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Do reactions take priority over actions and unit abilities in resolution order?
Ruling: Base speed, action, and reaction only determine when you can play something, not the order anything resolves. The order things resolve is Last In First Out (LIFO) off the chain - the last thing to go onto the chain will be the first thing to resolve.
Sequence:
- When combat starts, the chain is initially populated with "when I attack" triggers
- Then "when I defend" triggers are added
- Then both players can play reactions
- Once everyone passes, the chain starts resolving with the latest played item first
Nuances:
- You cannot play an action after an ability has already gone on the chain
- If multiple cards are discarded simultaneously, you choose the order their effects go on the chain
Do recall effects target or choose units?
Ruling: Recall effects do not inherently target. An effect targets only if it requires the controller to make a choice of who, what, or where during the casting/activation process (not during resolution), and that choice is not part of a replacement effect.
Nuances:
- Replacement effects (indicated by "If" with "Instead") never target and do not use the chain
- Triggered abilities use "When" or "At" keywords and do use the chain
- Making a choice during resolution does not constitute targeting
- If multiple players are involved in making choices for an effect, it does not target
- Zhonya's specifically is a replacement effect (passive ability), not a triggered ability, so it doesn't target even though a choice may be made when multiple units die simultaneously
Do reflection units have the energy and power cost of the unit they are copying?
Ruling: Yes, a reflection unit (or any unit that becomes a copy of another) does adopt the Energy or Power cost of the unit it is copying, because Cost is an inherent trait that is copied when a game object becomes a copy of another.
Nuances:
- Tokens normally do not have costs and their cost is treated as 0 for all purposes
- However, when a token becomes a copy of a card, it gains all the copied card's traits, including its cost
- Cost is explicitly listed as a copyable inherent trait alongside Name, Super Type, Type, Tags, Controller, and Domain
Do reflections get any current buffs or might increases on the card they copy, can they be reacted to before they copy a card, and as they are 0 might, will any damage kill them before they copy?
### 1. Do Reflections get current buffs or might increases?
**No.** According to the Patch Notes (2026-03-30) regarding Copy Effects, copy effects only copy the "copyable traits" of a game object, which are defined as the printed or copied traits (including Rules Text). The notes explicitly state: **"Nothing appended or granted will be seen by the copy effect."** Since buffs and might increases are appended or granted to a unit, they are not copyable traits and will not be inherited by the Reflection token.
### 2. Can they be reacted to before they copy a card?
**Yes.** When a card that creates a Reflection token is played, the act of playing that card creates a chain. The creation of the token and its subsequent copying are game effects that occur as part of the resolution of that card's ability. Because these are triggered or activated abilities (or part of a spell's effect), they use the chain. Players have priority windows to play [REACTION] cards in response to the spell or ability that would create the Reflection token before the copy effect actually resolves.
### 3. Will damage kill them before they copy?
**It depends on when the damage is applied.**
* **If you react before the copy effect resolves:** If you play a [REACTION] that deals damage to the target unit (the unit being copied) before the copy effect resolves, the unit may be destroyed or removed, causing the copy effect to fail.
* **If the unit is already lethal:** According to FAQ #7397, units with lethal damage are killed during cleanups, which occur after every item in a chain fully resolves. If a unit receives damage that makes it lethal, it will be killed during the cleanup step following the resolution of the effect that damaged it. If that cleanup occurs before the copy effect resolves, the unit will be removed from the board and will not be able to complete the copy process.
***
**Summary of Mechanics:**
* **Copyable Traits:** Only printed or copied traits are copied. Buffs and arithmetic might modifiers are not copied (Patch Notes 2026-03-30; FAQ #9410).
* **Chain Interaction:** Because the creation and copying of a token are game effects triggered by a card or ability, they use the chain. Players may respond with [REACTION] cards during the priority windows provided while the chain is resolving (FAQ #2256).
* **Lethality:** Lethal damage is checked during cleanup steps that occur after each chain item resolves. If a unit is removed from the board due to lethal damage before a copy effect resolves, the copy effect will fail to find its target or the unit will no longer be present to receive the copied traits (FAQ #7397).
Note: I could not fully verify the ruling regarding the timing of targeting a Reflection token before it resolves against the retrieved rules.
