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Riftbound Frequently Asked Questions

Search verified questions and answers.

Does Deathknell happen after unit heal from Showdown?
To clarify the interaction between **Deathknell** abilities and healing after a combat showdown, the healing occurs **before** Deathknell abilities resolve. According to the official sequence defined in Rule 461 and clarified in RiftJudge FAQ #9514 and FAQ #9677, the process is as follows: ### The Correct Sequence (Combat Cleanup) 1. **Combat Damage Step:** Combat damage is dealt to units (Rule 460.2.d). 2. **Triggering Deathknell:** As part of the Combat Special Cleanup, units with lethal damage trigger their *Deathknell* abilities. These are added to the chain as **Pending Items** (Rule 808.1.d.2, Rule 323.4). 3. **Killing Units:** Units with lethal damage are moved to the trash (Rule 323.5). 4. **Healing:** Surviving units are healed (Rule 461.1.a.1). 5. **Resolution:** The game returns to the FEPR (Finalize, Execute, Pass, Resolve) process. The pending *Deathknell* triggers that were added to the chain are now finalized and resolved (Rule 808.1.d.3, FAQ #9514). ### Key Takeaways * **Healing First:** Units survive the Combat Damage Step are healed **before** any *Deathknell* abilities resolve. * **No "Saving" Units:** Because units are killed for having lethal damage during the cleanup phase (Step 3 above), a *Deathknell* effect cannot be used to "save" a unit that already took lethal combat damage. * **No "Finishing Off":** Because healing occurs (Step 4) before the *Deathknell* triggers resolve (Step 5), a *Deathknell* ability cannot be used to finish off an enemy unit that survived the combat damage, as that damage will be cleared by the healing step before the *Deathknell* effect can be executed. In summary, while the *Deathknell* trigger is **placed on the chain** during the cleanup, the **resolution** of the effect—where the card text actually executes—happens only after the healing step is completed.
Does Deathknell proc before or after damage cleanup in a combat showdown?
According to the official rules governing combat and cleanup in Riftbound, the interaction between **Deathknell** and **healing** is as follows: ### The Definitive Sequence When a unit with **Deathknell** sustains lethal damage in combat, the process follows this sequence: 1. **Combat Damage Step:** Combat damage is dealt to units (Rule 460.2.d). 2. **Combat Cleanup (Outstanding Tasks):** * **Triggering Deathknell:** Units with lethal damage trigger their **Deathknell** abilities. These are added to the chain as **Pending Items** (Rule 323.4, Rule 808.1.d.2). * **Killing Units:** Units with lethal damage are killed and placed in the trash (Rule 323.5). * **Healing:** Surviving units are healed (Rule 461.1.a.1, Rule 323.5 sequence). 3. **Resolution:** After all Combat Cleanup tasks are complete, the game returns to the FEPR (Finalize, Execute, Pass, Resolve) process, and the **Deathknell** triggers on the chain are resolved (Rule 808.1.d.3). ### Addressing the FAQ Contradictions There has been historical ambiguity in community FAQs regarding this timing. Please note the following for your games: * **Why the confusion:** Some older FAQs (like #9244) suggested Deathknell resolved while damage was still marked. However, this has been officially clarified by subsequent rules updates (specifically regarding the FEPR process and the "Pending Items" system). * **Healing vs. Resolution:** While the *trigger* for the Deathknell is identified and placed on the chain *during* the cleanup (before healing), the **resolution** of the effect—where the card text actually executes—happens **after** the healing step is completed. * **The "Post-Heal" Reality:** As stated in FAQ #9514 and FAQ #9786 (which represent the current authoritative interpretation), **healing occurs before Deathknell abilities resolve.** Consequently, a Deathknell effect cannot "finish off" an enemy unit that survived the combat damage, because the healing step clears that damage before the Deathknell resolves. **In summary:** Deathknell abilities **trigger** during the cleanup (alongside the kill action), but they **resolve** only after all units have been healed.
Does Deathknell trigger at the same time?
The answer depends on whether the units with **Deathknell** die due to the same event (like a board wipe or combat damage) or different events. ### 1. If they die from the same event: **Yes, they trigger simultaneously.** When multiple units die simultaneously (such as during the **Combat Cleanup** phase or from a spell that kills multiple units), their **Deathknell** abilities are all generated as **Pending Items** on the chain at the same time. According to **Rule 808.2.a** and **Rule 383.3.d**: * The controller of the abilities chooses the order in which to place those triggers onto the chain. * If multiple players each control units that died, they order their triggers starting with the Turn Player and proceeding in turn order. * Once ordered, they resolve in **Last-In, First-Out (LIFO)** order. ### 2. If they die from different events: **No, they trigger separately.** If one unit dies during the resolution of a spell (or combat), and another unit dies later (due to a different effect or another part of the same spell), they trigger at different times. * Each death event creates its own individual **Deathknell** trigger. * If a unit dies during the resolution of a spell, its **Deathknell** trigger is finalized and added to the chain immediately, and it will resolve before the remaining parts of the spell or any other previously pending items continue (see **RiftJudge FAQ #3119**). ### Important Timing Distinctions * **Triggering vs. Resolving:** The *event* of the unit dying is what triggers the ability. However, the *resolution* of that ability depends on the game state. * **Combat Cleanup:** In a combat showdown, all **Deathknell** triggers created by lethal combat damage are held as **Pending Items** until after the units are moved to the trash and surviving units have been healed. The **Deathknell** effects then resolve in the final step of the combat cleanup process (see **RiftJudge FAQ #10444**). * **"May" Abilities:** Remember that if a **Deathknell** ability contains "you may," it is optional. The controller decides whether or not to place the trigger on the chain at all when the condition is met. *** *This is my interpretation based on Rule 808 and the provided FAQs. No official FAQ exists for this exact scenario, but this aligns with the documented FEPR (Finalize, Execute, Pass, Resolve) process for simultaneous triggers.*
Does Deathknell trigger happen after a unit heals on a battlefield?
