction that changes the game state so Jinx no longer qualifies for the ability (e.g., by removing a unit or causing them to draw cards), they will not draw the extra card. Scoring happens after the Beginning step, so preventing the draw can prevent scoring.
Sequence:
- Opponent starts Beginning phase and awakens
- Jinx's ability triggers (this always happens regardless of hand size)
- Priority passes and you can respond with reactions
- Your reaction resolves (e.g., Gust to remove a unit)
- Jinx's ability resolves, checking current game state
- If conditions are no longer met, no cards are drawn
- Scoring step occurs after Beginning step
Nuances:
- Hidden Blade specifically doesn't work because it's an Action, not a Reaction - use Gust or similar reactions instead
- The Jinx player can also respond to their own trigger by playing reactions to empty their hand, then draw cards when the ability resolves
- Jinx's ability always triggers at the beginning regardless of hand size; it just sometimes doesn't do anything if conditions aren't met
Can you respond to Mindsplitter being played with a spell if it has reaction speed?
**You cannot respond to the act of playing the Mindsplitter unit itself, but you can respond to its "When you play me" triggered ability once it is on the chain.**
Here is the breakdown of the interaction based on the game rules:
### 1. Playing the Unit
According to Rule 356.2 and the standard chain rules, when a player plays a unit, it enters the chain and resolves immediately. Priority does not pass, and there is no window to play a spell or reaction to "counter" or stop the unit from entering the board.
### 2. The "When you play me" Trigger
Once the Mindsplitter has entered the board, its "When you play me" ability triggers. This ability is a triggered ability that uses the chain (as confirmed by the chain rules).
* **Sequence:**
1. The player plays Mindsplitter.
2. Mindsplitter enters the board.
3. The "When you play me" ability triggers and is placed on the chain as a pending item.
4. At this point, the chain is populated, and players have an opportunity to play **Reaction** speed spells or abilities in response to that trigger.
### 3. Responding with a Spell
You can respond to the "When you play me" trigger with a spell, provided that spell has the **Reaction** keyword (or is otherwise playable at Reaction speed).
* **Important Note:** If your spell is only **Action** speed, you cannot play it in response to the trigger because the chain is currently "Closed" (a chain item is waiting to resolve). You can only play Action speed spells during an "Open State" (when the chain is empty).
**Summary:**
* You cannot stop the Mindsplitter from entering the board.
* You **can** respond to the "When you play me" ability once it is on the chain, provided you use a **Reaction** speed card.
Can you respond to Reckoner's Arena trigger by killing a unit (like Qiyana) to prevent its conquer effect?
Ruling: Yes, you can respond to the Arena trigger by killing a unit to prevent its conquer effect from being added to the chain.
Sequence:
- Arena's trigger goes on the chain
- You can respond by killing the unit before the trigger resolves
- When Arena's trigger resolves, it checks which units are present at the battlefield with conquer abilities
- Only units present when the trigger resolves are added to the chain
- If a unit was killed in response, it will not be included
Can you respond to Sona's end of turn effect, and does moving, killing, or bouncing her stop the effect?
Ruling: Yes, you can respond to Sona's end of turn effect. Yes, moving, killing, or bouncing her will stop the effect from resolving.
Sequence:
- Sona's end of turn effect triggers
- Players can respond with actions
- Upon resolution, the effect checks if Sona is at a battlefield
- If she is not present at a battlefield, the effect does not resolve
Nuances:
- This interaction works specifically because Sona's errata'd text includes a conditional check for "if I'm at a battlefield"
- Without such a conditional check, moving or removing a unit would not prevent triggered effects from resolving
Can you respond to Void Assault with Crescent Strike, and does Void Assault resolve entirely before a combat showdown starts?
Ruling: You cannot respond to Void Assault with Crescent Strike because Crescent Strike is an [Action] spell, and only [Reaction] cards can be played during a closed state (when a chain exists). Void Assault resolves entirely—moving both the friendly unit and then the enemy unit—before any combat showdown begins.
