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Riftbound Frequently Asked Questions

Search verified questions and answers.

Does Back-Alley Bar target the unit to give it +1 and can I use Irelia legend ability after that?
No, **Back-Alley Bar** does not target the unit, and you cannot use Irelia's legend ability in response to its effect. Here is the breakdown: ### 1. Does Back-Alley Bar target? No. According to Rule 355.10.c, a game object mentioned in the text of a triggered ability is **not** a target if it is included only as part of a trigger condition. Back-Alley Bar's ability reads: *"When a unit moves from here, give it +1 might this turn."* The unit is the object that satisfies the trigger condition ("moves from here"), not a target chosen by the ability. Because it does not target, it does not trigger Irelia's legend ability. ### 2. Can you use Irelia's legend ability? Irelia's legend ability (Blade Dancer) triggers *"When you choose a friendly unit."* Since Back-Alley Bar does not "choose" or "target" a unit, it does not meet the trigger condition for Irelia's ability. *** **Summary of Interaction:** * **Back-Alley Bar:** When a unit moves from the battlefield, the +1 Might effect is applied automatically upon resolution of the trigger. * **Irelia, Blade Dancer:** Because no unit was "chosen" (targeted) by the Bar's ability, Irelia's ability does not trigger, and you cannot use it in response to the Bar's effect.
Does Back-Alley Bar trigger Blade Dancer when a unit moves from Back-Alley Bar and receives the +1 might buff?
Ruling: Back-Alley Bar does not trigger Blade Dancer because Blade Dancer requires YOU to choose a friendly unit, but Back-Alley Bar is doing the targeting, not the player. Nuances: - The distinction is between player-initiated targeting versus automatic card effects doing the targeting
Does Baited Hook count the +1 Might bonus from Trifarian War Camp when a Recruit or unit on the War Camp is killed?
Ruling: Yes, Baited Hook uses the Might the unit had at the moment it was killed, so it does take into account the +1 from Trifarian War Camp. Nuances: - The bonus from Trifarian War Camp is included because Baited Hook checks the unit's Might at the moment of death, not its base Might
Does Baited Hook look at the printed might of a unit, or its current might at the time of death?
Ruling: Baited Hook looks at the current might of the unit it kills (including any buffs or modifications), but looks at the base/printed might of the unit it fetches from your deck. Nuances: - If the targeted unit is not actually killed (e.g., prevented by Zhonyas/Sett Legend), it's considered null, and null is not 0, so you cannot pull a 1-might unit - If the unit no longer exists (moved to hand, died before Baited Hook resolves), the same null rule applies - Current might includes temporary buffs like Trifarian War Camp, Buff keyword, or any one-turn +might effects
Does Baited Hook trigger Dreaming Tree's ability?
Ruling: No, Baited Hook does not trigger Dreaming Tree because Dreaming Tree requires a spell to target, and Baited Hook is a gear card, not a spell. Nuances: - Baited Hook does target, but it must be a spell that targets to trigger Dreaming Tree - Cull of the Weak does not target because when both players are making choices, it is not considered targeting
Does Baited Hook use the current might (including buffs) of the unit that died, or only its printed might?
Ruling: Baited Hook uses the current might of the unit at the time of death, including any buffs or modifications it had on the board. Sequence: - When a unit is killed by Baited Hook, the ability looks back at the unit's characteristics before it changed zones - The might value used includes all active buffs and modifications the unit had while on the board - This modified might value determines the maximum might of units that can be summoned from the top 5 cards Nuances: - Units outside of play (in deck, trash, etc.) do not have their abilities active and are not subject to board-state buffs - The game does not use "printed might" as a defined value; it always refers to "current might" - The ability to look back at characteristics before zone changes is what allows Hook to see the buffed might value
Does Ballista trigger Deflect?
Yes, using the ability of **Iron Ballista** triggers **Deflect** if you choose a unit with the Deflect keyword as the target. According to RiftJudge FAQ #1409: * **Iron Ballista's** ability ("exhaust : Deal 2 to a unit at a battlefield") requires you to select a specific unit to deal damage to. * Because this ability requires you to choose a target, it triggers **Deflect**. * If you choose a unit with Deflect, you must pay its power cost as an additional cost to activate the ability.
Does Bandle Tree allow hiding two cards at one battlefield by paying once, or does it add an additional hidden card slot (allowing two total cards hidden by paying for each separately)?