Yes, Deathknell triggers resolve **after** units are healed following a combat showdown. According to the official rules and RiftJudge FAQs (specifically FAQs #10061, #9786, and #9514), the sequence during the Combat Cleanup phase ensures that units are healed before Deathknell abilities resolve. ### The Official Combat Cleanup Sequence 1. **Combat Damage Step:** Combat damage is assigned and dealt to units (Rule 460.2). 2. **Triggering Deathknell:** Units with lethal damage trigger their *Deathknell* abilities. These triggers are added to the chain as **Pending Items** (Rule 808.1.d.2, Rule 323.4). 3. **Killing Units:** Units with lethal damage are moved to the trash (Rule 323.5). 4. **Healing:** All surviving units on the battlefield are healed (Rule 461.1.a.1). 5. **Resolution:** The game returns to the FEPR (Finalize, Execute, Pass, Resolve) process. The *Deathknell* triggers that were added to the chain in Step 2 are now finalized and resolved (Rule 808.1.d.3). ### Key Consequences * **Healing First:** Because healing occurs in Step 4, any non-lethal damage on surviving units is cleared before your *Deathknell* effects resolve. * **No "Saving" Units:** Because units with lethal damage are moved to the trash in Step 3, *Deathknell* effects cannot be used to "save" a unit that took lethal combat damage. * **No "Finishing Off":** Because healing occurs before the *Deathknell* triggers resolve in Step 5, you cannot use *Deathknell* effects to finish off enemy units that survived the combat damage, as they will be healed to full health before the effect resolves.
Does Deathknell trigger happen after the unit heals from Showdown or before?
In a combat showdown, **Deathknell abilities resolve after the units are healed.** While the *Deathknell* trigger is placed on the chain during the Combat Cleanup phase, the actual resolution of the effect happens only after the surviving units have been healed. ### The Official Combat Cleanup Sequence According to the rules and official RiftJudge FAQs (specifically FAQ #9786 and FAQ #9514), the process proceeds as follows: 1. **Combat Damage Step:** Combat damage is assigned and dealt to units (Rule 460.2). 2. **Triggering Deathknell:** Units with lethal damage trigger their *Deathknell* abilities. These triggers are added to the chain as **Pending Items** (Rule 808.1.d.2, Rule 323.4). 3. **Killing Units:** Units with lethal damage are moved to the trash (Rule 323.5). 4. **Healing:** All surviving units on the battlefield are healed (Rule 461.1.a.1). 5. **Resolution:** The game returns to the FEPR (Finalize, Execute, Pass, Resolve) process. The *Deathknell* triggers that were added to the chain in Step 2 are now finalized and resolved (Rule 808.1.d.3). ### Key Consequences * **No "Saving" Units:** Because units are moved to the trash for having lethal damage in Step 3, *Deathknell* effects cannot be used to "save" a unit that took lethal combat damage. * **No "Finishing Off":** Because healing occurs in Step 4 before the *Deathknell* triggers resolve in Step 5, any non-lethal damage on surviving enemy units is cleared before your *Deathknell* effects resolve, preventing them from finishing off units that survived the combat damage.
Does Deathknell trigger when the unit dies after playing Smite on it, and thus banishing it instead?
No, **Deathknell** will not trigger if a unit is banished by **Smite**. According to RiftJudge FAQ #9664 and Rule 808.1.d.1, the **Deathknell** keyword specifically requires the permanent to be **Killed** and sent to the **Trash**. Because **Smite** contains a replacement effect that banishes the unit instead of letting it die, the unit is never sent to the trash. Since the condition "sent to the Trash" is not met, the **Deathknell** ability cannot trigger.
Does Deathnell trigger in the discard pile or on the field?
According to the official rules and FAQs for *Riftbound*, the **Deathknell** trigger is placed on the chain as a "Pending Item" at the moment a unit is killed. Here is the mechanical breakdown of how **Deathknell** functions: 1. **Triggering:** When the event that kills a permanent with **Deathknell** occurs, the ability triggers. Because the trigger is placed on the chain before the unit is moved to the trash (Rule 808.1.d.2), the information about the unit is captured at the moment of death (Rule 808.1.d.3). 2. **Creation:** According to **RiftJudge FAQ #5439**, the trigger is created from the trash. This refers to the fact that the ability is processed after the unit has reached the trash zone, and the owner's trash serves as the reference point for the card's existence. 3. **Resolution:** Once added to the chain, the **Deathknell** ability functions like any other triggered ability. It resolves during the chain's execution, regardless of whether the unit has ceased to exist (in the case of tokens) or has moved to the trash pile. **Summary:** **Deathknell** is triggered by the act of dying while the unit is on the battlefield, and its origin is considered to be the trash zone once the card has been moved there. Note: I could not fully verify this ruling against the retrieved rules.
Does Defiant Dance fizzle if you remove one of its targets?