Do repeat spell that choose target make you choose twice to the same target so you pay the deflect cost twice?
Yes, if you use **Repeat** to target a unit with **Deflect** twice, you must pay the **Deflect** cost twice.
According to **Rule 735.1.c**, **Deflect** is a mandatory additional cost applied "for each time they choose me." Because **Repeat** (Rule 746.1.d) causes the spell's instructions to be executed an additional time, and choices for that additional execution are made during the "Make Relevant Choices" step of playing the card (Rule 746.2), choosing the same unit for both the initial and the repeated execution counts as choosing that unit twice.
Therefore, you must pay the **Deflect** cost for each individual instance of targeting.
Do replacement effects that save units (like Unlicensed Armory's power payment, Zhonya's save, or Sett Legend's save) open a chain that can be reacted to?
Ruling: Replacement effects indicated by the word "instead" (like Zhonya's, Sett Legend, and Unlicensed Armory's save effects) do not use the chain and cannot be reacted to. They replace one action with another without opening a reaction window.
Sequence:
- Unlicensed Armory can be reacted to when initially played (during the exhaust and discard)
- Once the unit gains the protection, the replacement effect itself (paying 1 power to save) does not open a new chain
- The replacement effect simply replaces dying with recall when it would apply
Nuances:
- Some replacement effects are optional, allowing the controller to choose whether to apply them and pay any indicated cost at the time they would apply
- To disrupt the protection, you must respond to Unlicensed Armory when it's played (e.g., removing the targeted unit before it gains protection) or use a later chain-starting non-replacement effect
Do revealed hidden units stay on the chain or get resolved instantly like other units?
Ruling: Hidden permanents are still permanents that resolve immediately upon finalizing. They do use the chain but completely skip the step that passes priority and instantly resolve.
Sequence:
- The hidden unit is revealed (using the chain)
- Priority passing is skipped
- The unit resolves immediately
Nuances:
- The reveal is not an activated ability of hidden; it's the unit itself being played
- Despite the "react with later for 0" wording and "play at any time" text, the unit doesn't wait on the chain like a reaction spell would
- This works the same way as Shen
Do seals add temporary mana that prevents recycling, or do they only produce power (colored resource) without providing energy (colorless resource)?
Ruling: Seals produce 1 Power of the respective color, which is an alternate way to produce power besides recycling a rune. They only produce power (the colored resource), not energy (the colorless/numerical resource).
Nuances:
- Seals do not add "one extra mana" in the sense of providing the numerical/colorless energy cost
- They provide an alternate method to produce colored power without needing to recycle
Do seals generate energy or power?
Ruling: Seals generate power, not energy. When you tap a seal, you generate power without having to recycle a rune.
Nuances:
- Energy is generated by exhausting (tapping) runes - shown as numbers in a dark circle
- Power is generated by recycling runes (putting them under your deck) - shown as symbols
- Seals are an exception that generate power through exhausting instead of recycling
- Power and energy are two different resources and cannot be used interchangeably
Do self-referencing pronouns (I/me/my) in card text cause a unit to target itself?
Ruling: Self-referencing pronouns (I/me/my) do not cause a unit to target itself because there is no player choice involved.
Sequence:
- Check if the game object is mentioned in the spell or ability text
- Determine if the object is "chosen by the spell or ability's controller"
- If there is no potential for player choice (as with self-reference), it is not a target
Nuances:
- Self-reference can be considered "a characteristic of being me" which falls under the exclusion for objects not chosen by the controller
- This means effects like Yasuo, Remorseful attacking Dreaming Tree would not trigger abilities that care about targeting
Do signature spells like Leona's and Yasuo's count as 'choosing' a target for Dreaming Tree's effect?
Ruling: Yes, signature spells that target "a friendly unit" count as choosing for Dreaming Tree's effect.
Nuances:
- The key is that the spell targets "a friendly unit", which qualifies as choosing even if the spell text doesn't explicitly use the word "choose"
Do spells 'fizzle' in Riftbound if their target gains Deflect after the spell is already on the chain? Specifically, if Stupefy targets Fiora, then Fiora gains Deflect before Stupefy resolves, does the caster need to pay the Deflect cost?
