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Riftbound Frequently Asked Questions

Search verified questions and answers.

Do units played from hand during showdown gain assault/shield bonuses, and does playing Rengar (3 might, assault 2) trigger Volibear's legend ability?
Ruling: Units played from hand during showdown will gain assault/shield bonuses because a cleanup occurs when the permanent is played, assigning attacker/defender status and applying the bonuses at that time. Sequence: - When a permanent is played during showdown, a cleanup occurs - During cleanup, units at the battlefield without attacker/defender designation gain the same designation as their controller - Assault/shield bonuses are then applied based on that designation Nuances: - Playing Rengar (3 might, assault 2) as an attacker does NOT trigger Volibear's legend ability because Rengar enters as 3 might and only becomes 5 might after cleanup - In contrast, playing a 4 might unit at Trifarian Warcamp DOES trigger Volibear because Trifarian Warcamp applies instantly as the unit enters, not requiring cleanup
Do units played through alternative methods (like Flame Chompers discarded by Chemtech Enforcers or Immortal Phoenix played from grave) trigger 'when you play a unit' effects like Darius/Legion?
Ruling: Yes, if a card offers you an alternative way to play a card, you are still playing it and will trigger 'when you play a unit' effects. Nuances: - This applies to Flame Chompers being discarded and played via Chemtech Enforcers - This applies to Immortal Phoenix being played from the graveyard after killing a unit with a spell
Do units survive if you use a reaction (like Janna) to heal a unit to its maximum health after it has taken damage but before the Imperial Decree trigger resolves, the unit will survive?
To answer your question: **No, the unit will not survive.** Healing a unit does not prevent it from being killed by the effect of **Imperial Decree**. ### Reasoning According to the ruling in **FAQ #8633**, which clarifies how *Imperial Decree* functions: * *Imperial Decree* creates a triggered ability that lasts for the remainder of the turn. * The trigger fires whenever a unit "takes damage." * "Takes damage" refers to the event of receiving damage, not the current state of being damaged. * Healing a unit removes existing damage (Rule 405.1), but it does not "undo" the event of having taken damage earlier in the turn. ### Sequence of Events 1. **Damage Event:** A unit takes damage. This triggers the *Imperial Decree* effect. 2. **Chain:** The *Imperial Decree* trigger is placed on the chain as a pending item. 3. **Reaction:** You play Janna as a reaction to the *Imperial Decree* trigger. 4. **Resolution:** * Janna resolves: Your units are healed. * *Imperial Decree* trigger resolves: The unit is killed. Even though the unit is healed to its maximum health, the *Imperial Decree* trigger is still active and waiting to resolve. Because the unit already "took damage" earlier in the turn, the condition for the trigger is satisfied, and the unit will be killed when the trigger resolves. *Note: I could not fully verify this ruling against the retrieved rules.*
Do units with 0 might die when they take damage?
Ruling: Units with 0 might do not automatically die. They only die when they take damage, and the minimum lethal damage is always at least 1 point, even for a 0 might unit. Sequence: - A unit with 0 might can have damage assigned to it (minimum 1 point) - When damage is assigned, the unit dies - Units with 0 might do not die simply from having 0 might Nuances: - You can assign 1 point of damage to a 0 might unit as lethal damage - Units with 0 might at a battlefield don't necessarily die last - they can still be assigned damage normally - A cleanup occurs after each card resolves, so units check for death at those points
Do units with death-triggered effects (like Karthus) see themselves die and trigger their own effects when they die?
Ruling: Units never see themselves die. A unit with a death-triggered effect cannot trigger that effect from its own death. Nuances: - This means units cannot protect themselves from mass removal effects using their own death triggers - Protection from board wipes would need to come from other sources like Actions, Aspects, or potentially Hidden units with global effects
Do units with triggered abilities see themselves die and trigger from their own death (like Wraith of Echoes or Viktor)?
Ruling: Triggered abilities from permanents must trigger while on the board. Units cannot see themselves die because by the time they die, they have left the board and can no longer trigger. Sequence: - A unit with a triggered ability dies - The unit moves from the board to the trash - The triggered ability does not trigger because the permanent is no longer on the board Nuances: - Units can see themselves be played (entering the board) but cannot see themselves die (leaving the board) - Deathknell is an exception because it explicitly triggers from the trash pile - If multiple units die together (like Viktor dying with other units at a battlefield), Viktor will not trigger to create Recruits from the other units' deaths because Viktor has already left the board
Do we reveal battlefields before or after deciding turn order?