No, **Defiant Dance** does not "fizzle" (fail to resolve entirely) if you remove one of its targets. According to **Rule 359.3.e.5**, a spell resolves even if some or all of its targets become illegal. Furthermore, **Rule 359.3.e.8** states that if an instruction has multiple targets and some become invalid, the instruction will execute on the remaining valid targets. ### Breakdown: * **Targeting:** Defiant Dance requires two distinct units to be played. You must choose both targets when you play the spell (RiftJudge FAQ #2956, FAQ #8790). * **Resolution:** If one of the two targets is removed from the battlefield (e.g., recalled, destroyed, or moved to a non-board zone) before the spell resolves, it becomes an illegal target. * **The Outcome:** The portion of the effect targeting the missing unit fails to execute, but the portion targeting the remaining valid unit will still resolve normally (RiftJudge FAQ #9004, Rule 359.3.e.5). *** *Note: This is based on standard targeting rules and specific FAQs for Defiant Dance. If a target becomes illegal, you cannot re-target the effect to a new unit; the effect simply fails for that specific target (RiftJudge FAQ #8790).*
Does Defiant Dance need to target 2 units? Can they target the same unit?
Yes, **Defiant Dance** must target two different units. According to the card's text, it instructs you to give a unit +2 [S] and "**another** unit" -2 [S]. As confirmed by RiftJudge FAQ #2956, the word "another" indicates that the two targets must be distinct; therefore, you cannot target the same unit twice, nor can you play the spell if there is not a second valid unit available to target. Additionally, per RiftJudge FAQ #2002, you must be able to select two distinct valid targets to play the spell.
Does Defiant Dance require 2 or more units on the board to play?
Ruling: Yes, Defiant Dance requires 2 units on the board to play. Nuances: - The key word is "another" in the card text, which indicates you need at least one unit plus another unit (totaling 2 units minimum).
Does Deflect activate when Bullet Time and Warwick combo targets a unit with Deflect on the battlefield?
Ruling: Deflect does not activate from either Bullet Time or Warwick in this combo. Deflect only triggers when a unit is directly targeted, which neither of these effects do. Nuances: - Bullet Time targets a battlefield, not individual units, so it does not trigger Deflect - Warwick's ability does not target a unit directly, so it does not trigger Deflect - If an ability required making a choice (like "kill a damaged unit"), that would be targeting and would trigger Deflect
Does Deflect need to be paid when a spell targets a battlefield (area effect) rather than directly targeting the unit with Deflect?
Ruling: Deflect only needs to be paid when you directly target or choose a unit with Deflect. If a spell targets a battlefield or affects all units without choosing specific units, you do not pay Deflect. Nuances: - For effects that say "deal damage to all units" or similar area effects, Deflect does not apply because you aren't choosing/targeting any specific unit - For effects that let you split or distribute damage and you choose to assign any amount to a Deflect unit, you must pay Deflect for that unit - If you choose the same Deflect unit multiple times with separate targeting instances (like choosing 6 times), you pay Deflect each time - If you split damage from one source among multiple Deflect units (choosing each unit once), you pay Deflect once per unit chosen - When your opponent makes the choice of which unit is affected, you don't pay Deflect even if they choose a unit with Deflect
Does Deflect require recycling a rune when Ahri, Nine-Tailed Fox's triggered ability targets a unit, since the ability doesn't use the word 'choose'?
Ruling: Deflect does not apply to Ahri, Nine-Tailed Fox's triggered ability because the ability does not "choose" a target. Nuances: - Deflect only applies when an effect specifically uses the word "choose" - Ahri's triggered ability targets without choosing, so Deflect is not relevant
Does Deflect trigger when a unit with Deflect is damaged by Stormbringer (which doesn't specifically target that unit)?
Ruling: Deflect does not trigger from Stormbringer damage because Stormbringer does not target enemy units. Nuances: - Stormbringer only targets a friendly unit and a battlefield, not enemy units directly - Deflect requires the unit to be targeted to trigger its effect
Does Deflect work with Forbidding Waste Battlefield?
No, **Deflect** does not interact with the ability of the **Forbidding Waste** battlefield. ### Why Deflect does not apply: 1. **Deflect's Targeting Requirement:** According to Rule 809.1.c, the **Deflect** keyword specifically applies to spells and abilities an opponent controls that "choose" the unit with Deflect. 2. **Forbidding Waste's Ability:** The ability of *Forbidding Waste* imposes a -2 Might penalty on a unit that is defending alone. 3. **Nature of the Ability:** This is a continuous static effect generated by the battlefield. It does not "choose" or "target" the units affected by it; it simply imposes a penalty on any unit that meets the condition of defending alone. ### Summary Because the *Forbidding Waste* ability does not select or choose a target—functioning instead as a global condition that applies automatically to any unit in that state—it does not satisfy the requirements to trigger the **Deflect** keyword. *Note: I could not fully verify this ruling against the retrieved rules.*
Does Defy apply to spells with discounted costs (such as from Eager Apprentice)?
Ruling: No, Defy does not apply to spells with discounted costs. Defy reads the printed cost of the spell, not the modified cost. Nuances: - Cost reductions from effects like Eager Apprentice do not change what Defy considers for its effect
Does Defy cancel a repeated spell in its entirety if the repeat cost was paid for?
Yes, **Defy** cancels the entire spell, including the repeated portion, if the Repeat cost was paid. According to **FAQ #256** and **FAQ #658**, when you cast a spell with **Repeat**, you must choose whether to pay the Repeat cost as an additional cost before the spell is finalized onto the chain. Once finalized, the spell (including any Repeat) exists as a single entity on the chain. If your opponent uses **Defy** on that spell, the entire spell is countered, and none of its effects occur. **Key points regarding this interaction:** * **Single Spell:** Repeat does not create a second spell; it extends the effect box of the original spell so that it executes its instructions multiple times. * **No Partial Countering:** Because it is a single spell on the chain, Defy counters the entire object. You cannot "save" the repeated portion if the base spell is countered. * **Cost Check:** Defy only checks the printed cost of the card, not the total cost paid (including the Repeat cost). Even if you paid extra for Repeat, the spell remains a valid target for Defy if its printed cost meets the criteria. * **No Refunds:** As stated in **Rule 412.1.c**, countering a card does not refund any costs paid to play it, including additional costs like Repeat.