Sequence:
- Opponent plays Void Assault, creating a chain and entering a closed state
- Only reactions can be played in response; actions like Crescent Strike cannot
- Once both players pass, Void Assault resolves completely: friendly unit moves, then enemy unit moves
- After the spell finishes resolving, if opposing units are at the same battlefield, a combat showdown begins
Nuances:
- You cannot interrupt a resolving spell to start a showdown; the entire spell effect must complete first
- Combat triggers like "When I Attack" or "When I Defend" are placed on a new chain after the spell fully resolves
Can you respond to a Base Speed card with an Action card?
Ruling: No, only cards and effects with the 'Reaction' tag can be placed on the chain as a response to other cards or effects.
Can you respond to a Reflective Trigger ("Do this:" effect) on a spell like Dragon's Rage even though it happens when the spell is resolving?
Ruling: Yes, you can respond to Reflective Triggers. When a spell with a Reflective Trigger resolves, the trigger is placed on the chain after the spell finishes resolving, and players can respond to it before it resolves.
Sequence:
- Opponent plays Dragon's Rage targeting one of your units (you can react here)
- Dragon's Rage resolves and the unit moves; the Reflective Trigger "choose another enemy unit at its destination, they deal damage equal to their Mights to each other" is placed on the chain
- You can react to the Reflective Trigger on the chain
- When all reactions resolve and players pass, the trigger resolves and damage occurs if targets are still legal
Nuances:
- The spell completely finishes resolving before the Reflective Trigger is finalized and placed on the chain
- You can react between the spell's initial effects (before "Do this:") and the Reflective Trigger effects (after "Do this:")
- Conceptually, it's like the spell has two parts or abilities within it
Can you respond to a Temporary trigger during the Beginning Phase, and does the 'before scoring' text on Temporary create a different timing window than other beginning phase triggers?
Ruling: All "At the start of Beginning Phase" (ATSOBS) effects, including Temporary and other triggers like Mushroom Pouch, trigger at the Beginning Step (before the Scoring Step). The "before scoring" text on Temporary is reminder text clarifying that temporary units can't hold, not a different timing window. You can respond to Temporary triggers with reactions before they resolve.
Sequence:
- Beginning Step occurs (before Scoring Step)
- All ATSOBS triggers (Temporary, Mushroom Pouch, etc.) go on the chain
- Players can respond with reactions (like Hidden Blade from hidden)
- Triggers resolve
- Scoring Step occurs
Nuances:
- Common play pattern in Viktor: respond to your own Sprite's Temporary trigger with Hidden Blade (from hidden) to kill it before it kills itself, drawing 2 cards (or 3 at Dreaming Tree)
- You can also respond to Temporary triggers by playing units like Shen, who will then be at the battlefield in time to hold it during the Scoring Step
Can you respond to a temporary creature dying (being killed by its own temporary ability)?
Ruling: Yes, you can respond to a temporary creature dying. Temporary is a triggered ability that creates a chain, allowing players to respond with reaction speed effects.
Sequence:
- At the start of your beginning phase, the temporary ability triggers
- This creates a chain that players can respond to
- Players can play reaction speed units or other effects in response
Nuances:
- You can use this interaction to score hold points by playing reaction speed units in response to the temporary trigger
Can you respond to an opponent playing a unit with a reaction spell?
Ruling: You cannot respond to an opponent playing a unit. Units leave the chain directly without a round of priority, unlike spells which linger on the chain.
Nuances:
- Units, gear, and abilities that Add resources all leave the chain immediately without allowing responses
- In the scenario described, Vayne would enter readied (not exhausted) because there is no opportunity to respond by removing your unit from the battlefield before Vayne enters
Can you respond to any part or step of Zhonya's Hourglass?
Ruling: No, you cannot respond to Zhonya's Hourglass. It does not go on the chain because it replaces the act of killing a unit, and even when played from hidden at reaction speed, it is a permanent that resolves without priority.
Nuances:
- Permanents in general cannot be reacted to - they pass through the chain but don't allow responses
- This also applies to any ability with 'add' (like Malzahar, runes, seals)
Can you respond to both Brynhilder Thundersong and Thousand Tail being played?
