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Does Eager Apprentice's effect stack if you have multiple on the battlefield?
Ruling: Yes, Eager Apprentice's effect stacks if you have multiple on the battlefield.
Does Eager Apprentice's effect stack?
Yes, Eager Apprentice's effect stacks if you have multiple on the battlefield.
According to the official FAQ:
"Ruling: Yes, Eager Apprentice's effect stacks if you have multiple on the battlefield."
**Important Nuances:**
* **Stacking:** Multiple Eager Apprentices stack their discounts (e.g., two Apprentices provide a total cost reduction of 2).
* **Minimum Cost:** While their discounts stack, energy costs cannot be reduced below zero (or the specific minimum stated on the card). If you have multiple Apprentices, any total cost that would result in a negative number is treated as zero.
* **Defy Interaction:** Defy reads the printed cost of a spell, not the modified cost. Therefore, cost reductions from Eager Apprentice do not change what Defy considers for its effect.
Does Eclipse Herald get +1 might and ready from stuns that occurred earlier in the turn before it was played, or only from stuns after it enters play?
Ruling: Eclipse Herald only triggers from stuns that occur after it is on the board. It does not retroactively gain +1 might or ready from stuns that happened earlier in the turn.
Nuances:
- Some effects like "When you've played your 2nd card this turn" do track actions from the entire turn, but Eclipse Herald has a specific trigger that only becomes active once the card is in play
- Eclipse Herald gains +1 might from its effect, which is technically not a "buff"
Does Eclipse kill a unit that has 4 or less Might?
No, the spell **Eclipse** does not automatically kill a unit with 4 or less Might.
Instead, **Eclipse** is a [Reaction] spell that gives a unit **-4 Might** this turn.
Whether or not the unit dies depends on its current state:
* **If the unit has 4 or less Might:** Reducing its Might by 4 will bring it to 0 or less. As established in **Rule 143.2.b**, a unit with 0 or less Might is treated as 0 for interactive purposes, but it does not automatically die.
* **Lethal Damage:** According to **Rule 143.2.a**, a unit is only killed if it has **nonzero damage marked on it equalling or exceeding its Might**.
Therefore, if you use Eclipse to reduce a unit's Might to 0, it will only die if it already has at least **1 damage** marked on it. If the unit has no damage marked on it, it will remain on the board with 0 Might.
Does Elder Dragon ability proc if I use Unyielding Spirit?
### Ruling
No, Elder Dragon's ability does not successfully kill an enemy unit if the damage that would trigger it is prevented by Unyielding Spirit.
### Reasoning
1. **Unyielding Spirit's Effect:** Unyielding Spirit creates a "Prevent" action. According to Rule 437.4, "Damage dealt to a Unit that has all of that damage Prevented is not considered to have been dealt to it at all."
2. **Elder Dragon's Condition:** Elder Dragon’s ability requires that you deal damage to an enemy unit for the effect to occur.
3. **The Interaction:**
* When you attempt to deal damage to an enemy unit while Unyielding Spirit is active, the "Prevent" action replaces the damage event.
* Because the damage is prevented, the game treats the event as if no damage was dealt (Rule 437.4).
* Since no damage was dealt, the condition for Elder Dragon’s ability is not met. Consequently, the enemy unit is not killed.
### Addressing the Contradiction
There is a distinction between effects that trigger based on the event of damage and effects that require damage to be dealt. While some effects may trigger based on the event of a unit being targeted by a damage-dealing effect, Elder Dragon requires the actual dealing of damage to function. Because Unyielding Spirit prevents the damage from being dealt, Elder Dragon has no damage to modify.
Note: I could not fully verify this ruling against the retrieved rules.
Does Elder Dragons lethal damage ability effect Vilemal if a unit has less might than him?
No, **Elder Dragon**'s ability does not override **Vilemaw**'s ability to prevent combat damage.
### The Reasoning
* **Vilemaw's Ability:** Vilemaw has a passive ability that states: *"Enemy units here with less Might than me don't deal combat damage."* This acts as a restriction on dealing damage during the combat damage step.
* **Elder Dragon's Ability:** Elder Dragon’s ability states: *"Any amount of your damage is enough to kill enemy units."* This modifies the definition of **lethal damage** (the amount of damage required to kill a unit) for damage you are responsible for.