Does Defy counter a spell based on its printed cost or the total cost paid including additional costs (like Rocket Barrage's additional cost or Accelerate)?
Ruling: Defy only looks at the printed cost of a card, not the total cost paid including additional costs like those from Rocket Barrage or Accelerate. Nuances: - This applies even in hypothetical scenarios where Defy could counter units with Accelerate costs - Additional costs paid during activation do not affect whether Defy can counter the spell
Does Defy stop Piercing Light repeated?
Yes, **Defy can counter a repeated Piercing Light.** According to the card text and notes for both cards: 1. **Defy's Targeting Restriction:** Defy can counter a spell that costs no more than 4 energy and no more than 1 power. 2. **Piercing Light's Printed Cost:** Piercing Light has a printed (base) cost of 2 energy and 1 power. 3. **Cost Checking:** As established in the RiftJudge FAQ #2163 and #7995, Defy and similar counter effects check only the **printed cost** on the card, not the total cost paid (which includes any [Repeat] costs). Because Piercing Light's printed cost (2 energy, 1 power) is within Defy's targeting range (4 energy or less, 1 power or less), Defy is a valid response to a Piercing Light, even if the [Repeat] cost has been paid. ### Sequence of Events * **Finalization:** You declare Piercing Light and choose to pay the [Repeat] cost. You pay the total cost (base + repeat). The spell is now finalized on the chain. * **Response:** The opponent may respond with Defy. * **Resolution:** If Defy resolves, the entire spell—including all repeated effects—is countered and placed in the Trash. As per Rule 412.1.c, no costs paid (including the [Repeat] cost) are refunded.
Does Defy work against Sky Splitter when Sky Splitter's cost is reduced by a high Might unit?
Ruling: Defy can negate Sky Splitter regardless of cost reductions. Effects that check a card's cost always use its base cost, even if that cost is altered or ignored as the card is played. Nuances: - Sky Splitter normally costs 8 and can be reduced by your highest Might - Defy only looks at the base cost (8), not the reduced cost - Cost reductions don't change what Defy can target
Does Defy work on Death from Below if I spend multiple power?
Yes, **Defy** can work on **Death from Below**, regardless of how much power is spent on it. ### Why this works According to **RiftJudge FAQ #3777** and **#7464**, effects that check a card's cost (like **Defy**) always look at the **printed cost** in the upper-left corner of the card. They do not consider any additional costs, discounts, or variable power amounts paid during resolution. * Because the printed cost of **Death from Below** meets the requirements for **Defy** (which targets spells with no more than 4 energy and 1 power), it is a valid target. * Any additional power spent or any other modifications to the cost do not change the card's printed cost, so they do not affect whether **Defy** can target it. ### Timing and Sequence For **Defy** to successfully counter **Death from Below**, it must be played while the spell is on the chain, **before** it resolves. 1. **Opponent plays Death from Below:** They place it on the chain and choose a target. The game state becomes **CLOSED**. 2. **Response Window:** You have the opportunity to play **Defy** as a reaction to **Death from Below** being played. 3. **Resolution:** * If you play **Defy**, it is added to the chain on top of **Death from Below**. * **Defy** resolves first, countering **Death from Below**. * **Death from Below** is removed from the chain and does not resolve; therefore, its effect never happens. If you wait until the opponent has already begun resolving the spell or paying costs associated with its effects, it is too late to use **Defy**. Note: I could not fully verify this ruling against the retrieved rules.
Does Diana Lunari effect still go off if you pay 1 prior to the unit being gusted in response?
To determine if Diana, Lunari’s ability still goes off if the unit is "gusted" (recalled or removed) in response to the ability, we must look at how triggered abilities with optional costs and "if you do" instructions resolve. ### Ruling **Yes, Diana, Lunari's effect still goes off** even if Diana is removed from the battlefield in response to the ability, provided the ability successfully resolves. According to the Riftbound rules and game mechanics: 1. **Triggering:** When a showdown begins at Diana's battlefield, the triggered ability is placed on the chain. 2. **Optional Cost:** The cost `[1]` is an optional component within the ability's instructions, formatted as a "do X to do Y" structure. 3. **Payment Timing:** Per the logic established in FAQ #1951, costs within instructions for triggered abilities are paid **on resolution**, not when the ability is placed on the chain. 4. **Effect Resolution:** As established in FAQ #6408, once an ability is on the chain, it resolves independently of its source. Even if Diana is removed from the board after the ability is on the chain, the ability remains on the chain and will resolve. ### Sequence of Events 1. **Trigger:** A showdown begins. Diana’s ability triggers and is placed on the chain. 2. **Response:** The opponent plays a spell or ability to remove (e.g., "gust") Diana from the battlefield. 3. **Resolution:** The removal resolves, and Diana leaves the board. 4. **Ability Resolution:** The triggered ability is still on the chain. When it resolves: * The controller is given the opportunity to pay `[1]`. * If the controller pays `[1]`, the "If you do" condition is met, and the effect ([Predict], reveal, and potentially draw) occurs. * Because the ability does not require Diana to be present at the time of resolution to function (the card text does not specify "if I am here" or similar restrictions), the effect executes fully. **Note:** This is my interpretation based on the mechanics of triggered abilities and resolution independently of the source. While FAQ #6408 confirms that triggered abilities resolve regardless of the source's presence, no official FAQ exists specifically for the interaction of Diana's specific "If you do" payment sequence when the unit is removed.
Does Diana No Longer Human get +2 from being brought back by Heedless Resurrection?