Ruling: Spells do not fizzle in Riftbound. If a spell is already on the chain when its target gains Deflect, you do not need to pay the Deflect cost because costs are paid when putting cards/abilities on the chain, not on resolution. The spell resolves normally.
Sequence:
- Player declares target and pays all costs (including any Deflect costs that exist at that moment) to put the spell on the chain
- If the target gains Deflect after the spell is on the chain, this does not change what was already paid
- The spell resolves normally without requiring additional payment
- Spells that fail to complete their effects are still considered "played" (they "whiff" but don't "fizzle")
Nuances:
- Triggered abilities are different: you CAN decline to pay Deflect costs for triggered abilities, which removes the trigger from the chain
- Deflect is a cost modifier, not a targeting requirement - target legality checks do not re-evaluate whether costs were paid
- If a spell is copied (like with Mystic Reversal) and targets a unit with Deflect, you don't pay the Deflect cost because costs were already paid for the original spell
- Nothing in Riftbound works retroactively - once a timing window passes, it's done
Do spells in the same Showdown contribute to Tryndamere Overkill damage requirement?
No, spells in the same showdown do not contribute to Tryndamere's "excess damage" requirement.
According to **RiftJudge FAQ #5311** and **RiftJudge FAQ #10022**, Tryndamere's ability specifically counts only **combat damage** assigned during the combat damage step of the showdown. Spell damage dealt during the showdown does not factor into the calculation for the 5+ excess damage threshold.
While spell damage can help reduce a unit's remaining health—making it easier for a unit to take "excess" damage from combat—the damage dealt by the spell itself is excluded from the total used to satisfy Tryndamere’s ability trigger.
Do spells/actions trigger 'when defending' effects, or do those effects only apply when units are moved to a battlefield to start a showdown?
Ruling: 'When defending' or 'when I defend' effects are only active during showdowns where that card is the defender. Spells and actions do not trigger these effects.
Nuances:
- These effects specifically require the card to be the defender in a showdown
- Simply being targeted by spells or actions does not activate 'when defending' triggers
Do temporary units die before I'm able to activate Dusk Rose Lab ability?
No, temporary units do not die before you are able to activate the ability of **Dusk Rose Lab**.
Because both the *Temporary* keyword (Rule 816.1.c) and the ability of **Dusk Rose Lab** trigger at the start of your Beginning Phase, you have the opportunity to resolve the Lab's ability first.
### Sequence of Events
1. **Beginning Phase starts:** Both the *Temporary* trigger (which aims to kill your temporary unit) and the *Dusk Rose Lab* trigger are added to the chain.
2. **Chain Resolution:** As the controller of both triggers, you choose the order in which they resolve. You choose to resolve the **Dusk Rose Lab** ability first.
3. **Cost Payment:** You kill your temporary unit as the cost for the Lab's ability.
4. **Effect:** You draw 1 card.
5. **Temporary Trigger:** The *Temporary* trigger then attempts to resolve. Since the temporary unit is no longer on the board (it was already killed to pay for the Lab), the instruction to kill it cannot be followed and is ignored.
This interaction is confirmed by RiftJudge FAQ #9231, which explicitly states that you can use the ability of **Dusk Rose Lab** to kill a temporary unit before it is removed by its *Temporary* trigger.
Do the Beginning Step and Scoring Step happen at the same time, and would triggers from both steps (like Jinx-Loose Cannon and Grove of the God-Willow) go on the same chain?
Ruling: The Beginning Step and Scoring Step happen in order, not at the same time. Effects from these steps go on different chains since they happen separately.
Sequence:
- Beginning Step occurs first and its chain resolves
- Scoring Step occurs second (any hold effects happen after the Begin Step chain has resolved)
Nuances:
- This timing is why temporary units can't hold (they expire before the Scoring Step)
Do the countered spells still trigger Irelia, Fervent's Trigger?
Yes, countered spells still trigger Irelia, Fervent's ability.
According to **RiftJudge FAQ #636** and **#6256**, Irelia's ability triggers when she is chosen during the spell's finalization process, which occurs before the opponent has the opportunity to counter the spell. Because the trigger is placed on the chain at the moment of finalization, it remains there and will resolve even if the original spell is subsequently countered.
**Sequence of events:**
1. **Finalization:** You play a spell and choose Irelia as the target.
2. **Trigger:** Irelia's ability triggers and is placed on the chain.