Ruling: Battlefields are revealed before determining turn order. Sequence: - Reveal Legends - Select and Reveal Chosen Champs - Select and Reveal Battlefields - Determine 1st/2nd - Resolve Mulligans
Do when I attack triggers occur when moving into an empty battlefield?
No, "When I attack" triggers do not occur when moving into an empty battlefield. According to the rules and FAQs: * **Combat is required:** "When I attack" triggers only activate when a unit gains the **Attacker** designation. This designation is only granted during **Combat**. * **Empty battlefields are not Combat:** Moving a unit to an empty (unoccupied) battlefield initiates a non-combat Showdown, not a Combat. Because there is no opposing unit to create a Combat, your unit does not gain the "Attacker" designation. * **Trigger conditions:** As stated in FAQ #2505 and FAQ #6821, "When I attack" triggers do not activate when moving to an empty or uncontrolled battlefield. They specifically require the unit to be designated as an attacker, which occurs when moving to a battlefield occupied by an opponent's unit.
Do you attack an empty battlefield?
Ruling: You do not attack an empty battlefield. Sequence: N/A Nuances: None discussed.
Do you choose to go first or second before or after revealing battlefields?
Ruling: You choose turn order after battlefields are selected. Battlefields are always face-up when selected according to the rules. Sequence: - Players select battlefields (face-up) - Turn order is chosen Nuances: - Players commonly place battlefields face-down temporarily to prevent information leakage before both are selected, but this is not a rules requirement - Battlefields could equally be held in hand and revealed simultaneously - In games 2 and 3 of a best-of-three match, players know who will choose turn order and can make assumptions accordingly
Do you draw a card when you reveal a hidden Facebreaker during a showdown at The Dreaming Tree battlefield?
Ruling: Yes, you draw a card. The Dreaming Tree triggers when you cast a spell that chooses a friendly unit at that battlefield, which Facebreaker does (even though it also chooses an enemy unit). Sequence: - You cast Facebreaker from hidden at The Dreaming Tree - The Dreaming Tree's trigger goes on the chain immediately when the spell is cast - The trigger resolves and you draw a card - Facebreaker then resolves with its effect Nuances: - The Dreaming Tree triggers as soon as you cast the spell, not when it resolves, so it works even if Facebreaker loses its targets or fizzles - The trigger would not occur if Facebreaker is countered or defied (spell wasn't cast) - Facebreaker no longer requires both targets to be at the same battlefield to resolve
Do you draw from Stellacorn Herder if it gets returned to hand from Star Crossed?
No, you do not draw a card from **Stellacorn Herder** when it is returned to your hand by **Star-Crossed**. ### Reasoning 1. **Recall/Return vs. Move:** According to the established rulings for *Riftbound* (notably **RiftJudge FAQ #10159** and **#10124**), the game distinguishes strictly between a "Move" and other forms of displacement, such as being recalled to your base or returned to your hand. 2. **Trigger Condition:** Stellacorn Herder’s ability ("When I move, draw 1") triggers **only** upon a **Move** action. Being returned to your hand by a spell effect is not considered a "move," so the trigger condition is never met. As established in **RiftJudge FAQ #6601**, the unit must actually perform the move action for the ability to trigger. Because returning a unit to its owner's hand is a separate game action, it does not satisfy the requirements for Stellacorn Herder's triggered ability.
Do you exhaust Forgotten Signpost after use?
Yes, you do exhaust the Forgotten Signpost to activate its ability. According to its card text and the Riftbound rules: * The card has the **[T]** symbol (Exhaust symbol) in its ability cost. * Rule 414.5 states: "In abilities, the Exhaust symbol represents the cost 'Exhaust this' or 'Exhaust me.'" Because exhausting the card is a required cost to activate the ability, the **Forgotten Signpost** must be exhausted as part of paying for that action.
Do you get +1 from Assault in a non-combat showdown?