### Ruling **No, Diana, No Longer Human does not receive the +2 Might bonus from her ability when she is brought back by Heedless Resurrection.** ### Reasoning 1. **Definition of "Play":** In *Riftbound*, "playing" a card refers to the process of moving it from a non-board zone to the board. Diana's ability specifically triggers "When you play a spell." 2. **Heedless Resurrection is the Spell:** When you play *Heedless Resurrection*, you are playing a spell. If Diana were already on the board, she would trigger her ability upon the resolution of *Heedless Resurrection*. 3. **Diana is the Target:** When *Heedless Resurrection* resolves, it moves Diana from the trash to the board. This is a game action (moving a unit to the board), not the act of "playing a spell." Because Diana is being moved to the board as the effect of a spell, she is not being "played" as a spell herself, nor does her entry into play constitute the act of playing a spell. 4. **Trigger Condition:** Diana's ability reads: *"When you play a spell, give me +2 [S] this turn."* Since the act of bringing her back from the trash is not the act of playing a spell, her ability does not trigger from that specific event. ### Summary of the Sequence 1. You play **Heedless Resurrection** (a spell). 2. If Diana were already on the board, she would trigger her ability at this point because you played a spell. 3. *Heedless Resurrection* resolves. As part of its effect, it moves Diana from the trash to the board. 4. Diana enters the board. Because she is entering via a spell effect and not being "played" as a spell, her ability does not trigger. Note: I could not fully verify this ruling against the retrieved rules.
Does Diana no longer human +2 each time a spell is played?
Yes, Diana, No Longer Human gains +2 Might each time you play a spell. According to her card text, Diana has the ability: **"When you play a spell, give me +2 [S] this turn."** Here is the breakdown of how this interaction works based on the game rules: 1. **Triggering:** When you play a spell, the ability triggers. Because it is a triggered ability, it is placed on the chain (Rule 355.10.c). 2. **Resolution:** Once the spell resolves (or if the ability is placed on the chain independently), the effect resolves, and Diana receives the +2 Might bonus until the end of the turn. 3. **Stacking:** Since the bonus is granted "this turn," multiple instances of this ability will stack. If you play three spells in a single turn, Diana will receive +6 Might total for that turn. **Important Nuances:** * **"Play" means resolution:** As established in the game rules (and supported by FAQ #2190 regarding similar triggers), a spell counts as "played" when it resolves on the chain. If a spell is countered, it does not resolve, and therefore it does not count as being played for the purpose of triggering Diana's ability. * **Repeat:** If you use the **Repeat** keyword on a spell, it counts as playing the spell only once (as noted in the Patch Notes - 2025-05-12). Consequently, Diana's ability would only trigger once for that spell, even if the effect is executed twice. * **Timing:** Because this is a triggered ability, it uses the chain and can be responded to by other players before it resolves. Note: I could not fully verify this ruling against the retrieved rules.
Does Divine Judgement affect hidden cards, or do they remain untouched when the spell says to 'recycle the rest'?
Ruling: Hidden cards are not affected by Divine Judgement and remain in play. When the spell says "recycle the rest," it only refers to the card types mentioned in the previous sentence (units, gear, runes on the board, and hand cards). Nuances: - The spell does not recycle cards from other zones like trash or banishment either, only the specific card types listed in the effect.
Does Divine Judgement force you to choose opponent's permanents if you don't have enough of the chosen type yourself (e.g., if you have 1 unit, must you choose an opponent's unit to reach 2)?
Ruling: Yes, you must choose opponent's permanents to reach the required number if available. Divine Judgement instructs each player to choose up to 2 of each permanent type from all permanents on the board (not just ones they control). You must do as much as you can (DAMAYC rule), so if there are available permanents to choose and you haven't reached 2, you must choose them even if they belong to your opponent. Sequence: - Active player (whose turn it is) makes their choices first - Then proceed in turn order for other players to make their choices Nuances: - Divine Judgement does not use targeting (it's a selection made on resolution, and involves choices by multiple players) - Each player chooses their own permanents to save; you don't dictate what your opponent keeps - If you only have 1 unit and your opponent has 3 units total, and you must choose from opponent's units to reach 2, your opponent can still save all 3 of their units (they choose 2, you chose 1 of theirs) - The card likely has a missed errata (should probably say "you control" but currently doesn't)
Does Divine Judgement target units, runes, and gears when activated, and can it be played if there are 0 or 1 gears on the board?
Ruling: Divine Judgement does not target anything upon entering the chain. The resolution instructs players to choose, but this is not targeting because both players are choosing together, not you alone. Sequence: - Divine Judgement enters the chain without targeting - Upon resolution, players make choices according to the card text - Turn player chooses first - You resolve as much as you can with available options Nuances: - For an effect to be targeting, you must meet three criteria: (1) You and you alone pick, (2) In a public space, (3) Not from the list of exceptions (must, modifiers, part of costs or targeting restrictions, etc.) - If there is only 1 gear on the entire board, you can still play Divine Judgement and keep that one gear (resolve as much as you can) - If your opponent has 3 gears and you have 1, you will choose your gear first (as turn player), then be forced to choose their gear, meaning they get to save all their gears
Does Divine Judgment force you to choose your opponent's units/gear if you don't have enough of your own to fulfill the requirement of choosing 2 of each type?
