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Riftbound Frequently Asked Questions

Search verified questions and answers.

Can you use an action spell on an action spell during a showdown?
No, you cannot play an Action spell in response to an Action spell during a showdown. According to the rules and established gameplay mechanics: 1. **Action spells require an Open State:** An Action spell can only be played when the chain is empty (an "Open State"). 2. **Playing an Action spell creates a Closed State:** When a player plays an Action spell, it starts a chain. This puts the showdown into a "Closed State." 3. **Only Reactions in a Closed State:** While a chain exists (Closed State), you can only play spells or abilities with the **Reaction** keyword. You cannot play an Action spell until the current chain has fully resolved and the state returns to Open. **Sequence:** * Player A plays an Action spell (starts a chain, state becomes Closed). * Player B cannot play an Action spell because the chain is not empty. * Player B may play a Reaction spell to respond to Player A's spell. * Once the chain resolves and becomes empty, the state returns to Open. * The player with focus may then play a new Action spell to start a new chain. This is confirmed by FAQ #6353: *"You cannot play an Action spell in response to an opponent's Action spell during a showdown. You can only respond with Reaction spells because Action speed cannot be played during a closed state (ongoing chain)."*
Can you use bellows breath repeated on the same unit which only has 1 might?
Yes, you can use **Bellows Breath** with **Repeat** to target the same unit twice, even if it only has 1 Might. However, the unit will not die until the entire spell finishes resolving. Here is the breakdown of how this interaction works: 1. **Targeting:** Bellows Breath allows you to choose up to three units at a single location. When you pay the **Repeat** cost, you execute the effect a second time. While a single instance of the effect cannot target the same unit more than once, the second (repeated) instance can target the same unit again. 2. **Resolution:** The first instance deals 1 damage to the unit. Then, the second instance deals 1 damage to the unit. 3. **Survival during Resolution:** In Riftbound, damage is marked on a unit but does not reduce its Might. Lethal damage is only checked during **Cleanup**, which occurs after a spell has completely finished resolving. 4. **Outcome:** The unit will have 2 damage marked on it. Once Bellows Breath finishes both instances of its effect, the game performs a cleanup check. Since the 2 damage is equal to or greater than the unit's 1 Might, the unit will then be defeated and sent to the trash. **Key Nuances:** * **Healing/Shields:** Because cleanup doesn't happen between the two instances of damage, effects like *Zhonya/Guardian Angel* or triggered heals cannot save the unit "in the middle" of the spell; they will only trigger during the cleanup phase after the second 1-damage hit has already landed. * **Locations:** You can choose a different location for the second instance of the Repeat effect if you wish.
Can you use different numbers of sleeves (double-sleeving vs single-sleeving) for different deck sections in Riftbound?
Ruling: Yes, you can use different sleeve configurations for different deck sections (e.g., double-sleeve champion unit and deck while single-sleeving battlefields and legend). Nuances: - All cards within the same section must have the same number of sleeves - All sleeves must adhere to the marked card rules
Can you use hidden cards at Battlefield1 to target units at Battlefield2?
No, you cannot use a hidden card played from Battlefield 1 to target units at Battlefield 2. According to **Rule 811.1.d.2** and **RiftJudge FAQ #5706**, when you play a card from Hidden, any targets chosen for that card (or for the play effect of a hidden permanent) must be chosen from among options at the **same battlefield** where the card was hidden. While you are permitted to play a hidden card at Battlefield 1 even if a showdown is currently occurring at Battlefield 2 (**RiftJudge FAQ #10075**), the targeting restriction remains tied to the battlefield where the card was hidden. **Summary of Restrictions:** * **Targeting:** Spells or play effects of hidden permanents must target units at the battlefield where they were hidden. * **Exceptions:** Cards like *Tideturner* (which explicitly states it interacts with other locations) are the only exceptions to this rule. * **Non-targeting effects:** If a card played from Hidden does not target anything (e.g., drawing cards), it can be played from Battlefield 1 without restriction, regardless of events at other battlefields.
Can you use hidden cards at reaction speed at any time during your turn, and can they target different battlefields than where they are hidden?