Ruling: Bandle Tree adds one additional hidden card slot to the battlefield, allowing up to two cards to be hidden there total. You must pay the hiding cost for each card separately. Sequence: - Pay the cost to hide the first card at the battlefield - Pay the cost to hide the second card at the same battlefield (only possible with Bandle Tree) Nuances: - On any battlefield without Bandle Tree, there is a cap of only one hidden card - Attempting to hide a second card at a non-Bandle Tree battlefield would be an illegal action
Does Baron Conquer when played?
Yes, playing Baron Nashor can result in conquering the Baron Pit battlefield token, provided you have not already scored that battlefield during the current turn. According to **RiftJudge FAQ #9221**: 1. **Entering the Battlefield:** Baron Nashor’s ability adds the Baron Pit battlefield token to the board if it is not already present, and Baron Nashor enters that location. By entering the Baron Pit, he establishes control of that location. 2. **Conquering:** According to **Rule 464.1**, a player scores through a "Conquer" when they gain control of a battlefield they have not yet scored this turn. Playing a unit directly to an empty battlefield (which the Baron Pit is upon creation) counts as conquering that battlefield. 3. **Scoring:** Because you are gaining control of a new battlefield that has not been scored yet this turn, you satisfy the requirements for a Conquer. ### Important Nuances: * **Once Per Turn:** Per **Rule 447**, you may only score from a specific battlefield once per turn, regardless of whether it is through Conquer or Hold. If you have already scored the Baron Pit this turn, playing Baron Nashor there will not grant you another point. * **Final Point Restrictions:** If you are attempting to score your final point to win the game, **Rule 484.8.f.1** (or **Rule 466.1.b.2** in 1v1) applies. You will only score the final point if you have already scored every other battlefield in play this turn. If you have not scored every other battlefield, you will draw a card instead of scoring the point.
Does Baron Nashor score when entering and getting played to Baron Pit from his ability?
Yes, playing Baron Nashor to the Baron Pit battlefield token can result in scoring a point for conquering that battlefield, provided you have not already scored that battlefield during the current turn. ### Reasoning 1. **Entering the Battlefield:** Baron Nashor’s ability adds the Baron Pit battlefield token to the board if it is not already present, and Baron Nashor enters that location. By entering the Baron Pit, he establishes control of that location. 2. **Conquering:** According to Rule 446.1, a player scores through a "Conquer" when they gain control of a battlefield they have not yet scored this turn. Playing a unit directly to an empty battlefield (which the Baron Pit is upon creation) counts as conquering that battlefield. 3. **Scoring:** Because you are gaining control of a new battlefield that has not been scored yet this turn, you satisfy the requirements for a Conquer. Per Rule 448, when you score, you earn a point (subject to the limitations of the Final Point). ### Important Nuances * **Once Per Turn:** Per Rule 447, you may only score from a specific battlefield once per turn, regardless of whether it is through Conquer or Hold. If you have already scored the Baron Pit this turn, playing Baron Nashor there will not grant you another point. * **Final Point Restrictions:** If you are attempting to score your final point to win the game, Rule 448.1.b.2 applies. You will only score the final point if you have already scored every other battlefield in play this turn. If you have not scored every other battlefield, you will draw a card instead of scoring the point. Note: I could not fully verify this ruling against the retrieved rules.
Does Baron come in exhausted or can he gank right away?
Baron Nashor enters the battlefield exhausted, and he cannot gank immediately. Here is the breakdown of why: 1. **Exhaustion by Default:** According to the rules and **RiftJudge FAQ #8856**, all units enter the battlefield exhausted unless a specific card effect states otherwise. Baron Nashor’s card text does not contain any effect that allows him to enter the battlefield ready. 2. **Exhaustion and Abilities:** Because Baron Nashor enters exhausted, he is "spent" as soon as he hits the board. 3. **Ganking Requirements:** Even if Baron Nashor had the **Ganking** keyword (which he does not—the card text provided indicates he has passive abilities that protect him and buff friendly units, but Ganking is not listed), Ganking is a modification to a unit's **Standard Move**. Standard Moves require exhausting the unit as a cost (Rule 144.2). Because Baron Nashor is already exhausted upon entering, he cannot pay the cost to perform a Standard Move (or a Gank move) until he is readied during your next Awaken Phase. In summary, he arrives exhausted and must wait until your next turn to take any actions that require him to be ready.
Does Baron give itself the +2 Might buff? Also, if a Vilemaw is attacking Baron with more Might than Baron, does the Baron get affected by Vilemaw's ability?
Baron Nashor does not give itself a +2 Might buff. According to its card text, Baron Nashor's ability specifies: "**Other** friendly units have +2 [S]." Because it explicitly uses the word "other," the bonus excludes Baron Nashor itself. --- *I noticed multiple unrelated questions. I've answered the first one — please ask the others in separate messages so I can give each one proper attention.*
Does Battlefield Void Gate (+1 damage for abilities/spells) increase Volibear's 5 split damage to 6 total, or does it add +1 to each individual target hit?