3. **Counter:** The opponent plays a counter effect (e.g., Defy) targeting your spell.
4. **Resolution:** Even though the spell is countered and sent to the trash, Irelia's triggered ability remains on the chain and resolves, granting her +1 Might.
This principle applies to all "when chosen" or "when targeted" effects in the game.
Do the effects of Shard of undoing stack if I have multiple in play?
Yes, the effects of *Shard of Undoing* stack. If you have multiple *Shard of Undoing* cards in play, each one will trigger independently when the condition is met.
According to **RiftJudge FAQ #10219**, if you have multiple copies of *Shard of Undoing* and a friendly unit dies, each copy will trigger its ability. If you satisfy the "first time" condition (for example, by having multiple units die simultaneously, or simply by the first unit dying in your Beginning Phase), each *Shard of Undoing* will place its own individual "each opponent must kill one of their units" ability onto the chain.
When these abilities resolve, your opponent will be required to kill a number of units equal to the number of *Shard of Undoing* cards you control, assuming they have enough valid units to sacrifice for each trigger.
Do the targets of Glasc Mixologist enter ready?
No, the targets of **Glasc Mixologist** do not enter ready.
According to its ability text, Glasc Mixologist's *Deathknell* allows you to "play a unit... from your trash, ignoring its cost." In *Riftbound*, playing a unit simply puts it onto the battlefield; it does not inherently include the "ready" action unless the card text explicitly states so.
Since there is no "ready" instruction in the card text, the unit will enter the battlefield in its default state (which is typically exhausted if it was put into play by an effect during a showdown or combat, or simply as is depending on the specific phase and game state).
Do timed spell effects in Riftbound apply continuously to everything during their duration, or do they only apply to things present at resolution (snapshot)?
Ruling: Spell effects snapshot at resolution and only apply to things that are present when the spell resolves, not to things that enter play later during the effect's duration.
Nuances:
- This applies similarly to cards like Stand United, which would only increase the might of buffs that were in play when Stand United's text was executed
- While this ruling is confirmed by official Red Text, it is not explicitly detailed in the Comprehensive Rules Document
Do tokens get VISION from Gemcraft Seer?
Ruling: Yes, tokens get VISION from Gemcraft Seer because token maker effects use the word 'play' and tokens count as units.
Nuances:
- If you spawn multiple tokens at the same time, you get vision 1 multiple times
- If you choose not to recycle the card the first time, you'll be looking at the same card each subsequent time
Do tokens trigger Legion ability when played?
Ruling: Tokens do not trigger Legion. Legion requires playing a main deck card, and tokens are not considered cards.
Nuances:
- The term "card" when written on a card means "main deck card"
- Tokens, runes, legends, and battlefields are not cards
- This is why some card text uses "something" instead of "card" when it needs to refer to non-card game elements
Do triggered abilities from 'on play' effects (like Darius or Ravenbloom Student) trigger when you cast a spell or when it resolves, and what happens if the spell is countered?
Ruling: Cards are "played" when they resolve, not when they are cast. Triggered abilities from "on play" effects trigger after the spell fully resolves. If a spell is countered (e.g., by Defy), it does not resolve and is not considered played, so it will not trigger any "on play" abilities.
Sequence:
- Cast a spell (put it on the chain)
- Spell resolves
- The spell is now considered "played"
- Any "on play" triggered abilities go on the stack
- If the chain was empty, this creates a new chain for the triggered ability
- Players get priority to respond to the triggered ability
Nuances:
- Whether the trigger is on the same chain or a new chain doesn't affect reaction windows - you get a reaction window either way
- The term "playing a card" refers to both the act of putting it on the chain and its resolution, but "played" status only occurs upon resolution
- Unless something says to do it "as you play", effects happen after resolution
Do triggered abilities like Riptide Rex provide a window to use Reactions on the targeted unit?
Ruling: Yes, all triggered abilities create a chain, allowing all relevant players to react.
Sequence:
- Triggered ability goes on the chain
- Players can respond with reactions before the triggered ability resolves
Do triggered abilities with 'here' in their text (like Anivia, Warwick, or Volibear) remain legal if the unit is removed from the battlefield before the ability resolves?