Ruling: Hidden cards can be used at reaction speed starting the turn after you hide them, without needing to react to opponent actions. Most hidden cards can only target the battlefield where they are hidden, but some cards like Tideturner have special text allowing them to target other locations. Nuances: - Tideturner is unique due to errata that allows it to target units at other locations when played from hidden - Cards like Fight or Flight and Hidden Blade can only target the battlefield where they are hidden - The key is whether the card text specifically says "you may choose a unit you control at another location" or similar wording
Can you use movement effects to leave and return to the same battlefield during a showdown, and when do you declare the destination?
Ruling: Movement effects must declare a destination location on activation, and that location must be different from where the unit currently is. You cannot directly "move" to your current location. Sequence: (for leaving and returning during a showdown) - Use the first movement effect (e.g., Flash) to leave the battlefield - Wait for it to resolve - You will get focus back during the showdown since it continues until both players pass priority - Use the second movement effect (e.g., Ride the Wind) to return to the battlefield Nuances: - A combat showdown never stops being a combat and always ends with a resolution step, even if no opposing units remain - The showdown only ends when both players pass priority without starting a chain - Hidden cards are discarded immediately when you lose control of the battlefield, so they should be played after re-entering if you plan to leave
Can you use multiple Gentleman's Duel to eliminate multiple targets without the attacking champion dying from accumulated damage?
Ruling: Damage is removed from units at the end of combat (specifically combat at a battlefield, not spells like Duel) or at the end of a turn. Therefore, a champion would die to the second Gentleman's Duel unless there is a combat in between the two duels. Sequence: - If both targets are in base: The champion will die to the second duel because damage accumulates - If one target is on a battlefield: You can attack that battlefield, use the first Gentleman's Duel during combat showdown to kill the defender (which heals the attacker), then use the second duel to kill the second target Nuances: - Damage only clears after combat at a battlefield or at end of turn, not after spell-based duels - Combat healing (from winning a showdown) can reset a champion's health between duels if structured correctly
Can you use reaction speed effects in response to unit abilities like Snapvine's trigger from Aurora?
Ruling: You can play reaction speed spells or activate reaction speed abilities in response to triggers like unit abilities. You can react to pretty much anything on the chain with reaction speed effects, except units/gear which resolve immediately when put on the chain. Sequence: - Unit ability trigger (like Snapvine) goes on the chain - You can respond with reaction speed spells or abilities - The reaction resolves first - Then the original trigger resolves with the modified game state Nuances: - Units and gear cannot be reacted to because they resolve as soon as they're put on the chain - Effects like reducing might before a damage trigger resolves will affect the damage dealt when that trigger resolves
Can you use reaction speed spells to reduce the might of a unit targeted by Baited Hook, so that the opponent searches for a lower might unit?
Ruling: No, you cannot reduce the might to change what the opponent searches for. The unit's might is declared when Baited Hook's cost is paid and cannot be changed after that point. Sequence: - Baited Hook's cost is paid (unit is declared at this time) - The might value is locked in and cannot be changed - Baited Hook resolves and kills the unit - Opponent looks at top 5 cards for a unit with the declared might value Nuances: - If you remove the targeted unit from the board at reaction speed, Baited Hook will still look at the top 5 cards and recycle them, but no unit will be played
Can you use reaction/action cards on your opponent's turn whenever you want (like at end of turn), or only during specific windows like showdowns or in response to spells/effects?
Ruling: You cannot use cards whenever you want on your opponent's turn. You only get priority when your opponent does something that gives you priority, such as during a showdown or when they play a spell. Nuances: - You do not get priority at the end of your opponent's turn - Triggering an end phase ability (like Dazzling Aurora) creates a chain that opens a window where other players can respond when they get priority - In 2v2 matches, players may play spells during their teammate's turn
Can you use the Equip ability on an Equipment that is already attached?
Ruling: No, you cannot use the Equip ability on an Equipment that is already attached. Nuances: - Effects that allow you to attach already attached gear will specify that explicitly, like Jax Legend or Weaponmaster
Can you use the Jinx Rocket effect when conquering without cards in hand?
Ruling: No, you need a card in hand to discard in order to bring Rocket back. The discard is a cost to return Rocket. Nuances: - This concept does not apply to cards like Chemtech Enforcer, which don't use the 'to [do stuff]' templating - For effects without the cost templating, you can activate the effect but if you don't have a card in hand by the time you resolve it, you won't get the unit back
Can you use the Retreat spell on your own token to gain the ramp effect, and what happens to the token?