### Why they don't conflict:
These two abilities address completely different aspects of combat:
1. **Vilemaw** prevents the **attempt to deal damage** entirely if the Might requirement is not met. If a unit has less Might than Vilemaw, it never successfully deals its combat damage.
2. **Elder Dragon** changes the **lethal threshold** for damage that is **actually dealt** (i.e., damage that is not prevented).
If an attacking unit has less Might than Vilemaw, Vilemaw's ability prevents it from dealing any combat damage at all. Because no damage is dealt, there is no damage for Elder Dragon's ability to modify. Consequently, the unit will not deal damage to you, and the Elder Dragon's lethal-damage modification does not apply because no damage ever reaches Vilemaw.
Does Ember Monk get +2 if Player A plays a hidden spell card during showdown and Player B counters it with Defy?
Ruling: No, Ember Monk does not get +2. The hidden spell card must resolve to be considered played for Ember Monk's ability.
Nuances:
- If a spell is countered, it's considered never to have happened and does not count as being played.
Does Ember Monk get +2 might when a card from hidden is played at a different battlefield than where Ember Monk is located?
Ruling: Yes, Ember Monk gets +2 might when any card from hidden is played, regardless of which battlefield either card is at.
Nuances:
- Ember Monk tracks all hidden cards regardless of zone as long as you control the hidden card
Does Ember Monk get the buff from playing a hidden card even if it is countered?
No, **Ember Monk** does not get the +2 might buff if the card played from hidden is countered.
In Riftbound, a card is not considered "played" until it successfully resolves. According to **Rule 412.1.b**: "A card that is Countered is not considered to have been played."
Because the trigger condition for Ember Monk is "When you **play** a card from [Hidden]," and a countered card is never considered played, the ability does not trigger.
**Official Ruling:**
> "No, Ember Monk does not get +2. The hidden spell card must resolve to be considered played for Ember Monk's ability. If a spell is countered, it's considered never to have happened and does not count as being played."
Does Ember Monk trigger (+2) each time you play a hidden card, or only the first time? Same question for Ravenbloom Student with spells.
Ruling: Ember Monk triggers each time you play a hidden card, not just the first time. The same applies to Ravenbloom Student with spells.
Nuances:
- In Riftbound, triggers activate every time the condition is met unless the card explicitly says "first time"
- Cards that limit to once per turn will explicitly state "first time" in their text
- "Each time" is not part of the standard trigger templating in Riftbound; the default "when [trigger], then [effect]" format means it happens every time
Does Ember Monk's +2 ability stack if multiple cards are played from hidden in the same turn, and does it work with hidden cards from any battlefield?
Ruling: The +2 boost lasts until end of turn and stacks for each card played from hidden. It doesn't matter which battlefield the hidden cards were on.
Sequence:
- Play first card from hidden: Ember Monk gets +2
- Play second card from hidden same turn: Ember Monk gets +4 total
- Boost persists until end of turn
Nuances:
- You cannot play a card the same turn you hide it
- This stacking mechanic also applies to similar abilities like Ravenbloom Student
- Playing more than 2 cards from hidden in a turn is difficult in practice
Does Ember Monk's ability "When you play a card from hidden" trigger when the card is played from hidden on a different battlefield than where the Monk is located?
Ruling: Yes, Ember Monk's ability triggers when you play a card from hidden on any battlefield, not just the battlefield where the Monk is located.
Nuances:
- The ability does not specify "here" (meaning the same battlefield), so it applies globally across all battlefields.
Does Emperor's Divide count as choosing for Dreaming Tree's ability to draw a card?
Ruling: Yes, if you choose a non-zero number of friendly units with Emperor's Divide, you will trigger Dreaming Tree once when finalizing Emperor's Divide.
Sequence:
- Choose friendly units with Emperor's Divide
- Dreaming Tree triggers when finalizing Emperor's Divide
- The Dreaming Tree trigger resolves first
Nuances:
- Dreaming Tree only triggers once, even if multiple units are chosen
Does Emperor's Divide move units to base and they are still ready if they were previously ready at battlefield?
Yes, when you use **Emperor's Divide** to move units from a battlefield to your base, they remain in their current state. If they were ready at the battlefield, they will be ready at your base.
According to the general mechanics of moving units (as supported by the FAQ regarding *Ride the Wind*), units are recalled or moved in their current state. Since *Emperor's Divide* does not contain any text instructing you to exhaust the units being moved, they retain their "Ready" status upon arriving at your base.