Ruling: If a triggered ability contains "here" and the unit is removed from the battlefield before resolution, the ability cannot resolve because "here" refers to the unit's location, which no longer exists. However, "here" does not inherently target—whether an ability targets depends on its specific wording.
Sequence:
- Triggered abilities enter the chain when they trigger
- Targets are chosen at activation (if the ability targets)
- At resolution, the game checks if "here" (the unit's location) still exists
- If the unit has been removed or moved to a different location, abilities requiring "here" cannot resolve properly
Nuances:
- "Here" means "this unit's location" and does not inherently make an ability target
- If a unit is moved to a different battlefield location, targets become illegal because they are not at the same location as the unit
- Abilities like "When I attack, kill a unit" do not require the source to remain on the field to resolve
- For damage splitting abilities, targets are chosen at activation but how damage is split is chosen at resolution
- If a unit with "here" in its ability (like Vanguard Captain) is moved while the trigger is on the chain, the effect resolves at the new location; if removed entirely, it resolves to no effect
Do triggered abilities with 'may' go on the chain even if you choose not to do the effect?
Ruling: Triggered abilities go on the chain regardless of whether you choose to do the effect. When the trigger resolves, you then choose whether or not to do the effect.
Nuances:
- All triggers go on the chain no matter what in Riftbound
- This applies to cards with optional effects ("may") like Flame Chompers, Immortal Phoenix, and Weaponmaster abilities
Do triggers on the chain still resolve if the permanent that put the trigger on the chain is removed from the board in response? Specifically, if Volibear attacks (placing a 5 damage trigger on the chain) and is then removed by Hidden Blade, does the 5 damage trigger still resolve?
Ruling: No, the 5 damage trigger does not resolve if Volibear is removed from the battlefield. Because Volibear's ability references "here" (the battlefield), when Volibear dies the targets become invalid since he is no longer at the battlefield the original targets were at.
Sequence:
- Volibear attacks, placing the "deal 5 damage" trigger on the chain
- Hidden Blade is played in response, removing Volibear
- Hidden Blade resolves, killing Volibear
- When the 5 damage trigger attempts to resolve, the targets are now invalid because Volibear is no longer "here" (at the battlefield)
- The trigger fails to resolve
Nuances:
- This ruling depends on the ability referencing "here" or the stats of the permanent itself - such effects won't resolve properly if the permanent is removed
- Effects that target a battlefield or a different unit (without referencing "here") would still resolve fully even if the source permanent is removed
- Targets and split amounts are declared when the trigger is added to the chain, but validity is checked again at resolution
Do two Leona Zealot -8 effects stack?
Ruling: Yes, two Leona Zealot -8 effects stack.
Do unit tokens count as units played?
Yes, playing a token unit counts as playing a unit.
According to **Rule 350.2**, while tokens are not cards, they can still be played. **Rule 182.1.a** states that tokens are played by their owner following all applicable steps for playing a card (or unit). Additionally, RiftJudge FAQ #9440 confirms that playing a token unit counts as playing a unit.
Do units added to a battlefield (or revealed from hidden) during showdown participate in combat?
Ruling: Yes, units revealed from hidden or added to a battlefield during showdown fully participate in that showdown and contribute to combat damage.
Sequence:
- The unit is revealed/added during showdown
- The unit is fully resolved as part of that showdown
- Combat damage is calculated after the showdown is complete
- The newly revealed/added unit's damage is included in the total
Do units and gear go on the chain and can they be reacted to when played?
Ruling: Units and gear enter the chain but skip Execute and Pass after Finalizing, immediately Resolving, so opponents cannot react to them.
Sequence:
- Unit/gear is played and enters the chain
- It Finalizes
- It skips Execute and Pass steps
- It immediately Resolves
Nuances:
- This applies anytime a unit or gear is played from anywhere at any time
- This includes units with hidden being played from hidden as a reaction
- Main Deck cards must be recycled randomly (not in an order of your choice)
Do units at both battlefields heal after combat occurs at only one battlefield?
Ruling: Yes, all units everywhere heal after combat, regardless of which battlefield the combat occurred at.
Nuances:
- Units do not heal after a non-combat showdown
Do units defending Trifarian Warcamp get the might bonus outside of showdown and combat, such as for the purposes of cards like Gust or triggering Fiora's mighty abilities?