Ruling: Yes, you can respond to both cards. Both Brynhilder Thundersong and Thousand Tail have play effects that use the chain and can be reacted to.
Can you respond to combat attack/defend triggers (specifically Yasuo's ability) with reactions?
Ruling: Yes, reactions can be played in response to combat triggers like Yasuo's ability. Reactions can be played anytime an action could be played plus in response to any trigger on the chain.
Sequence:
- Yasuo's ability triggers and requires a target to be declared immediately upon triggering
- After the target is declared, a round of priority is passed starting with the active player
- When priority passes to the opponent, they can play a reaction
- If a reaction is played, a new round of priority is passed
- When priority is passed with no responses, the Yasuo trigger resolves as much as it can
Nuances:
- Actions cannot be played in response to the ability during combat, only reactions
- The target must be declared before any player can respond with priority
Can you respond to non-reaction activated abilities (like Vi Destructive, Sett Brawler, Udyr Wildman) with removal spells to kill the unit before the ability resolves?
Ruling: You can only respond to activated abilities with reaction-speed cards. Most removal spells are actions and cannot be used in response to abilities.
Nuances:
- Shakedown and Gust are examples of reaction-speed removal that can be used to kill units in response to their abilities
- Action-speed cards cannot be used in response to effects on the pile/chain
Can you respond to spells on the chain after other spells/abilities have been added on top of them, and does the chain resolve one by one with opportunities to react between resolutions?
Ruling: You can target any spell on the chain at any point, even when other spells/abilities are on top of it. The chain resolves one by one, and between each resolution you have the ability to react again.
Sequence:
- Spells/abilities are added to the chain
- The chain resolves one item at a time (top to bottom)
- Between each resolution, players can react and add new spells/abilities to the chain
- This continues until the chain is empty
Nuances:
- While you can respond to any spell on the chain at any time, it's strategically better to wait as long as possible to avoid giving your opponent unnecessary information
- You can let one spell resolve, then respond to remaining spells on the chain before they resolve
Can you respond with Reactions to ETB (enters-the-battlefield) triggers?
Ruling: Yes, you can respond with Reactions to ETB triggers. While you cannot respond to units being played, you can respond to their ETB triggers when they go on the stack.
Can you retreat a unit after damage has been assigned in a showdown?
Ruling: No, you cannot retreat a unit after damage has been assigned. Once damage assignment begins, damage is dealt and lethally damaged units are removed before any player receives priority to take actions like retreating.
Sequence:
- Damage is assigned in the showdown
- Damage is dealt simultaneously
- Lethally damaged units are removed in cleanup
- Players receive priority to take actions
Nuances:
- A unit that would be dealt lethal damage is not a valid target for retreat after damage assignment begins, as it will be removed before you can act
Can you retreat a unit from Reaver's Row when an opponent plays a spell that would kill it, and does the spell fizzle if the unit moves?
Ruling: You cannot use Reaver's Row's "when you defend" trigger to retreat from non-combat spells, as "when you defend" only triggers when a unit is declared a defender during combat. However, you can play other cards like Retreat at reaction speed to move the unit, which will cause spells that target "at a battlefield" (like Void Seeker or Hidden Blade) to mistarget.
Sequence: (for combat scenarios)
- Attacker moves into a battlefield, initiating combat
- Initial Chain begins with "When I Attack" and "When I Defend" triggers, including Reaver's Row
- You choose a target unit for Reaver's Row and the ability goes on the chain
- Reactions can be played to the Initial Chain
- When Reaver's Row resolves, you decide whether to actually retreat the unit (it's a "may" ability)
- After the Initial Chain fully resolves, the attacker (who has Focus) can play Actions like Hextech Ray
Nuances:
- The defender chooses the target when Reaver's Row triggers, but doesn't decide whether to actually retreat until the ability resolves
- This allows units like Irelia Fervent to be targeted by Reaver's Row for the buff but remain at the battlefield by declining the "may" retreat
Can you retreat after capturing a battlefield (but not conquer), or conquer but then choose not to hold (retreat back)?