Ruling: Battlefield Void Gate adds +1 to the total damage, making Volibear's ability deal 6 damage split among enemy units, not +1 to each target. Nuances: - The +1 damage is applied to the total amount being split, not to each individual target that receives damage from the split
Does Beast Below need a friendly target to work?
Yes, **Beast Below** requires valid targets to put its "When you play" trigger on the chain, but you can still play the unit itself even if you cannot fulfill those targeting requirements. According to the RiftJudge FAQ for Beast Below (FAQ #466 and #9370): * **Targeting Requirement:** The ability "return another friendly unit and an enemy unit to their owners' hands" targets both a friendly unit and an enemy unit. To put this triggered ability on the chain, you must have valid targets for both. * **Playing the Unit:** You are permitted to play Beast Below as a unit even if you do not control another friendly unit (or if there is no enemy unit to target). In this scenario, you simply do not put the "When you play" trigger on the chain because you cannot satisfy the targeting requirements.
Does Bellows Breath choose?
Yes, **Bellows Breath** involves choosing targets. According to the card text and official rulings: * **Targeting:** Bellows Breath instructs you to "Deal 1 to up to three units at the same location." This requires you to choose the units you wish to affect. * **Constraints:** You must choose up to three distinct units at the same location. You cannot choose the same unit multiple times within a single instance of the spell. * **Repeat:** If you pay the **Repeat** cost, you perform the effect a second time. You make a new set of choices for this second instance, which allows you to target the same unit again (resulting in a total of 2 damage to that unit) or choose entirely different units at the same or a different location.
Does Bellows Breath repeated create two triggers on the stack?
No, **Bellows Breath** with **Repeat** does not create two separate triggered abilities, nor does it place two items on the chain. According to **Rule 820.1.d**, **Repeat** is a keyword that allows you to pay an additional cost to execute the instructions of the spell a second time. It does not create a new spell or a new item on the chain. Instead, it modifies the existing spell to perform its effect twice upon resolution. Here is the breakdown of how this works: 1. **Playing the Spell:** When you play Bellows Breath and pay the **Repeat** cost, the spell remains a single item on the chain (Rule 820.3.a). 2. **Resolution:** When the spell resolves, it executes its effect ("Deal 1 to up to three units at the same location") once, and then immediately executes that same effect a second time. 3. **One Continuous Event:** Because this occurs during the resolution of a single spell, there is no opportunity for players to react or play actions between the first and second instance of damage (Rule 820.1.d.1). 4. **No Triggered Abilities:** The repeated execution of the spell's effect is not a "triggered ability" that gets added to the chain; it is simply the spell resolving its instructions twice. For more information on the interactions of this spell, refer to **RiftJudge FAQ #8810**, which explains that while the instances of damage are separate, they are both part of the same spell resolution process.
Does Bellows Breath repeated deal 2 instances of 2 damage or 4 damage simultaneously?
Bellows Breath with **Repeat** does not deal 4 damage simultaneously, nor does it deal 2 damage per instance. When you pay the **Repeat** cost for Bellows Breath, it executes its effect—"Deal 1 to up to three units at the same location"—a second time. This results in **two separate instances of 1 damage** being dealt, not 2 damage at once. Here is the breakdown of how this works: 1. **Two Separate Instances:** The spell resolves its first instance (dealing 1 damage to up to three chosen units), and then resolves its second instance (dealing 1 damage to up to three chosen units). 2. **Not Simultaneous:** These two instances are distinct. While they occur during the resolution of the same spell (meaning no cleanup or reactions happen between them), they are not a single "4 damage" event. 3. **Targeting:** Because each instance is separate, you can choose different targets for the second instance, and you can even choose a different location for the second instance (as confirmed by the FAQ). 4. **Damage Marking:** Each instance of 1 damage is marked on the units separately. If you target the same unit with both instances, it will have 2 damage marked on it by the time the spell finishes resolving. According to **Rule 746.1.d**, Repeat is functionally short for executing the instructions of the spell one additional time. Since the instruction is "Deal 1 to up to three units," the spell performs that specific action twice.
Does Bellows Breath repeated deal 6 bonus damage if Rabadon's is equipped?