Ruling: Yes, Divine Judgment forces you to choose from any units/gear in play, including your opponent's, if you don't have enough of your own. Since the card does not say "up to" and does not restrict choices to things you control, you must choose 2 of each type from all available options. Sequence: - Turn player makes their choices first - Then each other player makes choices in turn order - Each player chooses 2 units, 2 gear, 2 spells from among all permanents in play - Each player chooses 2 cards in their own hand (this is the only category restricted to your own) - Everything not chosen is recycled Nuances: - The card does not target, so it can be played even if there aren't enough permanents to fulfill all choices - If you only control 1 unit and your opponent controls 3, you must choose your 1 unit and 1 of theirs, then your opponent can choose the 2 you didn't pick - This means playing Divine Judgment when behind (with fewer permanents) can actually help your opponent keep more than 2 of each type - The card is most effective when you have 3+ of each type and your opponent has fewer
Does Downwell remove Gold tokens from the battlefield?
Ruling: Yes, Downwell affects Gold tokens. Gold is a token gear, and Downwell returns all units and gear to their owners' hands, which includes Gold tokens. Sequence: - Downwell resolves and returns all units and gear (including Gold tokens) to their owners' hands - Gold tokens move to hand as part of the resolution - Gold tokens immediately cease to exist as a state-based action (tokens cannot exist outside the board) Nuances: - While Gold tokens are technically returned to hand by Downwell's effect, they are removed from the game immediately afterward because tokens cannot exist in non-board zones
Does Downwell return hidden cards to hand?
No, **Downwell** does not return hidden cards to your hand. According to the official ruling: * **Hidden cards are not affected:** Hidden cards are facedown cards at a battlefield and are not considered "units" or "gear" while facedown. Therefore, Downwell's effect does not target or return them. * **Cleanup process:** When Downwell resolves and returns all units and gear to their owners' hands, the battlefield may become "Uncontrolled" (if no units or gear remain). During the subsequent Cleanup step, any hidden cards at an Uncontrolled battlefield are removed and placed in their owner's Trash. Because this removal happens during the Cleanup step immediately after Downwell resolves, you do not have an opportunity to play or reveal the hidden cards before they are sent to the Trash.
Does Dr. Mundo's ability still recycle cards when there are fewer than 3 cards in the trash?
Ruling: Yes, Dr. Mundo recycles as many cards as possible even with fewer than 3 cards in trash. Recycling effects do not target, so they follow "do as much as you can" rules. Nuances: - This is specific to Recycling as a keyword - it has a special case for "do as much as you can" - Mundo doesn't target because it says "recycle three cards" rather than "choose three cards and recycle them" - Other effects like Annie (requiring cards in trash) work differently and may not trigger if requirements aren't met - The distinction between targeting and non-targeting in Riftbound can be subtle and depends on specific wording
Does Dr. Mundo's ability that requires you to recycle three cards target, and if you have multiple Dr. Mundo, can you use both to target the same three cards to avoid recycling six?
Ruling: Dr. Mundo's ability does not target because you choose the cards to recycle as the ability resolves, not before. If you have two Dr. Mundo, you would have to recycle six cards total. Sequence: - Both Dr. Mundo abilities trigger at the same time - They go on the chain (chain 1, chain 2) - As each ability resolves, you choose three cards to recycle - You cannot use both abilities on the same three cards Nuances: - The key distinction is that cards are chosen on resolution, not when the ability is put on the chain, which is why it does not target
Does Dragon's Rage require you to move an enemy unit in order to deal damage?
Ruling: Yes, you must move an enemy unit to deal damage. The movement must occur first, and then if there is another enemy unit at the destination location, damage is dealt to each other. Sequence: - Move the selected enemy unit to a location - Then, if there is another enemy unit at that location, deal damage to each other - If no other enemy unit is present at the destination, no damage is dealt Nuances: - If the selected unit is killed by a reaction spell before Dragon's Rage resolves, the card becomes illegal and cannot take effect - The card uses a reflexive trigger structure: you choose the first unit when playing the card, but the second unit choice only occurs if the movement successfully executes
Does Draven Audacious win combat when he gets pushed back to base in combat but you still win combat?
No, **Draven, Audacious** does not trigger his "win a combat" ability if he is moved back to your base before the combat concludes. According to **RiftJudge FAQ #835**: * **Presence is required:** Draven must remain at the battlefield when combat concludes for his ability to trigger. * **Loss of designation:** If Draven is moved away during combat (even during a Showdown), he loses his Attacker or Defender designation and is no longer participating in that combat. * **Result:** Because he is no longer "in combat" when the combat result is determined, his ability will not trigger, even if you win the combat with your other units. In summary, for Draven's "win a combat" ability to trigger, he must be present at the battlefield and hold his Attacker or Defender designation at the moment the combat result is determined during the Combat Cleanup phase.
Does Draven Legend trigger if an enemy unit is removed from the combat with Starcrossed?
Yes, the Draven Legend ability will trigger in this scenario, provided you win the combat. According to **RiftJudge FAQ #721**, combat does not end simply because an opponent's unit is moved away from the battlefield. Combat concludes only when both players pass with focus on an empty chain. If you remove the only enemy unit(s) from the battlefield using **Star-Crossed**, and you still have units of your own present at that battlefield when combat ends, you are considered the winner of that combat. Draven's legend ability checks for the combat result at the end of the combat phase. Since you have won the combat, the ability will trigger and you will draw a card. ### Sequence: 1. **Combat:** An enemy unit and your unit(s) are participating in combat. 2. **Reaction:** You play **Star-Crossed** targeting the enemy unit and one of your units. 3. **Resolution:** **Star-Crossed** resolves, returning both units to their owners' hands. 4. **Combat Cleanup:** Because your units remain at the battlefield (or you simply have units left while the opponent has none) and the opponent's unit was removed, you are determined to be the winner of the combat. 5. **Trigger:** Draven's legend ability checks the combat result, confirms you have won, and triggers, allowing you to draw a card. *** *Note: This interpretation is based on the mechanic that combat continues until both players pass focus, as established in FAQ #721. While FAQ #10587 discusses target removal and the failure of secondary effects, the "combat win" check is a state-based determination made at the end of the combat phase, which persists regardless of how the opponent's units were removed.*
Does Draven's leader ability trigger if you win a showdown because the enemy retreated, leaving no units on their side?