Ruling: Yes, you can use Retreat on your own token to gain the ramp effect. The token will return to your hand and then immediately cease to exist. Nuances: - The token does not get banished; it simply ceases to exist - This means it would not trigger any hypothetical "on banish" effects
Can you use the Retreat spell to target a champion unit in your champion zone?
Ruling: No, you cannot use Retreat to target a champion unit in your champion zone. "A unit" refers to a unit on the board, and spells can only target units on the board unless the spell specifically says it can target units in other zones. Nuances: - This targeting restriction applies to all spells and abilities unless they explicitly state they can target units in other zones
Can you use the `Retreat` card to return an opponent's unit to their hand, or is it only your units?
No, you cannot use `Retreat` to return an opponent's unit to their hand. According to the card text, `Retreat` specifically targets a **"friendly unit."** As established in Riftbound rules and clarified in RiftJudge FAQs (such as FAQ #3364 and #5292), the term "friendly unit" refers only to units controlled by you or your teammate in a 2v2 game. It cannot target an opponent's unit.
Can you use the ability of dusk rose lab to kill a sprite before it dies to draw?
Yes, you can use the ability of **Dusk Rose Lab** to kill a Sprite token before it is removed by its *Temporary* trigger to draw a card. ### Reasoning The *Temporary* keyword on a Sprite token creates a triggered ability that goes on the chain at the start of your Beginning Phase. Because this trigger uses the chain, you have a window to react to it before the Sprite token is removed by the *Temporary* effect. Since **Dusk Rose Lab** also triggers at the start of your Beginning Phase, you can choose to resolve the Lab's ability first. By using the Lab's ability to kill the Sprite token, you fulfill the cost of the Lab's ability and draw a card. Because the Sprite token is already killed by the Lab's ability, the *Temporary* trigger will fail to find its target when it attempts to resolve. ### Sequence 1. **Beginning Phase starts:** Both the *Temporary* trigger (from the Sprite) and the *Dusk Rose Lab* trigger are added to the chain. 2. **Chain Resolution:** You choose to resolve the **Dusk Rose Lab** ability first. 3. **Cost Payment:** You kill the Sprite token as the cost for the Lab's ability. 4. **Effect:** You draw 1 card. 5. **Temporary Trigger:** The *Temporary* trigger attempts to resolve, but since the Sprite token is no longer on the board, the instruction to kill it cannot be followed and is ignored. Note: I could not fully verify this ruling against the retrieved rules.
Can you use the same red rune to pay both the energy cost and cycle cost for a card that requires tapping 1 red rune and cycling a red rune?
Ruling: Yes, you can use the same red rune to pay both the energy cost and the cycle cost. Nuances: - The same rune can be used for both energy and power requirements
Can you use the same rune to pay both the energy cost (by exhausting it) and the calm rune cost (by recycling it) for a card like Defy?
Ruling: Yes, you can exhaust a rune for energy and also recycle that same rune to pay for a calm rune cost. Nuances: - Recycling a rune does not require it to be active (unexhausted) - A single rune can fulfill both the energy payment and the rune type requirement through exhausting and recycling
Can you use two Seals of Unity on the field to pay for the power cost of Harnessed Dragon, given that Seals have the reaction keyword and abilities that add resources can't be reacted to?
Ruling: Yes, you can use both Seals of Unity to pay for the power cost of Harnessed Dragon. Nuances: - The restriction that "abilities that add resources can't be reacted to" does not prevent using Seals with the reaction keyword to pay costs - The game allows you to tap runes or recycle them to keep them available for later during the turn, so you can use Seals even without playing cards directly after - Seals of Unity add power (the colored symbols), not energy cost (which would be denoted with circled numbers)
Can you voluntarily exhaust a unit (like Pitt Rookie) without performing a standard move or other game action that causes exhaustion?
Ruling: No, you cannot voluntarily exhaust a unit without performing a game action. Exhausting is a limited action that can only be done when an effect or discretionary game action (like a standard move) instructs you to. Sequence: - To exhaust Pitt Rookie at Battlefield 1, you must perform a standard move (such as moving back to base) - The exhaustion occurs as part of that standard move - Once exhausted, Arena Bar can then buff the unit
Can you win by conquest if you leave a battlefield after scoring it, and can you score/conquer the same battlefield multiple times in one turn?