No, you do not gain the +1 might bonus from **Assault** in a non-combat showdown. According to the rules and official FAQs regarding the **Assault** keyword: * **Assault is conditional:** Assault is functionally shorthand for: "While I am an attacker, I have +X Might." * **Combat designation is required:** A unit only gains the "Attacker" designation during **Combat**. * **Combat vs. Showdown:** A combat only occurs when a battlefield is contested by units controlled by different players. If you move a unit to an unoccupied (open) battlefield, that initiates a non-combat showdown. Because there is no opposing unit to create Combat, your unit is not designated as an "Attacker," and the Assault bonus is not applied. This is consistent with **RiftJudge FAQ #8593**, which explicitly states: *"You do not receive the Assault bonus when attacking an open (unoccupied) battlefield... Since your unit is not designated as an Attacker in a non-combat Showdown, the Assault passive ability does not activate."*
Do you get a point instantly when you conquer a battlefield? Can a move to an empty battlefield be reacted to? If that reaction kills your unit, do you get the point?
Yes, you score a point instantly when you conquer a battlefield. Here is the breakdown of how these mechanics interact based on the official rules. ### 1. Do you get a point instantly when you conquer a battlefield? **Yes.** According to **FAQ #6376**, you score a conquer point immediately when you take control of a battlefield (after the showdown/combat resolves). This scoring happens as part of the process of establishing control, not at the end of the turn. ### 2. Can a move to an empty battlefield be reacted to? **It depends on how the move is performed.** * **Standard Move:** According to **FAQ #6337**, a standard move by itself does not open a chain, so it cannot be reacted to. * **Spell or Ability:** If the move is performed via a spell or activated ability, a chain is opened, and players may play reactions. * **Triggered Effects:** If any effect triggers during the movement, that effect opens a chain, allowing for reactions. Note that moving to an empty battlefield initiates a "showdown" (Rule 447.1). While the move itself might not open a chain, the resulting state transition into a showdown allows players to play actions or reactions to start a chain (FAQ #6170). ### 3. If a reaction kills your unit, do you get the point? **No.** You do not get the point if your unit is killed before control is established. The sequence of events is governed by the rules for establishing control and scoring: 1. **Showdown/Combat Resolution:** The game determines the result of the showdown (Rule 461.3). 2. **Establishing Control:** If you have units remaining at the battlefield after the showdown, you establish control (Rule 461.5). 3. **Scoring:** Establishing control results in a "Conquer" if you have not yet scored that battlefield this turn (Rule 461.5.d). At this moment, you gain the point (Rule 466.1). If a reaction played during the move or the resulting showdown kills your unit, you will not have units remaining at the battlefield to establish control, and therefore you will not score the point. Note: I could not fully verify this ruling against the retrieved rules.
Do you get attacker status when you attack an open battlefield?
No, you do not receive the Attacker designation when moving a unit to an open (unoccupied) battlefield. According to **RiftJudge FAQ #8593** and **Rule 807.1.d**, the "Attacker" designation is only gained during **Combat**. Moving a unit to an open battlefield initiates a non-combat Showdown, not Combat. Because there is no opposing unit present to create a combat encounter, the Attacker/Defender designations are not established. Consequently, since the unit does not become an "Attacker," any passive abilities or keywords that rely on that designation—such as **Assault**—will not activate or apply their bonuses.
Do you get on-conquer triggers of a battlefield when you score a point from holding it?
Ruling: No, you do not get on-conquer triggers when scoring a point from holding a battlefield. Holding and conquering are different game mechanics. Nuances: - Holding a battlefield and conquering a battlefield are separate triggers that function independently
Do you get the defender bonus if you are not in a showdown, but occupy the battlefield?
Ruling: No, you do not get the defender bonus if you are not in a showdown. Attacker and defender are only relevant in combat.
Do you get to choose what cards your opponent recycles with Forge of the Future?
Yes, you get to choose exactly which cards are recycled. According to the official FAQ for **Forge of the Future**: * You target 0–4 cards in any combination from any trashes (yours and/or your opponent's). * You have full control over which specific cards to recycle, not just how many.
Do you have to declare both targets for Convergent Mutation when it enters the chain, or can you choose the second unit during resolution?
Ruling: You must choose both targets when casting Convergent Mutation. You cannot add a spell or ability into the chain without providing all choices, and both units comply with the target requirements. Nuances: - This same principle applies to other cards like Ride the Wind, where you must declare both the unit and its destination when finalizing the spell.
Do you have to have your main deck on the opposite side of your rune deck?