Does Emperor's Divide trigger The Dreaming Tree when choosing friendly units?
Ruling: Yes, Emperor's Divide triggers The Dreaming Tree when you choose a non-zero number of friendly units. When a card allows you to choose "any number" of game objects to be affected, those choices are considered targeted.
Sequence:
- Play Emperor's Divide and choose one or more friendly units at the battlefield where The Dreaming Tree is located
- As the spell is finalized on the chain, the targeting occurs
- The Dreaming Tree triggers immediately upon this targeting
- The Dreaming Tree trigger resolves first (draw a card), followed by Emperor's Divide
Nuances:
- The Dreaming Tree triggers only once per spell cast, even if multiple units are chosen
- If you choose zero units, the spell is played without targets and The Dreaming Tree will not trigger
- Cards that say "any number" or "up to" involve targeting and choosing; cards that say "all" typically do not target
Does Emperor's Divide work with Blade Dancer (Irelia's ability that triggers when you target or choose a unit)?
Ruling: Yes, Emperor's Divide works with Blade Dancer. The spell targets/chooses the units being moved, not just the battlefield and number.
Sequence:
- When you play Emperor's Divide, you choose which specific units to move as part of placing the spell on the chain
- This counts as targeting/choosing units for Blade Dancer's trigger
- The units are selected before resolution, not during or after
Nuances:
- Emperor's Divide is worded similarly to Foxfire, which also targets units
- Spells like Whirlwind do NOT trigger Blade Dancer because the unit selection happens after resolution (both players may select, and it's a "may" selection made after the spell resolves)
- The key distinction is whether you choose/target units when placing the spell on the chain versus selecting units during or after resolution
Does En Garde get additional +1 might if it is attacking a battlefield that is held by someone else riftbound?
Yes, *En Garde* can grant the additional +1 might bonus if the targeted unit is the only unit you control at that location, regardless of whether you are attacking or defending.
According to the official ruling in the *Riftbound* FAQs:
* **The bonus condition checks if your targeted unit is alone among your units at that location.**
* Controlling units is separate from controlling locations.
* The bonus applies based on whether the targeted unit is the only unit you control at its location, not whether you control the location itself.
Therefore, if you play *En Garde* on a unit that is attacking a battlefield held by an opponent, and that unit is the only one you control at that specific battlefield, it will receive the full +2 might bonus (+1 base, +1 additional).
Does En Garde's +1 bonus (when it's the only unit you control at a location) apply if you are the attacker, since you don't control that spot until after combat?
Ruling: The +1 bonus applies based on whether the targeted unit is the only unit you control at its location. You control your units that are in play, regardless of whether you control the location itself.
Nuances:
- Controlling units is separate from controlling locations
- The bonus condition checks if your targeted unit is alone among your units at that location, not whether you control the location
Does Evolutionary Kai'Sa's conquer ability allow you to immediately play a spell ignoring timing restrictions (e.g., casting a non-reaction speed spell in response to an enemy's Charm)?
Ruling: Yes, you can play any spell that Kai'Sa can legally select, and it goes onto the chain and resolves like normal. The speed of the spell she picks is not part of her targeting requirements.
Nuances:
- The ability allows you to cast spells regardless of their normal speed restrictions
- The spell still goes onto the chain and resolves following normal chain rules
Does Experimental Hexplate add the Mech tag to existing tags, or does it replace them? Does the card work given that 'I am a' is not explicitly listed in the rules?
Ruling: Experimental Hexplate adds the Mech tag without removing existing tags. The phrase "I am a" functions the same as "is" and "are" (all conjugations of "to be"), which the rules cover.
Nuances:
- Cards that affect tags work additively unless the card explicitly states otherwise
- The rules example stating "Other friendly units are Yordles" adds the Yordle tag rather than replacing existing tags, which establishes the additive principle
- No existing tags are lost unless a card specifically says so
Does Experimental Hexplate count as a mech when unequipped in your base, or only when attached to a unit?
Ruling: Experimental Hexplate only counts as a mech when it is attached to a unit, not when it is unequipped in your base.
Nuances:
- The "I am a mech" text only applies while the equipment is actively attached to a unit
Does Ezreal - Prodigy's cost reduction apply to Irelia - Legend's optional power payment to ready a unit?
Ruling: No, Ezreal - Prodigy does not reduce Irelia - Legend's power payment. Additional costs only refer to effects that specifically use the term "additional cost" in their text.