Ruling: To win by conquest, you must score both battlefields in one turn (not necessarily control both). You can only score each battlefield once per turn, and conquest effects only trigger when you score. Sequence: - You can hold battlefield A (scoring it) then conquer battlefield B in the same turn to win - OR conquer battlefield A, then conquer battlefield B (regardless of whether you still control A) - Scoring on your opponent's turn is possible if: you don't currently control the battlefield, haven't scored it this turn, and gain control of it Nuances: - Leaving a battlefield after scoring it does not prevent a conquest victory, as long as you score both battlefields in the same turn - You cannot score the same battlefield twice in one turn, even if you lose and regain control - Conquest effects only activate when you score, not when you simply gain control
Can you win on your opponent's turn by scoring the last battlefield point, and can you use Repeat Cast after the initial cast when the card is still on the stack?
Ruling: Yes, you can win on your opponent's turn by scoring the last battlefield point. When you cast a card with Repeat, you must decide immediately whether to pay the Repeat cost when putting it on the stack - you cannot pay it later in response to other actions. Sequence: - When casting a card with Repeat, decide immediately if you want to pay the Repeat cost - You cannot wait to see if someone responds and then pay the Repeat cost later Nuances: - You do not need to control both battlefields to win by conquest - you only need to have scored all battlefields - Scoring from card effects has no restrictions on control
Can you win the game by gaining the final point through holding a location?
Ruling: Yes, you can win the game by gaining the final point through holding a location. The special final point rules only apply to conquering; all other methods of gaining points (holding, card effects, burnout) work normally for the final point. Nuances: - Conquering is the only method that has special rules when gaining the final point - Holding, card effects, and burnout all function normally when scoring the final point
Can you win the game by holding for your 7th point and then conquering for your 8th point in the same turn?
Ruling: Yes, you can win by holding for your 7th point and then conquering another battlefield for your 8th point in the same turn. You can score the last point through holding, card effects, or by scoring/conquering a battlefield, as long as you scored at least one battlefield through any method that turn when conquering. Sequence: - Start your turn at 6 points while holding a battlefield - Gain 1 point from holding (now at 7 points) - Conquer the other battlefield to reach 8 points - Win the game Nuances: - The winning point can be obtained through holding, card effects (like Ahri or Tryndamere), or conquering/scoring a battlefield - For multiplayer: if conquering is your winning point, you must have scored a point at each battlefield that turn - You cannot "hold at 8 points" because once you reach 8 points, you have already won
Can you win the game by holding one battlefield, reaching 7 points that turn, and leaving that battlefield empty to attack and conquer the other battlefield?
Ruling: Yes, you can win the game this way as long as you've previously scored each battlefield at least once. You can score the final point via conquering. Sequence: - Score points to reach 7 by holding one battlefield - Leave that battlefield empty - Attack and conquer the other battlefield for the win Nuances: - You must have scored each battlefield at least once before winning via conquest
Can you win the game by moving a champion from one battlefield to another (using Ganking and Mistfall) to conquer both battlefields in one turn when at 7 points?
Ruling: Yes, you can win by scoring on both battlefields in one turn. When you move a champion from one battlefield to another and conquer the second battlefield, both scores count toward the "all battlefields" win condition even though the first battlefield is no longer occupied. Sequence: - First, score the champion onto the first battlefield (Ganking/Windswept) via conquer or hold - Second, move that champion to the second battlefield and win the showdown - Score from conquering the second battlefield for the winning point Nuances: - If you were at 7 points, you would draw 1 card from scoring on the first battlefield, then win from scoring on the second battlefield - This works the same way on both your turn and your opponent's turn - To win on an opponent's turn via conquer, you need to score on all battlefields during that turn (hold points from your previous turn don't count)
Can you win the game by moving a single unit to Battlefield A (gaining the 7th point) and then using Ride The Wind on that same unit to move it to Battlefield B (gaining the 8th point), even though both battlefields start empty and you leave Battlefield A?
Ruling: Yes, you can win this way. As long as you've scored/controlled Battlefield A that turn, you can then move to Battlefield B and score the game-winning point. Both empty battlefields will trigger showdowns you must win. Sequence: - Move unit to empty Battlefield A (triggers showdown, gain 7th point) - Use Ride The Wind to move same unit to Battlefield B (triggers showdown, gain 8th point and win) Nuances: - The only restriction for scoring the final point via conquest is that you must have scored every other battlefield that turn - it doesn't matter how you scored them or if you're still controlling them - Anytime you contest control of a battlefield, a showdown will happen (no free points) - Ride The Wind is commonly combined with Vi's Ganking ability to attack two battlefields in one turn: RTW to battlefield A (readies the unit), then Gank to battlefield B
Can you win the game by scoring your 8th point through an alternative win condition (like Yasuo Windrider) without controlling both battlefields?