Yes, according to the Tournament Rules for high-level Organized Play (OPL), your Main Deck and Rune Deck must be placed on opposite sides of your board layout. According to **Rule 508.4** and **Rule 508.5**: * **508.4:** "Main Deck and trash must be together on either the left side or the right side of the board." * **508.5:** "Rune Deck should be on the other side (right or left) of the board from the Main Deck." This layout is required in competitive settings to ensure clarity and prevent the accidental mixing of the two decks, as they have different card backs and functions (Rule 128.2). Additionally, Rule 508.2 and 508.3 specify that your Runes must be placed closer to you, while your non-rune cards (units, spells, etc.) must be placed closer to your opponent.
Do you have to pay accelerate cost when playing a unit (e.g. Watcher) from Z drive?
Ruling: Yes, you must still pay the accelerate cost when playing a unit from Z drive. "Ignore costs" only ignores the base costs, not additional costs like accelerate.
Do you have to pay deflect cost if you want to target Pouty Poro with Orb of Regret (a gear)?
Ruling: Yes, you must pay the deflect cost. Deflect applies to targets of spells and abilities, and Orb of Regret is an activated ability that targets.
Do you have to pay deflect cost when challenging a unit?
Ruling: Yes, you must pay the deflect cost when challenging a unit because you still target the unit when choosing it to fight.
Do you have to pay each turn to activate a gear card's effect, and does unit health/damage reset at the end of each turn?
Ruling: You pay the cost of a gear card once when you play it, just like any other card. After that, its effects are active without additional payment each turn. Units have might and damage (not health) - damage is cleared at the end of combat and at the end of turn, but damage does not reduce might. Sequence: - When a gear card is played, pay its cost once - The gear's effects are then active for subsequent turns without additional payment - During combat, units take damage but their might value stays the same - Damage is cleared from units at the end of combat - Damage is also cleared at the end of turn Nuances: - Damage does not reduce a unit's might value - a 9 might unit with 4 damage still has 9 might and deals 9 damage - A unit is destroyed when damage dealt to it equals or exceeds its might value - Cards like Dazzling Aurora that generate units each turn can be very strong once in play, but require getting them out initially (e.g., paying 9 cost)
Do you have to pay extra cost on Guards! before playing Sand Soldier to have it ready?
To determine if you must pay an extra cost on **Guards!** to have the Sand Soldier enter play ready, it is important to clarify that you do **not** have to pay the [C] (Calm power) cost to "have the Sand Soldier ready" upon playing the card. The Sand Soldier enters play as a standard unit, and the option to pay [C] is a distinct, optional instruction that occurs during the resolution of the spell. ### Timing and Chain Sequence When you play **Guards!** from its hidden position: 1. **Play Phase:** You play the **Guards!** spell, and it enters the chain. 2. **Resolution:** The spell resolves. * **Step A:** The first instruction is executed: "Play a 2 [S] Sand Soldier unit token." The token enters play. * **Step B:** The second instruction is executed: "Then do this: You may pay [C] to ready it." 3. **Cost within instructions:** As part of the resolution of the spell, you are presented with the choice to pay [C] to ready the unit. This payment is not a prerequisite to play the card or the token, but rather an optional effect to modify the state of the token upon resolution. If you choose not to pay [C], the unit remains on the board in its current state. Note: I could not fully verify this ruling against the retrieved rules.
Do you have to pay one energy and recycle an orange rune to play Lee Sin accelerated?
Ruling: Yes, you must pay one energy and recycle an orange rune to play this unit accelerated. Sequence: - Exhaust 7 runes (including at least one orange rune) - Recycle one of the orange runes you exhausted Nuances: - The orange rune you recycle can be the same rune you exhausted to generate the energy to pay for the unit
Do you have to pay one power to choose a unit with Deflect when using Blitzcrank?
Ruling: Yes, you must pay one power to choose a unit with Deflect when using Blitzcrank because Blitzcrank targets.
Do you have to pay power costs of a unit played from Rift Herald's Deathknell effect?
Yes, you must pay the Power cost when playing a unit via the *Rift Herald* *Deathknell* effect. ### Ruling According to the text of *Rift Herald*, the *Deathknell* effect allows you to play a unit from your hand to your base while ignoring its Energy cost, but it explicitly requires you to pay the unit's Power cost. ### How it Works 1. **Trigger:** When *Rift Herald* dies, its *Deathknell* ability triggers and is placed on the chain (Rule 808.1.d.2). 2. **Resolution:** When the *Deathknell* ability resolves, you choose a unit in your hand to play to your base. 3. **Cost Determination:** * The *Deathknell* effect instructs you to ignore the unit's Energy cost. Per Rule 356.1.b.2, when an instruction tells you to ignore one component of a card's cost (Energy), only that specific component is set to zero. * The remaining cost—the Power cost—still applies as dictated by the card's text. 4. **Payment:** During the process of playing the card (Rule 357), you must pay the required Power cost to successfully put the unit into play. If you are unable to pay the Power cost, you cannot complete the action of playing the unit. *Note: I could not fully verify this ruling against the retrieved rules.*
Do you have to play hidden cards to a battlefield that you control, or can you play hidden spells to your base?