Nuances:
- The primary examples of additional costs are Repeat and Accelerate keywords
- Some individual cards may also have additional costs explicitly stated
- Optional payments (like Irelia's "may" ability) are not the same as additional costs
Does Ezreal Prodigy discount Bellows Breath?
Yes, **Ezreal, Prodigy** can discount the cost of **Bellows Breath**, but specifically only the **Repeat** cost.
According to **RiftJudge FAQ #8415** and **Rule 356.4**, Ezreal, Prodigy's ability applies to **optional additional costs**, which are costs that must specifically use the text "as an additional cost" and the word "may" (or are inherent in keywords like **Repeat** and **Accelerate**).
Here is how the interaction works:
* **Base Cost:** Ezreal does not reduce the base cost ([1] Energy, [1] Power) of *Bellows Breath*.
* **Repeat Cost:** Because **Repeat** is an optional additional cost, Ezreal’s ability allows you to pay [1] or [A] less for it. If you choose to pay the Repeat cost when playing the spell, that specific component of the cost is eligible for the discount.
For further clarification on how this interacts with other cost-reduction cards like *Vex, Cheerless*, please refer to **RiftJudge FAQ #8444**.
Does Ezreal Prodigy reduce Death from Above cost?
No, **Ezreal, Prodigy** does not reduce the cost of playing **Death from Below** from your trash.
According to the RiftJudge FAQ #10246, Ezreal, Prodigy’s ability only reduces **optional additional costs**. These costs must be specifically identified by having both the text **"as an additional cost"** and the word **"may"** (for example, keywords like **Accelerate** and **Repeat**).
The ability on **Death from Below** ("You may play this from your trash...") is a recursive effect, not an optional additional cost. Because it does not contain the mandatory "as an additional cost" phrasing required to qualify for Ezreal's discount, you must pay the full costs as written on the card when playing it from the trash.
Does Ezreal Prodigy reduce the cost of Fae Porter's ability to zero?
Ruling: No, Ezreal Prodigy does not reduce Fae Porter's ability cost. Ezreal only reduces optional additional costs (paid during spell finalization), while Fae Porter uses a cost within an instruction (paid during effect resolution).
Sequence:
- Optional additional costs are chosen in step 2 of finalizing a spell
- Optional additional costs are paid in step 4 of finalizing a spell
- Costs within instructions are paid when resolving the effect (not during finalization)
Nuances:
- Costs within instructions use the formatting "____ to ____"
- Optional additional costs use formatting like "as an additional cost, you may ___ to play [this/me]"
- Examples of cards with optional additional costs include: Accelerate, Repeat, Clockwork Keeper, Brazen Buccaneer, Blast Corps Cadet, Frostcoat Cub, Bard - Mercurial
- Spirit Wheel also does not work with Ezreal Prodigy for the same reason
Does Ezreal Prodigy work with Death from Below? Do you have to pay the additional power cost?
No, **Ezreal, Prodigy** does not work with **Death from Below**.
According to the **RiftJudge FAQs** (specifically FAQ #8415 and #8509) and the **Core Rules** (Rule 356.4), Ezreal, Prodigy’s ability only reduces **optional additional costs**. These costs are specifically identified by having both the text **"as an additional cost"** and the word **"may"** (e.g., keywords like **Accelerate** and **Repeat**, or specific card text like *Blast Corps Cadet*).
Here is the breakdown for **Death from Below**:
* **Is it an additional cost?** No. The ability on *Death from Below* is a recursive effect ("You may play this from your trash...") that requires a cost to trigger, but it does not contain the mandatory "as an additional cost" phrasing required to be classified as an optional additional cost that Ezreal can discount.
* **Must you pay the power?** Yes. Since *Death from Below* does not meet the specific criteria for Ezreal’s discount, you must pay the full costs as written on the card when playing it.
In summary, because the cost associated with playing *Death from Below* from the trash is not an "optional additional cost," Ezreal, Prodigy provides no discount for it.
Does Ezreal Prodigy's optional additional cost discount apply to Draven Vanquisher's activated ability that allows paying Fury for +2 power?
Ruling: No, Ezreal Prodigy's discount does not apply to Draven Vanquisher's activated ability. Optional additional costs only apply to costs paid when playing a card, such as Accelerate, Repeat, or abilities that specify "when you play me, you may pay an additional cost."