No, *Bellows Breath* will not deal 6 bonus damage, nor will it deal a total of 6 damage per target. According to **RiftJudge FAQ #8810** and the mechanics of **Bonus Damage (Rule 715)**, here is how the interaction works: 1. **Bonus Damage Application:** *Rabadon's Deathcrown* grants 3 Bonus Damage to your spells and abilities that already deal damage. According to **Rule 715.1** and **Rule 715.2**, when an action deals damage to multiple targets, the Bonus Damage is added to each individual damage instance. Therefore, each 1-damage instance from *Bellows Breath* becomes 4 damage (1 base + 3 bonus). 2. **How "Repeat" works:** Paying the **Repeat** cost for *Bellows Breath* executes the spell's effect a second time. This results in **two separate instances** of the spell's effect (two separate 4-damage events), not a single combined "6 bonus damage" or "6 damage" event. 3. **Total Damage:** Because each instance of the spell deals 4 damage to up to three units, if you target the same unit with both the initial cast and the repeated cast, that unit will be dealt 4 damage twice, for a total of 8 damage, not 6. In summary, *Rabadon's Deathcrown* increases the damage of each individual 1-damage hit from *Bellows Breath* from 1 to 4. Each execution of the spell (initial and repeated) will deal 4 damage to its chosen targets.
Does Black Market Broker apply to hidden cards, since they are face down?
Ruling: Yes, Black Market Broker applies to hidden cards because hidden cards are played from the facedown zone. Sequence: - Hidden cards are put in the facedown zone associated with the battlefield they are hidden to - You play hidden cards from that facedown zone - Black Market Broker's "face down" text applies to this zone Nuances: - "Hidden" itself is not a zone; it's a mechanic that places cards in the facedown zone - The templating uses "face down" rather than "hidden" to be more technically accurate about which zone the card is played from
Does Blighted Battleaxe require the equipped unit specifically to conquer, or does any conquest by the controller prevent its end-of-turn effect?
Ruling: The equipped unit specifically must conquer a battlefield to prevent the effect. If that particular unit did not conquer during your turn, Blighted Battleaxe unattaches and deals 4 damage to the equipped unit. Nuances: - When gear is attached, its Effect Text becomes part of the equipped unit's rules text. The pronoun "I" or "me" in the gear's effect refers to the equipped unit, not the gear itself. - "This" in the effect refers to the gear (Blighted Battleaxe). - Conquests by other units you control do not satisfy the condition for the equipped unit.
Does Blind Flurry ignore power cost as well as memory cost?
Ruling: Yes, Blind Flurry ignores power cost as well as memory cost.
Does Blitzcrank remember his location when his effect activates, or is 'here' re-evaluated at resolution?
Ruling: 'Here' is always evaluated at resolution, not when the effect is created or put on the chain. Sequence: - Blitzcrank's ability triggers and goes on the chain - When the ability resolves, 'here' refers to Blitzcrank's current location at that moment - If Blitzcrank has been moved or killed, the location reference changes accordingly Nuances: - If Blitzcrank is killed before resolution, there is no 'here' and the ability resolves without effect (the unit doesn't move) - If Blitzcrank is moved to a different battlefield, the pulled unit moves to that new battlefield - If Blitzcrank is moved to base, the pulled unit would recall (since units can't be moved to an opponent's base) - Blitzcrank cannot target a unit already at the same battlefield, but if moved to the target's battlefield during resolution, nothing happens (the unit doesn't move because it can't move to where it already is) - Rule 436.2.b only applies to the specific case where a unit tries to enter a battlefield with combat between two other players, causing it to go to base instead
Does Blitzcrank's ability (pulling an enemy unit to a battlefield) cause Legend Ahri's passive to trigger, and is the pulled enemy unit considered the attacker?
Ruling: Yes, when Blitzcrank pulls an enemy unit to a battlefield you control, that enemy unit becomes the attacker and triggers Ahri's passive. A unit moving onto an enemy-controlled battlefield is always the attacker, regardless of how they got there. Sequence: - Blitzcrank's ability moves an enemy unit to a battlefield you control - The enemy unit's presence creates the contested status - The moved enemy unit is designated as the attacker - Ahri's passive triggers against the attacking unit Nuances: - The player who uses the effect (Blitzcrank's controller) is not the attacker; it's the unit that ends up on the enemy-controlled battlefield - This synergy between Blitzcrank/Charm effects and Ahri is intentional design - The spell itself doesn't create the contested status - the contested status is created by the enemy unit's presence on your controlled battlefield as an aftereffect
Does Block Shield 3 work with Svellsongur to give an additional Shield 3 to the unit defending?