Ruling: You cannot avoid conquering if you end a showdown with only your units present at a battlefield you do not control (and haven't scored this turn). Units exhaust when they move to the battlefield to initiate the showdown, not when they conquer it.
Sequence:
- Units exhaust as a cost to perform a standard move to the battlefield
- Showdown occurs
- If only attackers remain at a battlefield you don't control, you must conquer and score 1 point
- Conquering does not give any special window or permission to move exhausted units
Nuances:
- You can move units from a battlefield if you have the ability to do so (e.g., through spells or other card effects)
- Standard exhausted units cannot move back without special effects
Can you return a monster with Reaver's Row before damage is dealt when defending to save it?
Ruling: Yes, you can return a monster with Reaver's Row before damage is dealt when defending.
Sequence:
- Reaver's Row activates during the "when I attack/when I defend" step
- This step occurs before damage is dealt
- You can return the monster to safety at this point
Can you reveal Tideturner from hidden after Charm resolves and moves your only unit (Mundo) off the battlefield, before you lose control of that battlefield?
Ruling: No, you cannot reveal Tideturner after Charm resolves. When Charm moves Mundo off the battlefield and he was your only unit there, you immediately lose control of the battlefield (since it's not contested and you have no units there). The hidden Tideturner is then removed during the cleanup that occurs from the movement.
Sequence:
- Charm resolves and moves Mundo to a different battlefield
- The movement triggers a cleanup
- During cleanup, hidden cards are removed from battlefields not controlled by the same player
- Since you no longer control the battlefield (no units, not contested), the hidden Tideturner is trashed
- You cannot reveal it before this happens
Nuances:
- You could have played Tideturner from hidden BEFORE Charm resolved (during the showdown when Charm was played), even if it would have no legal target
- Hidden cards are removed during cleanup, not immediately when you lose control of a battlefield
- You can maintain hidden cards at a battlefield you don't control if no cleanup occurs, though this is practically impossible in most game situations
Can you reveal a hidden Zhonya's Hourglass after your unit dies during showdown?
Ruling: You can reveal a hidden Zhonya's Hourglass after your unit dies during showdown because you retain control of the battlefield until after combat cleanup concludes. However, to actually save a unit with Zhonya's, you must reveal it before the unit dies.
Sequence:
- During showdown, you keep control of the battlefield you controlled at the start
- Combat cleanup occurs (where units die and deathknell triggers)
- Control of the battlefield changes after cleanup concludes
- You can reveal hidden Zhonya's any time during this period while you have focus
Nuances:
- You cannot react to a unit death itself
- If a unit has Deathknell, you can react to the Deathknell and flip Zhonya's, but the unit has already died at that point and cannot be saved
- To save a unit, you must flip Zhonya's before it dies (e.g., in response to a spell that would kill it)
- If you hide Zhonya's at a battlefield where a unit has Deathknell, you can keep the Zhonya's for a future unit as the Deathknell unit dies
- If multiple units die simultaneously, the owner of Zhonya's chooses which unit to save
Can you reveal a hidden card from a battlefield where a showdown is not currently happening (e.g., revealing 'Consult the Past' to draw during a showdown at a different battlefield)?
Ruling: Yes, you can reveal hidden cards from any battlefield whenever you have priority, regardless of where the showdown is happening. The restrictions are on how you can use the card, not on when you can play it.
Nuances:
- Some cards like Block may only target units at their own battlefield, but you can still react with hidden cards from any location when you have priority.
Can you reveal a hidden card with an hourglass (temporary) unit in reaction to the temporary trigger at the start of your turn, or does the unit die and you lose the hidden card before you can reveal it?
Ruling: You can reveal the hidden card in reaction to the temporary trigger. The temporary keyword is a trigger, not a passive effect, so you have the opportunity to respond to it before the unit dies.