Nuances:
- The ability must explicitly state "as an additional cost" or be inherent in rules text like Accelerate and Repeat
- Activated abilities that trigger after a card is already in play are not optional additional costs
Does Ezreal and Vex reduce the Deflect cost?
Whether Ezreal and Vex reduce Deflect costs depends on the specific card and the nature of the cost. Based on the official rules and FAQs:
### **Vex**
**Yes, Vex can reduce Deflect costs.**
According to RiftJudge FAQ #8444 and #8596, Vex reduces the total cost of a spell, which includes mandatory additional costs like Deflect. Because Deflect is added to the spell's total cost before discounts are applied, Vex's ability can reduce that total.
* **Nuance:** Vex's "minimum 1 energy" restriction applies only to the spell's base cost, not the total cost including additional costs. Therefore, Vex can reduce the total cost (including Deflect) to 0 if other reductions are also applied.
### **Ezreal**
**No, Ezreal does not reduce Deflect costs.**
According to RiftJudge FAQ #8416, Ezreal only reduces **optional** additional costs (costs that use both the phrase "as an additional cost" and the word "may").
* **Rule:** Deflect is a **mandatory** additional cost (Rule 735.1.d). Because it is not optional, it does not qualify for Ezreal's discount.
***
**Summary:**
* **Vex:** Reduces Deflect costs because it applies to the total cost of the spell.
* **Ezreal:** Does not reduce Deflect costs because Deflect is a mandatory cost, and Ezreal only discounts optional additional costs.
Does Ezreal help with Deflect costs? Aren’t those optional now?
No, Ezreal won’t help with Deflect costs, and Deflect is not optional. Deflect is a mandatory additional cost, meaning you must pay it if you want to finalize a spell or ability that chooses something with Deflect. It’s true that you can choose not to pay Deflect costs for triggered abilities by choosing not to finalize them, but that doesn’t make it an optional cost.
Does Ezreal reduce the cost of paying Flame Chompers when discarded?
Ruling: No, Ezreal does not reduce the cost of Flame Chompers. Flame Chompers has an optional cost but not an optional additional cost, which is what Ezreal requires.
Nuances:
- Optional additional costs must use both the phrase "as an additional cost" AND the word "may" to qualify for Ezreal's discount
- Flame Chompers uses "you may pay" but lacks the "as an additional cost" phrase
- Flame Chompers is a trigger ability on discard, not a passive ability like true optional additional costs
- The cost itself is optional (you choose whether to play it), but it's not formatted as an "optional additional cost" in the rules sense
Does Ezreal's ability allow paying 1 energy instead of a power to equip gears?
Ruling: Ezreal's ability reduces optional additional costs by either 1 energy or 1 power. Equip costs are not optional additional costs, so the ability does not reduce gear equip costs.
Sequence:
- Identify if the cost is an "optional additional cost" (must say both "as an additional cost" AND "may")
- If yes, you can reduce that cost by 1 energy OR 1 power
- If no (like equip costs), Ezreal's ability does not apply
Nuances:
- The most common use cases are cards with Repeat and Accelerate keywords
- Example: A card stating "As an additional cost, you may pay 1 energy 1 power to [effect]" could have its cost reduced by either 1 energy OR 1 power
Does Ezreal's cost reduction work on Draven's ability that has a 'may pay' cost when attacking or defending?
Ruling: Ezreal's cost reduction does not work on Draven's ability. Ezreal only discounts cards that have "as an additional cost" and "may" wording together, which are optional additional costs paid when playing a card. Draven's ability is a triggered ability with its own cost, not an additional cost to cast.
Nuances:
- The "may" wording on Draven refers to whether you want to pay the cost for the triggered ability to resolve, not an optional additional cost to cast
- Optional additional costs are only paid when you play the card itself, not when using triggered abilities
- Ezreal works with effects like Accelerate that have "as an additional cost" wording
Does Ezreal's legend ability trigger when a spell is canceled after choices are made, and does Repeat trigger his ability?
Ruling: Ezreal's ability triggers similar to The Dreaming Tree - if the spell is canceled after choices are made, the ability still triggers and lets you draw. Repeat does not inherently trigger Ezreal's ability.
Nuances:
- Repeat only triggers Ezreal's ability if the repeated spell itself targets
- Paying the Repeat cost for Called Shot does not trigger Ezreal (Called Shot doesn't target)
- Paying the Repeat cost for Rocket Barrage does trigger Ezreal twice (Rocket Barrage targets, so it targets twice with Repeat)
Does Facebreaker choose units?