No, Svellsongur does not copy the Shield granted by a card like *Block*. According to the official rulings and FAQs for *Svellsongur*: * **Svellsongur only copies the printed text on a unit card.** It does not copy text, keywords, or abilities granted to a unit by other sources, such as spells (like *Block*), other equipment, or battlefield effects. * Because *Block* is a spell that grants Shield to a unit, that Shield is not part of the unit's "printed text." Therefore, *Svellsongur* will not copy it. **Regarding Shield Stacking:** While *Svellsongur* cannot copy the Shield granted by *Block*, it is important to note that if a unit has its own printed *Shield* keyword and is *also* targeted by a *Block* spell, those Shield values **do** stack additively (as per Rule 814.2 and FAQ #8209). However, this is because both sources of Shield are applying to the unit, not because *Svellsongur* is duplicating the *Block* effect.
Does Blood Rush repeat make you draw twice for Jae Medarda?
Yes, playing **Blood Rush** with the **Repeat** cost allows you to draw twice for **Jae Medarda**. According to **RiftJudge FAQ #10385**, this works because: 1. **Jae Medarda's Ability:** Her ability, *"When you choose me with a spell, draw 1,"* triggers whenever she is targeted by a spell. 2. **Repeat Mechanics:** The **Repeat** keyword allows you to execute the effect of a spell one additional time. When you use it, you are choosing your target for the initial effect, and then choosing your target again for the repeated effect. 3. **Two Triggers:** Because you are choosing Jae Medarda as a target twice, her ability triggers separately for each instance. * **First Trigger:** You draw 1 card. * **Second Trigger:** You draw 1 card. This is consistent with **Rule 355.14.d**, which states that each target chosen contributes to triggered abilities individually. Since your *Repeat* allows you to execute the effect and choose the target a second time, you satisfy Jae Medarda's trigger condition twice.
Does Blood Rush's effect stay forever or just for the turn it's played?
Ruling: Blood Rush's effect lasts only for the turn it is played, not permanently. Nuances: - This is confirmed day 0 errata for the card - The original card text did not clarify the duration, leading to the question
Does Blue Ahri give -2 to Ruin Runner when attacking or defending?
No, Blue Ahri cannot give -2 to Ruin Runner, regardless of whether it is attacking or defending. According to the card text retrieved for **Ruin Runner**, it has the ability: "*I can't be chosen by enemy spells and abilities.*" As established in **RiftJudge FAQ #468**, Blue Ahri's ability targets the unit it affects. Because Ruin Runner has protection from being chosen by enemy spells and abilities, Blue Ahri's ability cannot select it as a target. Therefore, the effect will not apply to Ruin Runner.
Does Blue Ahri have to use her ability when attacking or defending?
Yes, Ahri, Inquisitive's ability is mandatory when she attacks or defends. According to the card text, her ability triggers "When I attack or defend." Because the ability does not contain the word "may," it is a mandatory triggered ability. However, there are two important nuances regarding how this ability functions: 1. **Targeting and Deflect:** Ahri, Inquisitive's ability requires you to choose an enemy unit to receive the -2 might. Because it requires a specific choice, it is considered a **targeting** ability. If the enemy unit you choose has the **Deflect** keyword, you are required to pay the Deflect cost to apply the effect. 2. **Choosing Not to Pay:** While the ability itself is mandatory, if you target a unit with Deflect, you can choose not to pay the Deflect cost. If you choose not to pay (or are unable to pay because you have no runes to recycle), the ability will not resolve on that target. In summary, the ability *must* trigger, and you *must* attempt to resolve it by choosing a target, but if that target has Deflect, you have the option to decline paying the Deflect cost, which prevents the effect from applying to that unit.
Does Blue Kai'Sa's conquer trigger resolve before or after gaining the conquer point, and does this affect what spell costs you can cast with her ability?
Ruling: Conquer points are gained when you conquer as normal, so you get your point from conquering before Kai'Sa's conquer trigger resolves. If you're at 3 points and conquer with her, you'll be at 4 points when her ability resolves, allowing you to cast 3-cost and lower spells. Nuances: - The confusion arose from a mistranslation of a Chinese judge FAQ about "win a combat" triggers (like Draven, Audacious), which resolve before conquer points are gained - "Win a combat" triggers are different from conquer triggers and follow different timing rules
Does Blue Sentinel give you an additional point off holding with his double hold effect at a battlefield?
No, Blue Sentinel does not give you an additional point for holding a battlefield. According to **RiftJudge FAQ #9539** and the card's ability text, Blue Sentinel's effect allows your "hold effects" to trigger an additional time. These hold effects—such as drawing a card from *Grove of the God-Willow* or adding [A] to your Rune Pool from the Sentinel itself—are triggered abilities that occur *after* you have already scored the Victory Point for holding. Furthermore, **Rule 465** of the Core Rules states that "A player may only Score, from either method, once per Battlefield per turn." The Victory Point is gained as a result of the act of holding; Blue Sentinel modifies the *triggered abilities* that happen in response to that score, not the score itself.