Ruling: Yes, you can score the 8th point and win through alternative win conditions like Yasuo Windrider, Tryndamere, or Ahri without controlling both battlefields. Nuances: - Needing control of both battlefields to win is a misconception - To win by conquer specifically (when the 2nd battlefield counts), you must have scored both battlefields, not necessarily control them at the moment of winning - Only one showdown can occur at a time; a current showdown must fully resolve before a new showdown can begin
Can you win the game by scoring your 8th point through holding a battlefield at the start of your turn, or do you need to conquer both battlefields in the same turn?
Ruling: You can win by scoring the final point through any method except conquering a single battlefield. If you win by conquering, you must score both battlefields in the same turn. Sequence: - If you have 7 points and hold a battlefield at the start of your turn, you score your 8th point and win immediately - If you have 6 points and conquer one battlefield (reaching 7 points), you cannot win yet - If you have 6 points and conquer both battlefields in the same turn (reaching 8 points), you win Nuances: - Conquering a single battlefield to reach 8 points does not win the game - Any non-conquest method of gaining the final point (like holding) wins immediately
Can you win the game during an opponent's turn by conquering a battlefield to reach 8 points when you already control one battlefield and are at 7 points?
Ruling: To score the final point and win, you must score all battlefields in the same turn. If you already control one battlefield and are at 7 points, you cannot immediately win by conquering the second battlefield because you would need to also score the battlefield you already controlled that same turn. Sequence: - If after scoring the newly conquered battlefield, the opponent opens another showdown, you can ride the wind to the location you originally controlled - Score that battlefield for the final point and win - Alternatively, if you have another unit in base, you can immediately ride the wind it to the battlefield you originally controlled, which will trigger a second showdown there once the first showdown resolves Nuances: - A battlefield can be scored multiple times in a turn by different players - A battlefield cannot be scored multiple times by the same player in a turn
Can you win the game on your opponent's turn by using two Ride the Wind spells to score the final point, even after losing control of a battlefield with Fight or Flight?
Ruling: Yes, you can win the game on your opponent's turn by scoring the final point when the showdown at battlefield 1 closes, after your opponent conquers battlefield 2. Sequence: - Opponent enters battlefield 2 with a 3 Might unit - You respond with Ride the Wind, moving Yasuo from base to battlefield 2, scoring a point (now at 7 points) - Opponent enters battlefield 2 with a 9 Might unit - You respond with a second Ride the Wind targeting Yasuo to battlefield 1 - In response to your own Ride the Wind, you play hidden Fight or Flight, pushing your unit at battlefield 1 back to base - You lose control of battlefield 1 - When Ride the Wind resolves, Yasuo moves to battlefield 1 and a showdown is staged - The current combat at battlefield 2 closes and opponent conquers battlefield 2 - The showdown at battlefield 1 opens and closes - Since you are the only player who controls a unit at battlefield 1, you conquer it (gaining control and scoring because you haven't scored it yet this turn) and win with the final point Nuances: - You must lose control of battlefield 1 before re-entering it with Yasuo for the conquest to trigger and allow you to score again - If you didn't have a unit at battlefield 1 initially, you could perform the same maneuver without needing Fight or Flight
Can you win with purple Draven on a Conquer when you have 6 points?