Ruling: Yes, Draven's leader ability still applies if you win a showdown as a result of the enemy retreating. As long as the combat showdown started and your units are the only ones remaining after that combat, you are considered the winner. Nuances: - Damage does not need to be applied for this to count as winning combat - The key requirement is that combat showdown must have started before the retreat occurs
Does Draven's legend ability work if you conquer an empty battlefield?
Ruling: No, conquering an empty battlefield does not trigger Draven's legend ability because it was a showdown, not a combat. Nuances: - Showdowns and combats are distinct game events - Draven's ability only triggers from combat, not showdowns
Does Draven, Audacious need to remain at the battlefield to trigger his ability when you win combat?
Ruling: Yes, Draven must remain at the battlefield when combat concludes for his ability to trigger. If Draven is moved away during combat (even during Showdown), he loses his Attacker/Defender designation and is no longer participating in that combat, so his ability will not trigger even if you win. Sequence: - Draven enters a contested battlefield and gains Attacker/Defender designation (now in combat) - If Draven is moved to base during Showdown, he loses his designation and is no longer in combat - Combat continues and resolves - If you win the combat (your units remain), Draven's ability does NOT trigger because he was not present - For the ability to trigger: Draven must have Attacker/Defender designation when combat concludes Nuances: - You win a combat if only your units remain at the battlefield after combat concludes (determined at end of Resolution step) - Being "in combat" requires having the Attacker or Defender designation - Leaving the battlefield causes a unit to lose its Attacker/Defender designation - If both players' units are removed during combat, neither player wins (it's a tie) - Draven can trigger his ability without dealing damage (e.g., if opponent's units are removed via spells during Showdown) - The "I" in "when I win a combat" refers to Draven as a unit-character, requiring him to be present/participating when combat is won
Does Dreaming Tree draw on resolution of the spell or ability, or draw on targeting?
Ruling: Dreaming Tree triggers on targeting, immediately after the spell that targets finalizes. You draw before the spell that targets resolves, so countering the spell would not prevent the draw. Sequence: - Play spell targeting unit on Dreaming Tree - Spell finalizes immediately - Dreaming Tree triggers - Chain becomes: Spell -> Draw from Tree - First reaction window opens - If spell is countered (e.g., with Defy), chain resolves LIFO: counter resolves first, then draw, then countered spell Nuances: - Dreaming Tree is currently the only "on finalize" trigger in Riftbound (equivalent to "on cast" in other games)
Does Dreaming Tree still trigger when you attack on it and target yourself, or do you need to control the battlefield for it to work?
Ruling: After the upcoming errata, Dreaming Tree will work as expected - you can move onto it, target a unit you control there with a spell or ability, and draw a card. Control of the battlefield is irrelevant. Sequence: - When you finalize a spell or ability that targets a unit you control on Dreaming Tree, the battlefield ability triggers - The Dreaming Tree trigger resolves before the spell/ability that triggered it - You get a priority window to play the drawn card before the triggering spell/ability resolves - If the spell is countered (e.g., with Defy), you still draw because targeting happens during finalization, not resolution Nuances: - The initial rules update (181.6.c) made it seem like you needed to control Dreaming Tree for the ability to trigger, but this was unintended - An errata file will clarify that Dreaming Tree works as it did before - control of the battlefield doesn't matter - The Chinese FAQ that was posted accurately reflects how Dreaming Tree should work
Does Dreaming Tree trigger and draw a card if the spell targeting a friendly unit is countered by Defy?
Ruling: Yes, Dreaming Tree triggers and draws a card even if the spell is countered by Defy. The trigger condition is met when you target a friendly unit with a spell, which happens when the spell is put on the chain, before it resolves. Sequence: - Player casts a spell targeting a friendly unit (e.g., Discipline) - Dreaming Tree trigger is put on the chain - Opponent can respond with Defy targeting the original spell - Defy resolves, countering the original spell - Dreaming Tree trigger resolves, drawing a card Nuances: - Dreaming Tree does not use the word "play" (which means resolve in Riftbound), so it triggers before resolution - Defy can target any spell on the chain, not just the most recent one - The opponent can respond to the Dreaming Tree trigger before it resolves - If you use Cull the Weak (which doesn't target), Dreaming Tree does not trigger because targeting is required - A countered spell is not considered "played" (played = resolved), but Dreaming Tree's condition is already met before the counter happens
Does Dreaming Tree trigger only on finalization targeting, or in any case of a unit being chosen by an effect?
Ruling: Dreaming Tree triggers only on finalization targeting (spells only, not effects). Nuances: - This is the current judge ruling and intent, though it may not be explicitly detailed in the current rules document - Additional clarification is expected in the next version of the comprehensive rules document
Does Dreaming Tree trigger when killing a unit at its location to play Cruel Patron?
Ruling: No, Dreaming Tree does not trigger from Cruel Patron. Dreaming Tree only triggers when a player targets a friendly unit at that location with a spell, and it is spell-only (not units). Cruel Patron's kill effect is an additional cost, which does not target. Nuances: - Additional costs do not target or choose, even if they affect units - If you only have one unit at a battlefield you control, you cannot play Patron to that battlefield if you choose to kill that sole unit as part of Patron's additional cost - "Choose" in card text does not always mean targeting - the determining factor is whether you alone make the choice with public information, and it's not part of a cost, restriction, or requirement - Effects where multiple players make choices (like Cull the Weak or Divine Judgment) do not target - Other additional costs like Meditation also do not trigger Dreaming Tree
Does Dreaming Tree's ability trigger when you move a unit from it using Zenith Blade?