Does Blue Sentinel make me exhaust an extra rune or is it floating energy?
Blue Sentinel does not cause you to exhaust an extra rune. According to its card text, when Blue Sentinel holds a battlefield, its ability triggers: **"When I hold, [Add] [A] at the start of your next Main Phase."** This ability adds 1 Power of any domain (Universal Power) to your Rune Pool at the start of your next Main Phase. It does not require you to exhaust any runes to generate this resource; it is an effect that automatically adds the resource to your pool at the specified time.
Does Blue Sentinel's passive ability cause its own "When I hold" triggered ability to trigger an additional time?
Ruling: Yes. Blue Sentinel's passive ability states "Your hold effects for holding here trigger an additional time." Since the card text does not specify "other" hold effects, it applies to the Sentinel's own "When I hold, [Add] [A] at the start of your next Main Phase" ability. When you hold the battlefield with Blue Sentinel, you will add 2 Power total at the start of your next Main Phase. Nuances: - The passive ability does not exclude the card's own triggered abilities from its effect. - This interaction is consistent with how passive ability modifiers apply to triggered abilities in Riftbound.
Does Blue Teemo's ability damage work with Void Gate? If he reveals 5 hidden cards, does his ability deal 10 damage on this battlefield?
Ruling: Blue Teemo's ability is a single instance of variable damage (X damage, where X is the number of Hidden cards revealed). Void Gate adds +1 to that single instance, so revealing 5 Hidden cards would deal 6 damage total, not 10. Nuances: - The ability only triggers deflect once, not once per revealed card, confirming it's a single damage instance - An older ruling suggested it worked differently (adding +1 per card revealed), but this was explicitly changed - The card's wording could be interpreted either way, but the official ruling treats it as one variable damage instance
Does Breakneck Deflect stack if I have 2?
Yes, the **Deflect** granted by multiple copies of **Breakneck Mech** (or any source that does not explicitly forbid it) will stack. According to **Rule 735.2**: > "If a Unit has Deflect, or has been granted Deflect, and is granted Deflect by an additional source, the Deflect Value of all granted Deflect keywords is summed." Since **Breakneck Mech** grants "Deflect" (which defaults to a value of 1 per Rule 735.1.b.3), having two copies of Breakneck Mech on the board will result in your Mechs having **Deflect 2**. This means an opponent must pay 2 additional Power of any domain to choose one of your Mechs with a spell or ability. **Note on Exceptions:** Some cards, like *Spirit Refuge*, specifically state "they have Deflect if they didn't already," which prevents stacking from that specific source. Because **Breakneck Mech** lacks this restrictive wording, it follows the standard stacking rules for keywords like Shield, Assault, and Deflect.
Does Breakneck Mech deflect Thousand Tail Summon effect?
No, **Breakneck Mech** does not cause **Thousand-Tailed Watcher's** "When you play me" ability to trigger **Deflect**. According to **RiftJudge FAQ #8483**, **#4229**, and **#4422**, the **Deflect** keyword only imposes an additional cost on spells and abilities that "choose" (target) a specific permanent. **Thousand-Tailed Watcher's** ability ("give enemy units -3 might this turn") is a blanket effect that applies to all enemy units simultaneously. Because it does not require you to select or "choose" specific units, it does not trigger the additional Power cost from **Deflect**.
Does Brush give Ivern, Friend to All an additional +1 from having the tag Ivern and the tag Bird?
No, **Ivern, Friend to All** does not receive an additional +1 Might from the Brush battlefield token for having both the "Ivern" and "Bird" tags. According to Rule 184.8, the Brush battlefield token provides: "Bird, Cat, Dog, Poro, and Ivern units here have +1 [M]". This effect checks if a unit has **any** of those tags. If a unit has one or more of those tags, it receives +1 Might. Because the effect is not cumulative based on the number of matching tags a single unit possesses, a unit with both the "Ivern" and "Bird" tags still only receives a single +1 Might bonus from the Brush.
Does Brutalizer's text work correctly when it uses 'this' to refer to itself, given that the text is granted to the attached creature?
Ruling: Brutalizer's wording is correct and functions as intended. When the text refers to "this," it means "this gear" (Brutalizer itself), not the attached creature. There is no functional difference between Brutalizer's wording and Guardian Angel's more explicit wording. Nuances: - Guardian Angel spells out its name for clarity, but this is an exception rather than the standard templating - The shorter "this" wording was chosen to save characters in the small effect text box - The wording prevents multiple Brutalizers from stacking their effects simultaneously
Does Brynhildr Thundersong's ability resolve if he Star-Crossed is used in reaction to his ability? Does his ability still resolve?