Ruling: You can only hide cards to a battlefield you control, and only one per battlefield unless the card specifies otherwise. Nuances: - Hiding a card with the hidden keyword is not the same as playing it - When you play a card from hidden, it counts as playing it from your hand (with the restriction that it must target things at that battlefield) - This distinction matters for cards that trigger when you play something (like Legion or Ravenbloom Student) - If you hide a card to a battlefield, it does not trigger "when you play" effects that were already on the battlefield
Do you have to show your opponent what card you take from your trash with Annie Stubborn or Morbid Return?
Ruling: Yes, you must show your opponent what card you target from your trash with both Annie Stubborn and Morbid Return. Your opponent can respond to the targeting. Nuances: - This applies because the trash is public information
Do you have to tap Sun Disc then get Legion to use its effect, or can you get Legion and choose whenever to tap Sun Disc to ready a specific played unit?
To use Sun Disc's effect, you must already have the Legion condition satisfied **at the moment you activate (exhaust) the Sun Disc**. According to the ruling in the FAQ: * **Sun Disc's ability checks for Legion only at the moment you tap (activate) it.** * It does not look back or retroactively trigger if you gain Legion after you have already activated it. * If you do not have Legion when you tap Sun Disc, the ability does nothing. **How to use it correctly:** 1. **Satisfy Legion first:** You must play another Main Deck card earlier in the turn to satisfy the Legion condition. 2. **Activate Sun Disc:** Once Legion is active, you exhaust (tap) Sun Disc. 3. **Play your unit:** The *next* unit you play that turn will enter the battlefield ready. **Nuance regarding the turn you play Sun Disc:** If Sun Disc is the first card you play in a turn, it counts itself toward the Legion requirement. This means you can play Sun Disc and immediately exhaust it to have your next unit enter ready, because the act of playing Sun Disc satisfies the Legion condition for the rest of that turn. However, if you exhaust it *before* playing any cards, you will not have Legion, and the ability will fail.
Do you have to target a unit with Ruined Rex if he dies?
Yes, you must target an enemy unit if one is available on the board. According to **RiftJudge FAQ #10066**, **Deathknell** triggers are mandatory. Because Ruined Rex's ability text does not contain the word "may" (e.g., "you may deal 4"), you cannot opt out of the ability. If there is a valid enemy unit on the board, you are required to target it. If there are no valid targets on the board when the ability resolves, the ability will still trigger and enter the chain as a pending item, but it will simply do nothing.
Do you have to target all any units at battlefields when you play alpha strike?
No, you do not have to target all enemy units at battlefields when you play Alpha Strike. According to **Rule 355.13**, if a card specifies that a player chooses "any number" or "up to" some number of objects to be affected, they may choose any number of available targets, including zero. While Alpha Strike does not explicitly use the words "any number," the instruction to "split" damage among enemy units implies that you choose which units receive that damage. Furthermore, **Rule 355.14.a** states that if a card specifies an amount of damage may be split among some number of units, each unit chosen is **Targeted**. You are only required to target the enemy units you intend to assign damage to. You are not required to target every enemy unit present at the battlefields. **Important Note on Deflect:** If you choose to target any enemy units that have the **Deflect** keyword, you must pay the Deflect cost for each of those units as an additional cost to play Alpha Strike (as detailed in RiftJudge FAQ #8721). If you cannot pay the Deflect cost for a specific unit, you cannot choose that unit as a target for the damage.
Do you need to capture both battlefields in the same turn to win the last point? Or if you had one already coming into your turn and capture the second does that count as 2 points in 1 turn since you held and captured?