Ruling: Yes, units defending Trifarian Warcamp receive the might bonus at all times, not just during showdown and combat. This means the bonus applies for effects like Gust (which checks might to determine if a unit can be moved) and for triggering mighty-dependent abilities like Fiora's.
Nuances:
- A 3 might unit on Trifarian Warcamp becomes 4 might and cannot be moved by Gust
- Fiora on Trifarian Warcamp reaches 5 might, becomes mighty, and gains her additional deflect, flanking, and shield abilities
Do units die at 0 Might?
No, units do not automatically die when their Might reaches 0 or lower.
According to **Rule 142.2.a**, a unit is only killed if it has "nonzero damage marked on it equalling or exceeding its Might." Because 0 is not considered a valid amount of damage in Riftbound, a unit with 0 Might requires at least **1 damage** to be marked on it to die.
Key details regarding 0 Might units:
* **Survival:** A unit can remain on the board indefinitely with 0 Might as long as it has no damage markers.
* **Lethal Damage:** If a unit has 0 Might, any amount of damage (minimum 1) is considered lethal.
* **Negative Might:** If an effect reduces a unit's Might below 0, it is treated as 0 for all interactive purposes (Rule 142.2.b), but the negative value is maintained for further calculations (e.g., if a -2 Might unit receives a +1 Might buff, it is still at -1, which is treated as 0).
* **Combat:** If a 0 Might unit attacks another 0 Might unit, neither deals damage to the other, and both survive the exchange.
**Summary of the Sequence:**
1. A unit's Might is reduced to 0.
2. The unit stays on the board.
3. If the unit takes 1 or more damage, it is checked against its Might (0).
4. Since 1 is greater than or equal to 0, the unit is then killed during the next cleanup.
Do units gain Assault/Shield and attacker/defender bonuses during a staged combat showdown, or only after combat actually begins?
Ruling: Units do not gain Assault/Shield bonuses or attacker/defender designations during a staged combat. These designations and their associated passive abilities only apply once combat actually begins, which can only happen when the game is in a neutral open state (no other showdown in progress).
Sequence:
- When a unit moves to an occupied enemy battlefield during an existing showdown, combat is staged but does not begin immediately
- The current showdown must complete first and the game must return to a neutral open state
- Only then does combat begin, starting with assigning attacker/defender designations
- Once designations are assigned, Assault/Shield passive abilities become active
- Players then get priority during the combat showdown phase
Nuances:
- This creates a window where units at a staged combat can be targeted by removal spells before they gain their combat bonuses
- If a unit moves to an occupied battlefield when no other showdown is in progress, combat begins immediately in cleanup, so Assault/Shield are active before players get priority
- Assault and Shield are passive abilities, not triggers, so they don't use the chain
- Units with move triggers (like Wandering Merchant) create a window for responses before combat begins, even when moving into an empty battlefield
Do units get attack/defense bonuses when they are outside of a combat showdown (e.g., when alone in base)?
Ruling: Attacker/defender roles only exist during a combat showdown. Outside of showdowns, these terms are not relevant and any related triggers or passive abilities are not in effect.
Nuances:
- Units do not receive attack/defense bonuses when alone in base or at any time outside of combat showdowns
- The attacker/defender designations only apply during active combat
Do units get attacker/defender designation during a non-combat showdown (e.g., when conquering an empty battlefield)?
Ruling: Units do not get attacker/defender designation during a non-combat showdown. Attacker and defender status is only applied when a combat showdown begins (when two players have units at the same battlefield at the start of the showdown).
Sequence:
- When entering an empty battlefield, it becomes contested but no attacker/defender designations are assigned
- A non-combat showdown occurs with normal focus passing
- If an opponent moves a unit there during the non-combat showdown (via reaction to a move trigger), the non-combat showdown continues to completion first
- Only after the non-combat showdown ends, if both units are still present, does a new combat showdown begin with attacker/defender designations
Nuances:
- If a unit is moved to a battlefield in reaction to another unit's move trigger, the initial non-combat showdown continues rather than immediately becoming a combat showdown
- Once a combat showdown has begun, it doesn't stop until combat resolution is complete, even if one player removes their units
- Cards like Ride the Winds cannot interrupt an ongoing combat showdown since they are action speed
Do units get the +1 bonus from Pirate Haven during the refresh stage when they ready?