To determine if you can win the game with **Draven, Audacious** while at 6 points during a Conquer action, we must look at how points are scored and the restrictions on the final point. ### The Short Answer **No, you cannot win the game solely by triggering Draven, Audacious's ability during a single Conquer action if you are at 6 points, unless you have already scored on every other battlefield this turn.** Triggering Draven's ability will bring you to 7 points, but it does not automatically grant the 8th point. To reach 8 points and win, you must satisfy the specific requirements for the final point. ### Detailed Breakdown 1. **Draven's Ability Timing:** According to **RiftJudge FAQ #7648**, Draven, Audacious's ability triggers during the combat special cleanup, which occurs *before* the Conquer scoring event. If you are at 6 points and win a combat with Draven, his ability triggers first, bringing your total to **7 points**. 2. **The Conquer Scoring Event:** After Draven's ability resolves and you are at 7 points, the game proceeds to the Conquer scoring event for that battlefield. 3. **The Final Point Restriction:** According to **Rule 448.1.b.2**, there is a strict requirement for earning the 8th point (the final point) via a Conquer action: > *"If the player has Scored through a Conquer and has Scored every Battlefield through either method this turn, that player scores the Final Point. If the player has Scored through a Conquer and has not Scored every Battlefield this turn, that player draws a card."* Because you are at 7 points and attempting to score the final point via a Conquer action, you must have already scored on **every** battlefield in the game this turn to win. If you have not scored on the other battlefield(s) this turn, you will not gain the 8th point; instead, per **Rule 448.1.b.2**, you will draw a card. ### Summary * **If you have already scored on all other battlefields this turn:** You will reach 7 points via Draven's ability, and then successfully score the 8th point via the Conquer action, winning the game. * **If you have NOT scored on all other battlefields this turn:** You will reach 7 points via Draven's ability, but the Conquer action will result in drawing a card instead of gaining the 8th point. You will remain at 7 points. *This interpretation is based on Rule 448.1.b.2 and the logic established in RiftJudge FAQ #8506 and #8530.* Note: I could not fully verify the exact card text for Draven's ability against the retrieved rules.
Death from below and Arcane Shift, does Arcane Shift mean I can't play Death from below anymore or can I retarget?
To clarify the interaction between **Death from Below** and **Arcane Shift**: ### The Short Answer You cannot use **Arcane Shift** to "save" a unit from **Death from Below** once **Death from Below** has been played. Because **Arcane Shift** is an **[Action]** speed spell, it can only be played when the game state is **OPEN** (no chain exists). Once your opponent plays **Death from Below**, it is placed on the chain, the state becomes **CLOSED**, and you are restricted to playing only **[Reaction]** speed cards. ### Why this interaction works this way 1. **State Requirements:** According to Rule 309.1, if a chain exists, the game is in a **CLOSED** state. Per Rule 158.2.a, **[Action]** spells can only be played during an **OPEN** state. 2. **Timing:** When your opponent plays **Death from Below**, it enters the chain immediately. Because the chain is no longer empty, you cannot initiate a new chain with an **[Action]** spell like **Arcane Shift**. 3. **Targeting:** Even if you were in an **OPEN** state, **Arcane Shift** requires you to target both a friendly unit and an enemy unit at a battlefield to be played (as confirmed by **RiftJudge FAQ #378** and **#9022**). You cannot play it solely to "blink" your unit if there is no valid enemy unit to target for the damage portion of the spell. ### Can you "retarget" Death from Below? No. **Death from Below** targets a unit when it is played. Once the spell is on the chain, the target is locked. Playing another spell (if you had a valid **[Reaction]** spell) would not allow you to change the target of **Death from Below** unless that specific spell explicitly says "change the target of a spell." ### Summary of the Sequence 1. **Opponent plays Death from Below:** They choose a target unit at a battlefield. The spell is placed on the chain. 2. **State becomes CLOSED:** Because there is now an item on the chain, you cannot play **[Action]** spells. 3. **Resolution:** Unless you play a **[Reaction]** spell to counter or otherwise interact with **Death from Below**, it will resolve and attempt to kill the targeted unit. *This is my interpretation based on the rules for [Action] speed spells and chain states. No official FAQ exists for this specific interaction, but it is consistent with RiftJudge FAQ #9389 regarding Arcane Shift's inability to respond to spells already on the chain.*
Defying a challenge in Dreaming Tree, do they still draw?
Yes, you still draw a card. When you play **Challenge** targeting a friendly unit on **The Dreaming Tree**, the trigger condition for The Dreaming Tree ("When a player chooses a friendly unit here with a spell...") is met immediately upon playing the spell. The sequence of events is as follows: 1. You play **Challenge**, targeting your unit on The Dreaming Tree. 2. The Dreaming Tree's triggered ability is added to the chain. 3. Your opponent plays **Defy** to counter **Challenge**. 4. **Defy** resolves, countering **Challenge**. 5. The Dreaming Tree's triggered ability, which remains on the chain, resolves, and you draw a card. Because The Dreaming Tree triggers when the unit is *chosen* (which happens when the spell is played), the trigger is independent of whether the spell successfully resolves.
Divine Judgment's English text says each player chooses 2 units, 2 gear, 2 runes, and 2 cards in hand—including choosing an opponent's unit if they only have one. The Chinese text says each player chooses their own. Which is correct?