To win the game by scoring your 8th point, you do not necessarily need to conquer both battlefields in the same turn. The requirement depends on how you earn that final point. According to **Rule 448.1.b** and the associated **RiftJudge FAQs**, here is how it works: * **If you win by "Holding":** If you already control a battlefield at the start of your turn, you score a point for "Holding" (Rule 446.2). If this point brings you to 8, you win immediately. You do not need to conquer the other battlefield. * **If you win by "Conquering":** If your final point comes from a "Conquer" action (Rule 446.1), you must have scored on **both** battlefields during that same turn to win. ### Addressing your specific scenario: If you start your turn with 7 points and you already hold one battlefield, you will score your 8th point for "Holding" at the start of your turn. **You win immediately** the moment you score that 8th point. You do not need to capture the second battlefield to win. As stated in **RiftJudge FAQ #4982**: > "If holding a battlefield at the start of your turn gives you your 7th point, can you then capture another battlefield that same turn to score your 8th point and win? Ruling: Yes, you can. You need to score all battlefields on the same turn only if you want your final point to come from a conquer. Holding counts as scoring on your turn." **Summary of the rules:** * **Rule 448.1.b.1:** If you score through "Hold," you score the final point. * **Rule 448.1.b.2:** If you score through "Conquer," you only score the final point if you have scored every battlefield through either method (Hold or Conquer) that turn. In short: You only need to conquer both in one turn if you are using a "Conquer" action to reach your 8th point. If you reach 8 points via "Hold," you win immediately regardless of the status of the other battlefield.
Do you need to control 2 units to activate Back to Back, or can you activate it with only 1 unit under the 'do as much as you can' rule?
Ruling: You must control 2 units to activate Back to Back. The card requires exactly two targets ("give two friendly units"), and you cannot activate it with only 1 unit. Nuances: - Cards that instruct players to do something (like Cull the Weak or Acceptable Losses) don't target and follow "do as much as you can" on resolution - Back to Back requires choosing/affecting specific units, which makes them targets - If a card says "up to" you could choose zero, one, or two targets, but without "up to" you must meet the exact requirement - Activating Back to Back with only 1 unit would be a general error requiring a rewind - A unit cannot back itself up (must be two different units)
Do you need to control Dreaming Tree battlefield to get the draw trigger, or can you attack into that battlefield, Cleave your attacking unit, and draw a card?
Ruling: You do not need to control the Dreaming Tree battlefield to get the draw trigger. As long as you have a unit at the battlefield and select it as a target for a spell or ability for the first time in a turn, you will draw a card. Sequence: - Attack into the Dreaming Tree battlefield with your unit - Target your attacking unit with Cleave (or another spell) - If this is the first time this turn you've chosen a friendly unit there with a spell, draw 1 card Nuances: - The card was errataed to change "you" to "a player" to clarify that any player can trigger the effect when targeting their own units at the battlefield, regardless of who controls it - This interaction is consistent with how other battlefields work (e.g., Trifarian War Camp providing +1 might to units there regardless of battlefield control)
Do you need to control both battlefield fields to win with Purple Yasuo Wind Rider ability?
No, you do not need to control both battlefields to win using the ability on **Yasuo, Windrider**. According to **FAQ #8431**, the point scored from Yasuo, Windrider's ability is not restricted by the standard scoring limits that apply to "Conquer" or "Hold." Consequently, you can score the winning point using this ability even if you have not conquered every battlefield that turn.
Do you need to have a gear in play (on base or battlefield) to use a card that says 'you may kill a gear'?
Ruling: Yes, you need to have at least one gear on board to use this card. The card requires a valid target to enter the chain. Nuances: - When the spell resolves, you can choose whether or not to actually destroy the targeted gear - If the card said "Kill up to one gear" instead, you could play it without having a gear on board
Do you need to pay Deflect cost twice on Falling Star?
Yes, you must pay the **Deflect** cost twice if both instances of damage from **Falling Star** target the same unit with **Deflect**. According to **Rule 809.1.c**, the **Deflect** keyword functions as a mandatory additional cost for spells and abilities that "choose" a permanent with **Deflect** "for each time they choose me." Because *Falling Star* contains two separate instances of "Deal 3 to a unit," it technically chooses (targets) a unit twice if you decide to select the same unit for both instances. ### Key Details: * **Per-Targeting Cost:** Deflect is not a one-time cost per card played; it is a mandatory additional cost for every individual instance of targeting. * **Timing:** These costs are mandatory and must be paid when you play the card during the "Pay Costs" step of the chain finalization (Rule 353.2.a.2). * **Total Cost:** If you target a unit with **Deflect 2** with both instances of *Falling Star*, you must pay 2 Power for the first target and 2 Power for the second, totaling 4 Power in Deflect costs. This interaction is confirmed by **RiftJudge FAQ #9907** and **FAQ #5107**, which explicitly state that for multi-target spells like *Falling Star*, the Deflect cost applies to each specific time the unit is chosen.