Yes, Brynhir Thundersong's triggered ability will still resolve even if he is returned to your hand by *Star-Crossed* after the ability has been placed on the chain. According to the rules of Riftbound and FAQ regarding Brynhir Thundersong, once a triggered ability is on the chain, it is independent of the unit that created it. ### The Sequence of Events: 1. **You play *Brynhir Thundersong*:** She resolves and enters the battlefield. Her "When you play me" ability is placed on the chain. 2. **Opponent plays *Star-Crossed* in reaction:** They add *Star-Crossed* to the top of the chain, targeting Brynhir and one of their own units. 3. **Resolution (LIFO - Last-In, First-Out):** * **Step 1:** *Star-Crossed* resolves first. Brynhir is returned to your hand. * **Step 2:** Brynhir's "When you play me" triggered ability resolves next. ### Why the ability still resolves: As established in **RiftJudge FAQ #9750** and **Rule 392**, abilities do not "fizzle" or stop functioning just because the source unit has left the battlefield. Once the ability is on the chain, it will execute its effects regardless of whether the unit is still in play, provided the ability's instructions can still be followed. Since Brynhir's ability is a global effect ("opponents can't play cards this turn"), it does not rely on her presence on the board to resolve or to function for the remainder of the turn. **Note:** This interpretation is based on the standard chain resolution rules and existing FAQs regarding Brynhir Thundersong and the independence of chain items.
Does Brynhildr prevent the play of tokens such as from Viktor legend and/or Vanguard Armory?
No, Brynhir Thundersong does not prevent tokens from being created by Viktor, Leader or Vanguard Armory. According to **RiftJudge FAQ #6800**, Brynhir Thundersong's "When you play me" triggered ability prevents opponents from **playing cards**, but it does not affect **tokens**, because tokens are not cards (as specified in Rule 182). Here is the breakdown of the interactions: * **Viktor, Leader:** Viktor’s ability is a triggered ability that creates a token. Because this is an ability effect creating a token—not you "playing a card"—it is unaffected by Brynhir. * **Vanguard Armory:** Vanguard Armory has an activated ability that creates tokens. Similar to Viktor, using the Armory’s ability is not the same as "playing a card" from your hand or a hidden zone. Therefore, Brynhir does not stop you from activating the Armory or the Armory from resolving to create its tokens. In summary, because tokens are not classified as cards, Brynhir’s restriction does not apply to them.
Does Brynhildr stop my opponent from casting Edge of Night if it was hidden?
Yes, Brynhir Thundersong prevents your opponent from playing *Edge of Night* from its hidden state. According to the ruling for Brynhir Thundersong: * **"Opponents cannot play cards on whatever turn Brynhir is played."** * **"Cards from hidden are also played, so Brynhir's effect prevents revealing them."** Because playing a card from its hidden (facedown) state is considered "playing a card," it is restricted by Brynhir's "When You Play Me" effect once that effect has resolved. **Important Nuance:** If your opponent has already played *Edge of Night* and it is currently pending on the chain, it will still resolve. However, if they have not yet initiated the action of playing it from its hidden state, Brynhir's effect will prevent them from doing so for the remainder of that turn.
Does Brynhir Thundersong prevent opponents from playing cards only on the turn it's played, and does it affect cards already played before Brynhir resolves?
Ruling: Opponents cannot play cards on whatever turn Brynhir is played. Brynhir has no effect on cards that were played before it. Sequence: - Brynhir must be played and its triggered ability must resolve - Once resolved, opponents cannot play any additional cards for the remainder of that turn - Cards already played before Brynhir resolves are unaffected Nuances: - Players can react to Brynhir's triggered ability with reaction spells before it resolves - In FFA (multiplayer), all other players are opponents and will be prevented from playing cards once Brynhir's triggered effect resolves - Recycling and discarding are not being killed and do not trigger Deathknell effects - Promising Future interactions with Brynhir are unclear and have conflicting official responses
Does Brynhir prevent Machine Evangel's deathknell from creating tokens when it dies?
Ruling: No, Brynhir does not prevent Machine Evangel's deathknell from creating tokens because tokens are not cards. Nuances: - Brynhir only affects cards, not tokens
Does Brynhir's ability go on the chain, and can reactions be played in response before it resolves?