Ruling: Yes, Dreaming Tree triggers when you use Zenith Blade to move a unit from Dreaming Tree because you are choosing a friendly unit at Dreaming Tree with a spell. Nuances: - "May" effects still count as choosing/targeting - Moving a unit TO Dreaming Tree does not trigger the ability (only moving FROM) - The spell itself must target the unit - spells that create separate damage triggers (like Falling Star or Icathian Rain) do not work because the spell doesn't directly target - The unit must be friendly when you cast the spell (Possession makes it not friendly) - Chaining Gust in response to Possession would work since the unit is still friendly when Gust is cast
Does Dunebreaker proc if I have 3 cards in hand and I have 2 left after playing it?
### Ruling **Yes, Dunebreaker will enter ready in this scenario.** ### Reasoning According to the card text for **Dunebreaker**: *"If you have two or fewer cards in your hand, I enter ready."* This is a conditional passive ability (Rule 364.3). For a unit to enter ready based on a hand-size condition, that condition must be met at the moment the unit enters the board. **Sequence of events:** 1. **Playing the card:** You start with 3 cards in hand. You play Dunebreaker. 2. **Paying costs:** You pay the energy cost to play the card. Your hand size is now 2 (3 cards minus the Dunebreaker you just played). 3. **Entering the board:** Dunebreaker enters the board. At this exact moment, the game checks the condition: "Do you have two or fewer cards in your hand?" 4. **Condition Check:** Because you have 2 cards remaining in your hand, the condition "two or fewer" is met. *Note: I could not fully verify this ruling against the retrieved rules.*
Does Dusk Rose Lab apply first or Temporary Units Dying apply first?
At the start of your Beginning Phase, both the *Temporary* trigger and the **Dusk Rose Lab** ability are added to the chain. Because you control both, you choose the order in which they are placed on the chain, and therefore, the order in which they resolve. According to **RiftJudge FAQ #9428** and **#9231**, you can choose to resolve the **Dusk Rose Lab** 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, 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.
Does Dusk Rose Lab's trigger go on the stack if you decide not to use it?
No, the trigger does not go on the chain (stack) if you decide not to use it. According to the card text, **Dusk Rose Lab** reads: *"At the start of your Beginning Phase, **you may** kill a unit you control here to draw 1."* Here is the breakdown of how this works: 1. **Optional Trigger:** Because the ability says "**you may**," it is an optional triggered ability. 2. **Controller's Choice:** Per **RiftJudge FAQ #10373**, you make the choice of whether or not to place the ability on the chain at the start of your Beginning Phase. 3. **No Chain Involvement:** If you decide not to use the ability, it simply does not trigger, and nothing is added to the chain. If you do choose to use it, the ability becomes a pending chain item, but it will be removed from the chain during finalization if you are unable to pay the cost (killing a unit you control at that battlefield), as confirmed by the same FAQ.
Does Eager Apprentice decrease the cost of Repeat Spells?
Yes, Eager Apprentice reduces the total cost of a spell that includes a **Repeat** cost. According to RiftJudge FAQ #629 and FAQ #9301, Eager Apprentice reduces the total cost of a spell (which includes the base cost plus the optional **Repeat** additional cost) once. Here is the sequence for determining the cost: 1. **Declare:** Declare you are using **Repeat** when putting the spell on the chain. 2. **Calculate:** Calculate the total cost by adding the base cost and the **Repeat** additional cost together. 3. **Apply Discounts:** Apply cost reductions (such as Eager Apprentice) to that combined total. 4. **Pay:** Pay the final, reduced cost. As noted in the FAQs, Eager Apprentice's discount applies to the combined total cost, not separately to the **Repeat** portion. If you have multiple Eager Apprentices, their discounts stack (FAQ #8817), and they are applied to the total cost after the **Repeat** cost has been added.
Does Eager Apprentice reduce repeat costs?
Yes, Eager Apprentice reduces the total cost of a spell that includes a **Repeat** cost. According to RiftJudge FAQ #629, Eager Apprentice reduces the total cost of a spell (which includes the base cost plus the optional **Repeat** additional cost) once. Here is the sequence for determining the cost: 1. **Declare:** Declare you are using **Repeat** when putting the spell on the chain. 2. **Calculate:** Calculate the total cost by adding the base cost and the **Repeat** additional cost together. 3. **Apply Discounts:** Apply cost reductions (such as Eager Apprentice) to that combined total. 4. **Pay:** Pay the final, reduced cost. As noted in the FAQ, Eager Apprentice's discount applies to the combined total cost, not separately to the **Repeat** portion. If you have multiple Eager Apprentices, their discounts stack (FAQ #8817), and they are applied to the total cost after the **Repeat** cost has been added.
Does Eager Apprentice reduce repeat costs?
Yes, Eager Apprentice reduces the total cost of a spell that includes a **Repeat** cost. According to RiftJudge FAQ #629, Eager Apprentice reduces the total cost of a spell only once, even when that spell is repeated. The cost reduction applies to the combined total of the spell's base cost and the additional **Repeat** cost. Here is the sequence for determining the cost: 1. **Declare:** Declare you are using **Repeat** when putting the spell on the chain. 2. **Calculate:** Determine the total cost by adding the base cost and the **Repeat** additional cost. 3. **Apply:** Apply cost reductions (such as Eager Apprentice) to that combined total. 4. **Pay:** Pay the final calculated cost. As noted in the rules (Rule 356.4.f), cost reductions can apply to additional costs, and Eager Apprentice's discount stacks if you have multiple copies on the battlefield (FAQ #8817).
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