Ruling: Yes, units get the +1 bonus from Pirate Haven when they ready during the refresh stage.
Nuances:
- Only units that actually ready (transition from exhausted to ready) get the benefit
- Units that are already ready do not get the benefit
Do units heal after a combat showdown if one unit is moved away (e.g., via Flash) before combat damage is dealt?
Ruling: Yes, units heal after combat as long as a combat was started, even if combat damage is skipped or a unit is moved away before damage is dealt.
Sequence:
- Combat must be initiated (unit moves to occupied battlefield)
- Even if a unit is moved to base during the showdown (e.g., via Flash)
- After the showdown closes and after the combat damage step
- In the combat resolution step, all units heal
Nuances:
- If combat wasn't started (unit moves to unoccupied battlefield for non-combat showdown), units will not heal
- Only combat heals units
- All units in play heal all damage after combat ends, regardless of which battlefield the combat occurred on or how the damage was dealt
Do units heal after a showdown on an uncontested battlefield, or if all defenders are recalled before combat?
Ruling: Units do NOT heal on an uncontested battlefield because no combat showdown occurs. If a defender recalls after combat has been staged, units still heal because the Steps of Combat have already been initiated.
Sequence:
- If a unit moves to an uncontested battlefield, no combat showdown occurs and no healing happens
- If a unit moves to a contested battlefield, a combat showdown is staged
- Once the Steps of Combat are initiated (showdown opens), the full combat occurs including Special Cleanup
- During Special Cleanup, units heal (step 2a)
- Recalling after combat is staged does not prevent healing
Nuances:
- If a unit can be recalled via a move trigger (using flash) before the showdown opens, the staged combat doesn't occur and no healing happens
- The move trigger chain happens outside combat while combat is staged, allowing the staged combat to be cleared
- Once a combat showdown opens and Steps of Combat begin, you complete the whole combat including healing (possibly skipping combat damage step, but not healing)
Do units heal after non-combat Showdown?
No, units do not heal after a non-combat showdown.
According to RiftJudge FAQ #9016 and #9220, healing only occurs after **combat showdowns** and at the **end of the turn**. A showdown only qualifies as a "combat" if it is contested and occupied by units controlled by different players. If a showdown does not meet these criteria, it is non-combat, and no healing is triggered.
Do units heal at the end of non-combat showdowns? And is challenge considered spell damage?
To answer your questions:
### 1. Do units heal at the end of non-combat showdowns?
**No.** Units do not heal after a non-combat showdown.
According to RiftJudge FAQ #9726 and FAQ #9016, healing in Riftbound only occurs at two specific times:
* **During a Combat Cleanup:** This step only occurs after a **combat showdown** (a showdown contested by units controlled by different players).
* **At the end of each player's turn:** This occurs during the End of Turn Cleanup.
Since a non-combat showdown does not meet the definition of "combat," it does not trigger the Combat Cleanup healing process.
### 2. Is *Challenge* considered spell damage?
**No.** *Challenge* is not considered spell damage.
According to Rule 417.6.b.3, when a spell like *Challenge* is used, the damage is dealt by the **chosen units**, not by the *Challenge* spell itself.
* **Rule 417.6.b.3:** "When a spell or ability specifies a Unit as the source of the Damage for the Deal action, it is not in addition to the spell or ability that specified it. Example: Challenge is a spell that reads 'Choose a friendly unit and an enemy unit. They deal damage equal to their Mights to each other.' The damage that Challenge causes to be dealt is dealt by the chosen units, not by Challenge."
Because the units are the source of the damage, any effects that apply to "spell damage" (e.g., preventing damage from spells) would not apply to the damage dealt by *Challenge*.
Do units heal before Deathknell abilities resolve after combat?
Ruling: Yes, units heal before Deathknell abilities resolve. During combat resolution, the FEPR process is skipped and the Resolution Step begins immediately. Units with lethal damage trigger their Deathknell abilities (which become pending items) and are killed during Combat Cleanup. Then all surviving units are healed as part of the Combat Special Cleanup. Only after all outstanding tasks complete does the game return to FEPR, at which point the pending Deathknell triggers are placed on the chain and resolve.