Sequence:
- The temporary trigger occurs at the start of your turn
- You can reveal your hidden card in reaction to this trigger
- If you don't react to the temporary trigger, the unit will disappear and you lose the hidden card
Nuances:
- This only works if your unit dies in a showdown (combat or otherwise), because control can't be lost for the duration of any showdown, giving you a window after the unit dies and before the showdown ends to play your hourglass
- Outside of a showdown, control will be lost in the cleanup following the unit leaving the battlefield and you'll lose your hidden card, so you'd need to respond to the effect that removes the unit
Can you reveal a hidden unit at Navori Fighting Pit to receive the buff on the Hold trigger?
To answer your question: **No, you cannot reveal a hidden unit at Navori Fighting Pit to receive the buff from its "Hold" trigger.**
Here is the breakdown of why this interaction does not work, based on the rules of Riftbound:
### 1. The Timing of Target Selection
According to **Rule 352.4.b** and **FAQ #7655**, targets for triggered abilities are chosen when the trigger **finalizes** on the chain, not when it resolves.
When you hold the Navori Fighting Pit, the "Hold" trigger is placed on the chain. Before any player has the opportunity to react (such as by revealing a hidden unit), the trigger must finalize. During the finalization process, you must choose a target for the buff. Because the hidden unit is still facedown at this time, it is not a valid target for the ability. By the time you gain priority to react (after finalization), the target has already been locked in.
### 2. The "Hold" Trigger Mechanics
As established in **Rule 383.4.d.2.a**, "Hold" abilities trigger when a unit is present at a battlefield during the Beginning phase when a player maintains control and gains a Victory Point.
Because the trigger condition is met at the start of the phase, the ability is placed on the chain and finalizes immediately. As noted in **FAQ #7655**, your first priority window to play a reaction (like revealing a hidden unit) occurs *after* the trigger has already finalized and its targets have been selected. Therefore, the hidden unit cannot be chosen as the target for that specific trigger.
### 3. Summary of the Sequence
1. **Beginning Phase:** You hold Navori Fighting Pit and gain a Victory Point.
2. **Trigger:** The "Hold" ability ("When you hold here, buff a unit here") triggers and is placed on the chain.
3. **Finalization:** The trigger finalizes. You must choose a target unit currently at the battlefield to receive the buff. Since your hidden unit is facedown, it is not a valid target.
4. **Priority:** Only after the trigger has finalized and the target is locked do you receive priority to play reactions.
5. **Resolution:** You may reveal your hidden unit now, but the "Hold" trigger has already selected its target and will resolve based on that selection.
Note: I could not fully verify this ruling against the retrieved rules.
Can you reveal a hidden unit in response to an opponent's Carnivorous Snapvine targeting another unit?
Ruling: Yes, you can reveal a hidden unit (like Teemo) in response to Carnivorous Snapvine targeting another unit (like Kai'Sa).
Nuances:
- You cannot do this if you hid the unit to the battlefield during the same turn.
Can you reveal hidden cards and play hidden cards and reveal hidden cards on your turn?
To answer your question, we need to distinguish between "revealing" a card and "playing" a hidden card, as they are governed by different rules.
### 1. Can you reveal hidden cards?
**Generally, no.**
According to Rule 424.2, "Reveal" is a **Limited Action**, which means players can only perform it when explicitly instructed to do so by a game effect. You cannot voluntarily "reveal" a hidden card just to show your opponent what it is.
However, under Rule 128.4, as the controller of the hidden card, you are permitted to look at its face at any time because it is in a "Private" privacy zone for you. While you can show your private information to your opponent voluntarily (Rule 424.2.b), this does **not** count as the game action of "Revealing" and will not trigger any abilities that specifically trigger when a card is revealed.
### 2. Can you play hidden cards?
**Only starting on the turn after you hide them.**
As clarified in the FAQ, you cannot play a hidden card during the same turn you hid it.
* **Sequence:** Hide on Turn A → Wait → Play from Hidden starting on Turn B (or any subsequent turn).
* When playing a card from hidden, it gains the **Reaction** keyword, allowing you to play it whenever a Reaction can be played (e.g., during your opponent's turn, or in response to a chain).
### Summary for your turn
* **Hiding:** You can hide cards on your turn if you have the resources and open battlefields.
* **Revealing:** You cannot perform the "Reveal" game action unless a card effect tells you to. You may manually show your opponent the card, but this is not a game-action "Reveal" and does not trigger "When revealed" effects.