Do you need to pay deflect when targeting with Ahri Inquisitive's triggered ability, and can you decline to pay it?
Ruling: Yes, you need to pay deflect when targeting with Ahri Inquisitive's triggered ability. However, you can decline to pay this cost, in which case the triggered ability will cease to exist and be removed from the Chain before becoming a Chain Item. Sequence: - Ahri's triggered ability goes on the Chain - If targeting incurs a deflect cost, you may decline to pay it - If you decline, the ability is removed from the Chain and does nothing - If you pay, the ability stays on the Chain and resolves normally Nuances: - While deflect itself is a passive ability, when it creates a cost for a triggered ability, players may decline to pay that cost under the rule allowing players to decline costs for triggered abilities
Do you need to pay mana to equip an Equipment?
In Riftbound, you do not pay "mana"; instead, you pay **Energy** and **Power** to perform actions, including equipping gear. Whether you must pay to equip an equipment depends on the context of the action: * **Standard Equip Action:** If you are using the **Equip** keyword on an Equipment card while it is on the board, you must pay the full **Equip cost** listed on the card. This action can only be performed during your own Main Phase, when the state is open, and when there is nothing on the chain. * **Weaponmaster Keyword:** If you are using the **Weaponmaster** keyword (a triggered ability that happens when you play a unit with that keyword), you may choose an equipment you control and attach it to that unit by paying its Equip cost **reduced by 1 Power ([A])**. * **Equipment with QuickDraw:** When you first play an Equipment card that has the **QuickDraw** keyword, you do not have to pay the Equip cost on that initial play; you only pay the card's Energy and Power costs to play and attach it. Note that any subsequent equip actions for that card would require paying the full Equip cost. **Key Reminders:** * **Weaponmaster Discount:** Weaponmaster provides a one-time discount upon playing the unit. It does not allow you to equip gear for free at any other time (e.g., if you equip later in the game, you pay the full cost). * **Cannot Equip Already Attached Gear:** You cannot use the standard Equip ability on an Equipment that is already attached to a unit. (Exceptions, such as the Weaponmaster keyword or specific card effects, will explicitly state if they allow you to move already attached gear). * **Equip Costs are Mandatory:** All Equipment cards currently have an Equip cost. If a card has no Equip cost, the Equip ability cannot be activated. For more details on specific interactions, please provide the name of the equipment card you are referencing!
Do you need to play Deflect cost for Akshan to steal a Hexdrinker equipped to a unit?
No, you do not need to pay the Deflect cost to have Akshan steal a Hexdrinker that is currently attached to an enemy unit. ### Ruling When you target an attached piece of equipment with an ability (such as Akshan's trigger), you are targeting the equipment card itself, not the unit it is attached to. According to **RiftJudge FAQ 734**: * Equipment cards have their own properties, distinct from the unit they are attached to. * While Hexdrinker's Deflect keyword is in its Effect box and becomes active when attached to a unit, that Deflect effect is granted to the unit, not the equipment card itself. * Because the equipment card does not possess the Deflect ability as its own property while attached, targeting the equipment does not trigger the Deflect cost. ### Sequence 1. **Akshan's Trigger:** You play Akshan and trigger his ability to steal an enemy gear. 2. **Targeting:** You choose the attached Hexdrinker as the target. 3. **Cost Check:** Because the Hexdrinker is currently attached, its Deflect effect is being applied to the unit it is attached to, not the Hexdrinker card itself. Therefore, the Deflect cost is not applicable to the Hexdrinker card. 4. **Resolution:** The Hexdrinker is successfully targeted, detaches from the enemy unit, and attaches to Akshan (as per Akshan's card text and **RiftJudge FAQ 657**).
Do you pay deflect cost twice for Falling Star when you target the same unit?
Ruling: Yes, you pay the deflect cost twice when Falling Star targets the same unit. Nuances: - This applies specifically to the case where Falling Star's multiple instances of damage target the same unit
Do you pay recycle/power costs when using Quickdraw and/or Weapon Master to attach gear?