Yes, **Facebreaker** chooses (targets) units.
According to RiftJudge FAQ #4087 and Rule 355.7, although Facebreaker's text does not explicitly use the word "choose" or "target," any instruction that requires you to designate specific game objects to affect is considered targeting in the Riftbound rules system. Therefore, when you play Facebreaker, you are targeting one friendly unit and one enemy unit at the same battlefield.
Does Facebreaker target units, and does it work with effects that trigger when you target your own units (like Dreaming Tree)?
Ruling: Facebreaker targets both your unit and an enemy unit, so it does activate effects that trigger when you target your own units.
Nuances:
- Works with both hidden and action trigger effects that care about targeting your own units
Does Facebreaker trigger The Dreaming Tree?
Ruling: Yes, Facebreaker triggers The Dreaming Tree because you're targeting a friendly unit.
Nuances:
- The trigger occurs because Facebreaker targets a friendly unit, which satisfies The Dreaming Tree's condition
Does Fae Porter trigger cards that care about targeting units (like Irelia legend or Spirit Wheel)?
Ruling: Yes, Fae Porter triggers cards that care about targeting. It always targets a unit when the ability goes on the stack, regardless of whether you pay the cost.
Sequence:
- Fae Porter's ability triggers and targets a unit
- The ability resolves
- You decide whether to pay the cost to move the targeted unit
Nuances:
- The "may" in the ability text refers to paying the cost, not to targeting
- Reaver's Row works the same way (always triggers and targets, then you decide if you want to pay)
Does Faithful Manufactor ability play the Recruit ready or exhausted?
The Recruit token created by Faithful Manufactor's ability enters play **exhausted**.
According to the established rulings for token-generating effects in Riftbound:
* **Recruit tokens enter play exhausted by default** unless the card text specifically states they enter ready.
* Since Faithful Manufactor's ability does not explicitly state that the token enters ready, it follows the default rule.
Does Falling Star have to pay Deflect twice on a unit with Deflect?
Yes, you must pay the **Deflect** cost twice if both instances of damage from **Falling Star** target the same unit with **Deflect**.
According to **Rule 809.1.c**, the Deflect keyword acts as an additional cost for spells and abilities an opponent controls "for each time they choose me." Because *Falling Star* has two separate instances of "Deal 3 to a unit," it technically chooses (targets) a unit twice if you decide to select the same unit for both instances.
### Key Details:
* **Per-Targeting Cost:** Deflect is not a one-time cost per spell; it is a mandatory additional cost for every individual instance of targeting.
* **Additional Costs:** These costs are mandatory and must be paid when you play the card (during the "Pay Costs" step of the chain finalization). If you cannot pay the required amount (e.g., if the unit has **Deflect 2**, you must pay 2 Power for each targeting instance, totaling 4 Power in Deflect costs), you cannot legally target that unit with both instances.
This interaction is confirmed by multiple **RiftJudge FAQs** (such as FAQ #5107 and #8782), which clarify that for multi-target spells like *Falling Star*, the Deflect cost applies to each specific time the unit is chosen.
Does Fan's effect prevent Yasuo from dealing damage?
Ruling: Yes, Fan's effect stops Yasuo from dealing damage because Yasuo's ability requires him to be "here" and Fan moves him away from that location.
Nuances:
- Yasuo's damage ability specifically checks if he is "here"
- When Fan's effect resolves, Yasuo is no longer at the original location
Does Fight or Flight exhaust the unit being targeted?
Ruling: No, Fight or Flight does not exhaust the unit being targeted. The exhaust cost for standard movement is the cost for using it, while other movement effects only change a unit's status if they explicitly say they do.
Does Fight or Flight exhaust your unit when moving it back to base?
No, **Fight or Flight** does not exhaust your unit when moving it back to base.
According to the official FAQ for *Fight or Flight*:
* "No, the unit does not exhaust. Only standard moves have an implicit exhaust cost. When a spell tells you to move, you only do what the spell says."
Additionally, Rule 407.3 states that the "Standard Move" inherent to units is a discretionary action that requires exhausting the unit as a cost, whereas card effects that instruct you to move a unit (like *Fight or Flight*) provide movement without requiring that cost unless the card text explicitly states otherwise.
Does Fight or Flight work in Vilemaw's Lair?
No, **Fight or Flight** does not work to move a unit from **Vilemaw's Lair** to the base.