* **Playing:** You cannot play a card you hid on the *same* turn. You must wait until at least the next turn to play it from hidden.
***
*This is my interpretation based on the Core Rules regarding Limited Actions and the specific FAQ entries for the Hidden keyword. No official FAQ exists for this specific combination of actions, but the rules regarding Limited Actions (424.2) and Hidden play restrictions (811.1) define these limitations.*
Can you sacrifice on Temporary Death?
Yes, you can.
When a unit with **Temporary** dies at the start of your Beginning Phase, it creates a chain, which allows you to play [Reaction] speed abilities and effects in response to that death trigger. If you control a card that requires a sacrifice as a cost to activate its ability or play it, you can use that unit as the sacrifice in response to the **Temporary** death trigger before the unit is removed from the board.
According to **RiftJudge FAQ #6422**, **Temporary** is a triggered ability that creates a chain, allowing players to respond with [Reaction] speed effects.
### How it works:
1. **Trigger:** At the start of your Beginning Phase, the **Temporary** ability triggers and is placed on the chain.
2. **Closed State:** Because there is an item on the chain, the game enters a "Closed State."
3. **Response:** You can use your [Reaction] speed ability, paying the cost—which includes sacrificing the unit—to place your effect on top of the chain.
4. **Resolution:** Because the chain resolves in **LIFO** (Last-In, First-Out) order, your sacrifice ability resolves first. Your unit is sacrificed to pay the cost of your effect, and then the original **Temporary** trigger resolves. Since the unit is already gone (sacrificed), the "Kill" instruction of the **Temporary** ability will simply fail to find its target (it becomes an impossible instruction) and nothing further happens to that unit.
This is a common way to extract extra value from a unit that is about to die to its own **Temporary** effect.
Can you save a unit targeted by Singularity by moving it to a different board zone?
Ruling: No. Singularity does not specify a location restriction (such as "a unit at a battlefield"), so it will track the targeted unit even if it moves to a base. The spell will still deal 6 damage to the unit upon resolution. Movement only breaks targeting if the unit moves to a non-board zone (such as being recalled to hand or destroyed).
Nuances:
- Janna, Savior cannot save your own units from Singularity because she moves enemy units, not your own units.
- Janna's healing ability resolves before Singularity's damage, but if 6 damage is still lethal after healing, the unit will die.
- Whether movement saves a unit from a spell depends on whether the spell specifies a location in its targeting text.
Can you save a unit with Zhonya's Hourglass after its Deathknell trigger goes on the chain and still get the Deathknell effect?
Ruling: No, you cannot save a unit with Zhonya's and still get its Deathknell effect. Deathknells only happen if the unit dies.
Sequence:
- The Deathknell trigger is added as pending when the unit would die
- The unit being in the trash is a requirement for the trigger to finalize
- If the unit is saved before the trigger finalizes, it prevents the trigger from finalizing to the chain
Nuances:
- The trigger goes on the chain initially, but the unit must actually die for it to resolve
Can you score a Conquer point by holding terrain, move your unit away, then move another unit to that same terrain to score another Conquer point in the same turn?
Ruling: No, you may only score one point from a battlefield per turn.
Nuances:
- This restriction prevents scoring multiple Conquer points by repeatedly moving units into and out of the same battlefield (for example, at 7 points to draw extra cards)
Can you score a battlefield twice in one turn by first holding it (scoring during the Battlefield phase), then using Ride the Wind to move the unit away and back to conquer it (scoring during the Action phase)?
Ruling: No, you cannot score a battlefield twice in one turn. You can only score one point per battlefield per turn, regardless of method (holding or conquering).
Sequence:
- During your Battlefield phase, you score a point for holding
- You cannot score that same battlefield again during your Action phase by conquering it
Nuances:
- You can move your unit back during your turn and then use Ride the Wind on your opponent's turn to score, since that would be a different turn
- The Battlefield phase (where holding occurs) is part of your turn, so holding does count as scoring
Can you score a conquest point on your opponent's turn by winning a showdown after using Ride the Wind or moving a unit to a battlefield?