Ruling: Yes, Brynhir's ability creates a chain from the "When you play me" trigger that you may react to. Once that chain resolves, you are no longer able to play cards. Sequence: - Brynhir's "When you play me" trigger goes on the chain - Players may play reactions in response to this chain - When the chain resolves, players become shut off from playing cards Nuances: - Hidden cards are blocked by this ability because you are "playing" them from hidden, not just "flipping" them - Hidden cards can still be played if they are in reaction to Brynhir's chain before it resolves
Does Bullet Time and Unchecked Power if there is a Pouty Poro with a Deflect do you pay a Deflect cost?
No, you do not pay a Deflect cost for *Bullet Time* or *Unchecked Power*, even if a *Pouty Poro* with Deflect is on the battlefield. According to **RiftJudge FAQ #5822** and **RiftJudge FAQ #4422**, Deflect only applies to spells or abilities that **target** a specific game object. Both *Bullet Time* and *Unchecked Power* affect all units in a battlefield or all units on the board, respectively; they do not select individual units as targets. * **Bullet Time:** Targets a battlefield, not individual units. * **Unchecked Power:** Applies a blanket effect to all units at battlefields. Because neither card "chooses" the *Pouty Poro* specifically, the Deflect ability is not triggered, and no additional cost is required.
Does Bullet Time deal damage to all enemy units at one chosen battlefield, or to all enemy units that are at any battlefield?
Ruling: Bullet Time targets one battlefield. You must choose which battlefield when playing it, and it deals damage only to enemy units at that chosen battlefield. Nuances: - The card text uses "a battlefield" (singular) which indicates one battlefield must be chosen - The card would benefit from clearer templating like "target battlefield" or "choose a battlefield" to reduce ambiguity - You don't pay the power cost until the card resolves, only paying the 1 energy initially, which allows for strategic bluffing
Does Bullet Time only damage at a single battlefield or any battlefield that opponent has a unit at?
Ruling: Bullet Time only damages at a single battlefield. Nuances: - If the card affected multiple battlefields, it would use plural wording ('at battlefields' instead of 'at a battlefield')
Does Cannon Barrage deal its +2 damage immediately when it resolves, or during the damage calculation step of combat? Can Viktor respond with Grand Strategem to save units?
Ruling: Cannon Barrage deals 2 damage to enemy units in combat immediately when it resolves. This is not combat damage and happens before the damage calculation step. Viktor cannot respond with Grand Strategem because it is an Action, not a Reaction, so he cannot play it before Barrage resolves. Sequence: - Cannon Barrage is played and resolves - 2 damage is dealt to enemy units in combat immediately - If units survive, combat continues to Defender's Focus and damage calculation steps Nuances: - "In combat" means units at a battlefield where a combat showdown is currently happening, not specifically during the deal damage step - Viktor could respond with a Reaction card to increase might before Barrage resolves, but Grand Strategem is an Action and cannot be used as a response
Does Carnivorous Snapvine trigger a showdown that would allow playing action cards?
Ruling: No, Carnivorous Snapvine is a triggered ability that opens a chain where you can only play Reactions, not action cards. Showdowns only occur when a unit moves to a battlefield. Nuances: - If the targeted unit is buffed in response (e.g., a 6/6 unit buffed by +1 against 6 damage), it can survive with damage marked on it - Units heal damage marked on them after combat and at the end of turn
Does Carnivorous Snapvine's 'When you play me' effect trigger when playing the unit from hand, or when moving it to a battlefield?
Ruling: The 'When you play me' effect triggers when you play the unit from your hand onto the board. Moving a unit is not the same as playing it. Sequence: - Play the unit from your hand - The permanent comes onto the board - The 'When you play me' effect triggers Nuances: - Moving a unit to a different location does not count as playing it and will not trigger 'When you play me' effects
Does Challenge constitute a combat for purposes like Draven Audacious?
No, **Challenge** does not constitute a combat for the purposes of **Draven, Audacious**'s ability. According to the rules and FAQs regarding combat: * **Combat Definition:** Combat is a specific game phase that occurs when a battlefield is contested and units controlled by opposing players are present (Rule 437, 438). It involves specific steps, including the Showdown Step where Attacker and Defender designations are assigned (Rule 441, 442). * **Challenge's Nature:** As noted in the FAQ, "Challenge doesn't cause a combat showdown itself, it's just a spell doing damage." Because Challenge does not initiate the steps of combat or assign Attacker/Defender designations, it does not trigger abilities that require "winning a combat." * **Draven's Requirement:** Draven's ability specifically triggers when he wins a combat. Since Challenge is a spell effect and not a combat, it cannot satisfy the condition for Draven to score a point. In summary, while Challenge causes units to deal damage to each other, it is a non-combat interaction and does not count as a combat for Draven, Audacious.
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