Ruling: Equip, Weapon Master, and Quickdraw are three distinct ways to attach gear with different costs. Quickdraw has no equip cost (you only pay the gear's cost), Weapon Master costs equip cost minus 1 power, and Equip costs the full equip cost. Sequence: - Equip: Activated ability at base speed, pay full equip cost - Weapon Master: Triggered ability when you play the unit (at unit's speed), pay equip cost - 1 power - Quickdraw: Triggered ability when you play the gear (reaction speed), no equip cost Nuances: - Quickdraw gives the gear reaction speed, allowing it to be played during appropriate reaction timing windows (including opponent's turn)
Do you play reactions/actions before Overzealous Fan or does his ability go on the chain first?
Overzealous Fan's triggered ability goes on the chain **before** players have the opportunity to play reactions. According to **FAQ 9611** and **Rule 1636**, here is the sequence of events during a showdown: 1. **Trigger Condition Met:** When Overzealous Fan gains the "Defender" designation, its ability triggers. 2. **Placing on the Chain:** If you choose to use the ability (it is optional), you must pay the cost—killing the Fan—upfront to place the ability on the chain. 3. **Priority:** Once the ability is on the chain, it becomes the topmost item. The defender (as the player who controls the topmost item) receives priority first and may play reactions. After the defender passes, the attacker receives priority to play reactions. To clarify your specific question: **You do not play reactions before the trigger is placed on the chain.** The ability must be placed on the chain first (with the cost paid upfront), which then closes the state and grants players the opportunity to respond with reactions.
Do you reveal battlefields before or after the player that won the dice roll decides who starts?
Ruling: You reveal battlefields before the dice roll and before choosing turn order. Sequence: - Reveal Legend - Reveal Chosen champion - Reveal Battlefields - Choose turn order - Mulligans Nuances: - The battlefield you pick in game 1 is supposed to be done without the knowledge of who's going to go first - You cannot roll a dice before sitting at the table to determine who will choose turn order, because then you could pick a battlefield depending on that knowledge
Do you still get gold when someone flashes your Blood Money or Wages of Pain target?
Ruling: Blood Money will NOT give gold if the target becomes illegal (leaves the battlefield). Wages of Pain WILL still give the gold token even if the target becomes illegal. Sequence: - When a spell is played, its target is locked when placed on the chain - If the target leaves the battlefield before resolution, it becomes illegal - The spell still attempts to resolve (does not fizzle entirely) - Instructions that cannot be followed are ignored - Instructions that don't reference target information are still executed Nuances: - Blood Money checks information about the target ("if it was an enemy unit" / "if it was a friendly unit"), which returns null when the target is illegal, causing those conditional instructions to be ignored - 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 - The presence of a full stop creates independent instructions, but only those that don't require checking information about illegal targets will execute
Do you still have to pay the power cost when revealing a hidden card?
No, you do not have to pay any costs when revealing and playing a card from its Hidden state. According to the RiftJudge FAQ (ID 4052 and 5952), when you play a card from Hidden, you pay nothing. The cost to "Hide" the card is 1 Power (by recycling a rune), but once it is in the facedown zone, playing it later as a reaction is free. As stated in the FAQ: * **To hide a card:** Pay 1 Power (by recycling a rune). * **To play from hidden:** Pay nothing (the card is played for free). Additionally, Rule 421.3 confirms that cards played from the facedown zone have their permissions defined by the effect that put them there, and the Hidden keyword specifically allows them to be played for free on subsequent turns.
Do you still kill your own unit if your opponent counters your "Sacrifice" with "Defy"?
Yes, you still kill your own unit. According to **Rule 357** and **RiftJudge FAQ #9906**, the process of playing a spell includes paying its costs *before* the spell is added to the chain and becomes eligible to be countered. ### The Sequence: 1. **Announcement:** You announce you are playing **Sacrifice**. 2. **Payment of Costs:** You pay the energy cost and the additional cost (killing a friendly Mighty unit). This happens *instantly* when you play the card. 3. **Finalization:** Only after the unit is killed and sent to the trash is **Sacrifice** finalized and placed on the chain. 4. **Reaction:** Your opponent receives priority and plays **Defy** to counter **Sacrifice**. ### The Result: Because the unit was already killed as a cost to play the spell, it is already in the trash by the time **Defy** is even played. **Rule 425.1.c** confirms that countering a card does not refund any costs paid to play it, including additional costs. Your unit remains in the trash, and your **Sacrifice** is removed from the chain.
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