Ruling: Yes, you can score conquest points on your opponent's turn by winning showdowns at battlefields. The only restriction is that you cannot score the same battlefield twice in the same turn.
Sequence:
- Scenario 1: Opponent plays a unit to a battlefield, you Ride the Wind to that battlefield and win the showdown - you score the point
- Scenario 2: You conquered both battlefields on your turn, opponent conquers one of them on their turn, you move a unit there and win the showdown - you score the point
Nuances:
- You can only score each battlefield once per turn
- Scoring on your opponent's turn does not count against your limit for that battlefield since it's a different turn
Can you score a hold point with a temporary unit?
Yes, you can score a hold point with a **Temporary** unit.
According to **RiftJudge FAQ #8906**, the **Temporary** keyword does not restrict a unit's ability to participate in game actions, such as holding a battlefield or scoring points. As long as the unit is on the board and meets the requirements to hold a battlefield during your Beginning Phase, it will contribute to holding that battlefield and earn you the point.
The unit is only removed from the board when the **Temporary** triggered ability resolves at the start of your Beginning Phase (Rule 816.1.b).
Can you score a point from the same battlefield twice in one turn by leaving it empty and re-entering it?
Ruling: No, you can score each battlefield only once per turn, regardless of whether you leave and re-enter it.
Nuances:
- If you lose control of a battlefield during your turn and regain control in the same turn, you do not score another point
- Regaining control of a battlefield during your turn (after losing it) does not count as "conquering" it, as conquering is specifically part of the scoring process
- You can be in control of a battlefield without having conquered it
Can you score a point on your opponent's turn by using Ride the Wind to move to an open battlefield during a showdown?
Ruling: Yes, you can score on your opponent's turn. If you use Ride the Wind during a showdown to move a unit to a different open battlefield, and your opponent cannot kill or move that unit, you will score that battlefield during their turn.
Sequence:
- Use Ride the Wind during a showdown on your opponent's turn
- Move your unit to a different open battlefield
- After the first showdown ends, the new battlefield's showdown immediately begins
- If opponent cannot contest, you score the battlefield on their turn
Nuances:
- You can only score each battlefield once per turn
- If you leave a battlefield and return to the same one in the same turn, you can score it again
- This requires two separate showdowns due to how control works
- The unit moved in this way does not trigger assault mechanics when moving to an open battlefield (no attackers present)
- If moving to a controlled battlefield, your unit becomes the attacker
- If both players move units to an open battlefield, the first player to arrive is still the attacker in the following combat
Can you score conquest points during your opponent's turn, and who conquers when both players move units to the same battlefield using reactions?
Ruling: Scoring is not limited to your own turn. Each player can score one point per battlefield per turn, regardless of whose turn it is. When you move into a battlefield your opponent is trying to conquer, you can still conquer and score if you win the combat.
Sequence:
- When a player moves to conquer and you react by moving there too, the open showdown must finish first (both players pass without playing more actions)
- The showdown ends without anybody conquering
- A combat showdown starts, where the original player becomes the attacker and you become the defender
- After combat resolves, if you are the only player with a unit there and didn't control the battlefield before, you conquer and score a point
Nuances:
- Conquering is determined by whether you had control of the battlefield when combat resolution occurs, not by attacker/defender status
- If you didn't control the battlefield and are the only player with a unit remaining after combat, you conquer regardless of being attacker or defender
Can you score multiple points from the same battlefield in a single turn (e.g., score 1 point for holding at turn start, then conquer it later the same turn)?
Ruling: You can only score 1 point per battlefield per turn. If you already scored a point from holding a battlefield at the start of your turn, you cannot score again from conquering that same battlefield later in the turn.
Nuances:
- Moving an enemy unit to an empty battlefield on your turn allows them to score a point
- Any movement to a battlefield triggers a showdown
- Tryndamere's effect does not trigger in this scenario because conquering only occurs when you gain control of a battlefield you did not yet score from this turn
Can you score on a battlefield on your opponent's turn if you already scored on that battlefield on your own turn?