Sequence:
- Combat damage is dealt (Rule 460.2.d)
- FEPR is skipped; proceed to Resolution Step (Rule 460.3)
- Combat Cleanup begins (Rule 461.1)
- Units with lethal damage trigger Deathknell (pending items) and die
- All surviving units are healed (Rule 461.1.a.1)
- Remaining combat tasks complete (Rules 461.2-461.7)
- FEPR resumes and Deathknell triggers resolve
Nuances:
- Deathknell abilities cannot finish off units that took non-lethal combat damage, as that damage is healed before Deathknell resolves.
- If your units survive combat damage but are killed by Deathknell after healing, you will not have units on the battlefield when control is established.
Do units heal damage after a showdown ends, including units that weren't in the showdown (at base or other battlefields)?
Ruling: At the end of combat and at the end of turn, all units everywhere in play heal all damage on them at the same time, regardless of how that damage was assigned or where the units are located.
Nuances:
- Damage does not reduce a unit's might value; damage is tracked separately and a unit is destroyed when damage marked on it equals or exceeds its might
- The healing applies to all units across all battlefields and bases simultaneously, not just units that participated in the showdown
Do units heal damage that was marked before a showdown started, after the combat showdown ends?
Ruling: At the end of a combat showdown, all units on the board heal all damage, regardless of when or how the damage was inflicted and regardless of where they are on the board (base or any battlefield).
Sequence:
- Combat showdown begins when a unit attacks
- Players can play reactions and pass priority
- Showdown only ends once both players pass with focus on an empty chain
- Once the showdown ends, all units heal all damage
Nuances:
- Damage marked before the showdown began (such as from a spell played before the attack) will also heal when the showdown ends
- Simply resolving a reaction spell does not end the showdown - both players must pass with focus on an empty chain
- Units heal regardless of their location (base or battlefield)
Do units heal during a non-combat (uncontested) showdown?
Ruling: Units do not heal during non-combat showdowns. Healing only occurs after combat showdowns and at the end of turn.
Nuances:
- All units everywhere heal after any combat showdown, not just units involved in the combat
- If a unit moves to create a new showdown during an existing combat showdown, the new showdown cannot start until the current combat showdown finishes, so it cannot interrupt the combat to trigger healing early
Do units heal to full after any combat, even if they weren't involved in that specific combat?
Ruling: Yes, after any combat occurs, every unit heals to full, regardless of whether they participated in that combat.
Nuances:
- This means damage dealt to units at one battlefield will be healed before a second combat at a different battlefield occurs in the same turn
- Units damaged by effects like Blade Fury will heal after any subsequent combat, even if they weren't at that battlefield
Do units heal when moving to an uncontrolled/unoccupied battlefield?
Ruling: Units do not heal when moving to an uncontrolled battlefield. Units are only healed when an effect instructs you to heal them, during a combat cleanup, and at the end of turn.
Sequence:
- Moving a unit to an uncontrolled battlefield results in a non-combat showdown
- Non-combat showdowns do not have combat cleanup
- Without combat cleanup, units do not heal
- Combat cleanup (which includes healing) only occurs during the final step of the combat phase when actual combat happens
Nuances:
- Moving to an unoccupied battlefield is not "attacking" - attacker/defender status is reserved for combat only
- This distinction matters for triggers like assault and attack triggers
- If combat occurs (with attacker and defender), then combat cleanup happens and units heal
Do units on all battlefields heal after any showdown, including when damage has been dealt to multiple battlefields?
Ruling: All units heal after combat showdowns (when a unit moves to an opponent-controlled battlefield), but units do not heal after open showdowns (when a unit moves to an empty battlefield).
Nuances:
- There are two types of showdowns: open showdowns (unit moves to empty battlefield) and combat showdowns (unit moves to opponent-controlled battlefield)
- Only combat showdowns trigger healing for all units
Do units played after Moonfall resolution still get -2 might?
No, units played at or moved to that battlefield *after* **Moonfall** has finished resolving do not receive the -2 Might penalty.
According to **RiftJudge FAQ #10053**, might reduction effects like the one on Moonfall "snapshot" the game state when they resolve. The effect applies only to the enemy units present at the targeted battlefield at the exact moment of resolution. Any units that arrive at the battlefield subsequently are not affected.