English is correct.
Do "When you Conquer" effects trigger even when you don't score a physical point (e.g., when already at 7 points and drawing a card instead)?
Ruling: Yes, "When you Conquer" effects always trigger if you haven't scored that battlefield this turn, regardless of whether you actually score a point or draw a card instead. Nuances: - This applies even in scenarios where a player is already at 7 points and draws a card instead of scoring the final point
Do "when you play me" abilities still resolve if the unit is killed by a reaction to the ability?
Ruling: Yes, "when you play me" abilities still resolve even if the unit is killed by a reaction to the ability. Nuances: - Parts of the effect might fail to resolve if they reference the unit itself (such as "this unit" or location references like "here") - Effects that don't reference the unit that created them will fully resolve
Do 'On Play' effects use the Chain, allowing opponents to react with cards like Gust?
Ruling: Yes, 'On Play' effects (such as Purple Teemo gaining 3 might when played from hidden) go on the Chain and can be reacted to with cards like Gust.
Do 'When I Attack' triggers activate when moving to an uncontrolled battlefield?
Ruling: 'When I Attack' triggers activate when a unit is designated as an attacker, which typically happens when moving to a battlefield controlled by your opponent where a combat showdown starts. They do not trigger when moving to an uncontrolled/unoccupied battlefield. Nuances: - The trigger occurs when moving to an occupied battlefield (one with enemy units), not just any controlled battlefield - In rare cases, a unit can become an attacker even if the opponent doesn't control the battlefield at the moment of attack - If an enemy unit is removed during combat, units moved there still become attackers and triggers still activate (because the unit was present when combat started)
Do 'When I Defend' triggers resolve first because they are placed on the chain last?
Ruling: Yes, all 'When I Defend' triggers will be last on the chain, therefore they resolve first. Sequence: - The Attacking player (who has Focus) places Triggered Abilities on the Chain first - All non-Defender players place triggers in Turn Order - The Defending Player places triggers last - Chain resolves in reverse order (last in, first out) Nuances: - If a unit retreats on reavers row, you still get your 'When I Attack' triggers (e.g., Mask of Foresight +1)
Do 'on attack' triggers enter the chain first before 'on defense' triggers, with reactions possible between them, or do both types of triggers enter the chain together before any reactions can be used?
Ruling: Both attacking and defending triggers enter the chain together before reactions can be used. Sequence: - On attack triggers enter the chain - On defense triggers enter the chain - Once both types of triggers are on the chain, reactions can then be used
Do 'when I attack/defend' triggered abilities always go on the chain, or does the owner choose whether to put them on the chain?
Ruling: Triggered abilities always go onto the chain. The owner does not choose whether to put them on the chain. Sequence: - The triggered ability goes onto the chain when the trigger condition is met - Targets are chosen when the ability goes onto the chain (during finalization) - Optional costs are paid during resolution - During resolution, the owner chooses whether to pay optional costs to apply the effect Nuances: - For abilities with targets (like Leona's stun or Overzealous Fan), targets must be declared when the ability goes onto the chain - For abilities with optional costs (like Vi, Qiyana), the cost payment decision happens at resolution, not when going onto the chain - Even though you choose whether to pay costs at resolution, the triggered ability still goes on the chain regardless
Do Assault and Shield trigger each combat/showdown or once per turn? Specifically, if Lucian conquers with Assault 1, readies, then attacks again, does he get Assault again? And if a unit with Shield defends, then defends again in the same turn, does Shield apply both times?
Ruling: Assault and Shield do not trigger - they are passive abilities that are either on or off based on the current game state. They can toggle on and off multiple times throughout a turn based on whether the unit is attacking (Assault) or if there are enemy units present (Shield). Sequence: - When Lucian attacks as an attacker, Assault is on and grants +1 Might - After conquering and readying, Lucian is no longer an attacker, so Assault turns off - If Lucian attacks a second battlefield, he becomes an attacker again and Assault turns back on - The same applies to Shield - it turns on/off each time combat conditions are met Nuances: - Assault and Shield use "while" language ("while I'm attacking"), making them passive static abilities, not triggered abilities - This is different from triggered abilities that say "when I attack" which would trigger multiple times and stack throughout the turn - For Assault to be relevant, there must be enemy units present to create a combat situation - These abilities do not "stack up" over multiple combats in a turn - they simply turn on or off based on current conditions
Do Attack/Defend triggers resolve before actions can be played, or can you react to an Attack/Defend trigger with an action?