Ruling: Yes, you can score on a battlefield once per turn, meaning you can score on your turn and again on your opponent's turn (every turn, not only every 2 turns).
Nuances:
- This applies to situations like Ride of the Wind where you might lose and regain control of a battlefield between turns
Can you score on an opponent's turn, and does scoring on your turn prevent scoring the same battlefield again on the opponent's turn?
Ruling: You can score on an opponent's turn. The only restriction is you cannot score the same battlefield twice in one turn (your turn or opponent's turn are separate turns).
Sequence:
- If you scored Battlefield A on your turn, then move to base, then Ride the Wind to Battlefield B on opponent's turn, you score at Battlefield B
- If you scored Battlefield A on your turn, then Ride the Wind back to Battlefield A on opponent's turn, you score there again because it's a different turn
Nuances:
- The restriction only applies within a single turn - your turn and opponent's turn are counted as separate turns for scoring purposes
Can you score on your opponent's turn if they Charm you into combat and you win?
Ruling: Yes, you can score on your opponent's turn if they force you into combat (such as through Charm) and you win the showdown.
Nuances:
- A given player can only score a battlefield once per turn, but there is no limit on how many players can score from the same battlefield in a given turn
- This means even if your opponent just scored from that battlefield on their turn, you can still score from it on their turn if you win combat there
Can you score points from the same battlefield multiple times in one turn, and what counts as 'conquering' a battlefield?
Ruling: You can only score a battlefield once per turn, even if you take control of it multiple times during that turn. However, you can score once per battlefield per turn, meaning you can hold your own battlefield for 1 point and conquer your opponent's battlefield for another point in the same turn.
Sequence:
- When you first successfully attack a battlefield in a turn, you conquer it and score it
- Any subsequent times you take control of that same battlefield in the same turn do not grant additional points
- You can still score other battlefields that same turn
Nuances:
- Taking control of a battlefield multiple times only counts as "conquering" once (the first time you get a point from it)
- If you are at 7 points and successfully attack a battlefield, you have still "conquered" and "scored" it even though you don't receive a point due to the win condition
Can you score the 8th point by conquering only one battlefield when both battlefields are empty?
Ruling: To score the 8th point via conquest, you must score on both battlefields during your turn. Alternatively, you can reach 8 points by holding a battlefield at the start of your turn (going from 7 to 8).
Sequence:
- If at 7 points with control of one battlefield, you can score the 8th point by holding that battlefield at turn start
- Then move to and conquer the other battlefield for additional scoring
- If you have only one unit and are at 7 points, you cannot score the 8th point through conquest unless you can move that unit to score on both battlefields
Nuances:
- You cannot score the 8th point by conquering only one battlefield when starting with both empty
- Cards that grant points (like Time Warp) combined with battlefield control can enable scoring the 8th point if you score on the held battlefield first, then move to score on the second battlefield
Can you score the 8th point by holding a battlefield, or do you need to conquer it?
Ruling: You can score the 8th point by holding a battlefield. The restriction on gaining the 8th point only applies when conquering; all other methods including holding will always give the 8th point.
Nuances:
- You can only score each battlefield once per turn
- If you already hold a battlefield and are at 7 points, you win immediately by holding it
Can you score the 8th point with Ride the Wind if you haven't scored both battlefields this turn?
Ruling: You cannot score the final point with Ride the Wind's conquer if you haven't scored both battlefields this turn. You would draw instead.
Sequence:
- If you conquer with Ride the Wind without having scored both battlefields this turn, you draw
- If you could conquer a battlefield afterwards, you would score the final point then
Nuances:
- Ember Monk would have died to Hidden Blade before scoring in this scenario
Can you score the final winning point via Yasuo Windrunner's movement effect?
Ruling: Yes, you can score the final 8th point via Yasuo Windrunner's effect. The only restriction to winning the game is on a conquer, which requires you to score all battlefields on the same turn.
Nuances:
- If you score one battlefield on a hold (during your turn), you can win by scoring another battlefield through Yasuo's effect on that same turn
- You can also win the game on your opponent's turn if you're able to move Yasuo three times