Ruling: Attack and Defend triggers resolve before any actions can be played. You cannot react to an Attack/Defend trigger with an action because actions can never be played when a chain exists. Sequence: - Combat showdown begins - Attack triggers are put onto the initial chain - Defend triggers are placed on top of Attack triggers - Priority passes back and forth to resolve this initial chain - Once the chain is empty, the attacker gets focus and priority as usual Nuances: - Actions cannot be played whenever a chain exists, which includes when Attack or Defend triggers occur
Do Deathknells trigger when saved by Zhonya's Hourglass or other replacement effects?
No, Deathknell triggers do not activate if the unit is saved by Zhonya's Hourglass or another replacement effect. According to Rule 808.1.d.1: "If the Permanent with the effect is not sent to the Trash, for example because its 'killed' event was replaced with a recall, the Deathknell will not occur." ### Why this happens: * **Replacement Requirement:** A Deathknell effect is defined as "When I die..." (Rule 808.1.c). For a unit to "die" in *Riftbound*, it must be "Killed and sent to the Trash" (Rule 808.1.d). * **Intervention:** Zhonya's Hourglass is a replacement effect (Rule 369.1). It replaces the "Kill" event with a "recall to base" event (Rule 370). Because the "Kill" event is replaced and the unit is moved to the base instead of the trash, the condition required for the Deathknell to trigger is never met. As specified in the **RiftJudge FAQ #2596**: "Since Zhonyas prevents the unit from dying by replacing the death with a recall, the unit does not die and therefore Deathknell does not activate."
Do Gears come onto the field tapped, and can you have more than one copy of the same Gear on the field?
Ruling: Gears come onto the field ready (untapped), and you can have multiple copies of the same Gear on the field unless the card specifies otherwise. Nuances: - Some specific Gears may have different rules stated on the card itself
Do Hidden reacts count as playing cards on your opponent's turn for Viktor Innovator's recruit generation?
Ruling: Yes, playing a card from hidden for free counts as playing a card on your opponent's turn for Viktor Innovator's recruit generation. Nuances: - This applies to Hidden reacts specifically - The card is played for free from hidden
Do I attack with Ezreal Dashing and target a unit with Deflect? Do I have to recycle a Rune?
Yes, you must recycle one rune to pay the Deflect cost when Ezreal, Dashing's triggered ability targets a unit with Deflect. According to **Rule 809.1.c**, the Deflect keyword functions as: "Spells and abilities an opponent controls that choose me cost an amount of Power equal to [Deflect Value] more to play as an additional cost for each time they choose me." Because Ezreal's ability ("When I attack... deal damage... to an enemy unit") chooses a target, it triggers the mandatory additional cost imposed by the Deflect keyword on the targeted unit. As established in **RiftJudge FAQ #2939**, when an attack ability targets a unit with Deflect, the attacker is required to pay that additional cost by recycling a rune.
Do I create a Gold Gear with Wage of Pain if target is no longer valid?
Yes, you will still create the Gold gear token even if the target of *Wages of Pain* becomes invalid. According to the FAQ regarding *Wages of Pain*: > "Wages of Pain WILL still give the gold token even if the target becomes illegal. [...] Wages of Pain's gold token generation is a separate instruction after a full stop that doesn't reference target information, so it executes even when the damage cannot be dealt." This is consistent with Rule 356.3.e.6, which states that instructions that cannot be followed are ignored, but instructions that do not reference target information are still executed. Because the creation of the Gold gear token is a separate instruction that does not depend on the success of the damage, it proceeds regardless of the target's status.
Do I draw cards or reveal Battlefueled first?
According to the standard Start of Game procedure, you determine your Battlefields before you draw your opening hand. The sequence is as follows: 1. **Reveal Legends** 2. **Choose Champions** 3. **Determine Battlefields** 4. **Decide Play Order** 5. **Resolve Mulligans** (which involves drawing your opening hand of 4 cards) 6. **Start the Game** As noted in the RiftJudge FAQs (specifically FAQ #7149 and #3373), battlefields are revealed and selected before determining turn order and resolving mulligans. You draw your opening hand of 4 cards as part of the setup process (Rule 116), which occurs after the battlefields have been established.
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