While you can legally cast or activate the card targeting a unit in Vilemaw's Lair, the movement effect will fail to resolve. This is because Vilemaw's Lair explicitly states "Units can't move from here to base," and in Riftbound, a "can't" restriction always overrides a "can" effect.
**Key Details:**
* **Movement Restriction:** Vilemaw's Lair prevents all forms of movement to the base, including those from card effects like Fight or Flight, Flash, or Zenith Blade.
* **Valid Activation:** You can still technically play the card (for example, to trigger an "on spell cast" ability like Ember Monk), but the unit will remain in the Lair.
* **Recall vs. Move:** Note that "Recall" effects (like Zhonya's Hourglass or the end-of-combat cleanup) are not considered "movement" and are therefore not blocked by Vilemaw's Lair.
Does Fiora Legend trigger her ability when a 4 Might unit is played on Trifarian War Camp, similar to how Volibear Legend triggers?
Ruling: Fiora Legend does not trigger when a 4 Might unit is played on Trifarian War Camp, even though Volibear Legend does trigger in that scenario. Fiora Legend and Volibear Legend are mutually exclusive in this interaction.
Sequence:
- When a 4 Might unit is played on Trifarian War Camp, it enters ready (already Mighty)
- Volibear Legend triggers because it sees the unit enter play
- Fiora Legend does not trigger because she needs to see a non-Mighty unit become Mighty, which is not happening here
Nuances:
- Yellow (non-Legend) Fiora uses "While I'm Mighty" language, not "become," so she will gain her text effect when played directly on Trifarian War Camp
- Fiora Legend will also not see a 4 Might unit played to War Camp as a trigger
- The Chinese translation may use "become" where the English uses "While," which can cause confusion
Does Fiora Legend trigger when Sett enters play as a 4 Might unit that becomes Mighty through his buff, and does she trigger again when Sett uses his activated ability (spending the buff to become 4 Might, then gaining +4 Might to become 8 Might)?
Ruling: Yes to both situations. Fiora Legend triggers when Sett enters play as a 4 Might unit before his When You Play Me buff resolves, and she triggers again when Sett uses his activated ability.
Sequence:
- Sett enters play as a 4 Might unit
- Fiora sees him as 4 Might and can trigger
- Sett's When You Play Me buff then resolves, making him Mighty
- When Sett activates his ability, you pay the buff cost (making him 4 Might)
- The ability goes on the chain
- Cleanup happens while he's at 4 Might (Fiora can trigger)
- The +4 Might resolves, making him 8 Might and Mighty again
Does Fiora Peerless double her might with equipment or just her own equipment?
Fiora, Peerless doubles her **total Might** when her ability resolves, which includes any Might bonuses she is receiving from equipment attached to her.
According to **FAQ #817**, Fiora's ability doubles her Might including any Might gained from passive effects like equipment (or keywords like Shield/Assault that grant Might), because those bonuses are already active when her ability triggers and resolves.
**Sequence:**
1. **Combat Designation:** You declare Fiora as an attacker or defender in a one-on-one combat.
2. **Trigger:** Fiora's "When I attack or defend one on one" ability triggers and is placed on the chain.
3. **Calculation:** When the trigger resolves, it looks at her current total Might (Base 3 + any active modifiers from equipment) and doubles that entire value for the duration of the combat.
This is consistent with the Arithmetic Layer system (Rule 472.3), where passive increases from equipment are factored into her total Might before multiplicative effects like "Double" are applied.
Does Fiora Victorious become mighty when played on Trifarian War Camp?
No, **Fiora, Victorious** does not "become Mighty" when played directly onto **Trifarian War Camp**.
According to **RiftJudge FAQ #5835** and **#9442**:
1. **Trifarian War Camp** has a passive ability that grants +1 Might to units at that location.
2. When you play a unit (such as **Fiora, Victorious**) directly onto **Trifarian War Camp**, the +1 Might bonus is applied immediately as the unit enters the battlefield.
3. Because the bonus is applied instantly upon entry, there is no moment where the unit exists on the battlefield with its base Might before becoming 5 Might; it is 5 Might the instant it arrives.
As defined in **Rule 709**, a unit "becomes Mighty" only at the moment its Might changes from less than 5 to 5 or greater while it is already a game object in play. Since Fiora is already 5 Might the moment she enters the battlefield, she does not "become Mighty" while on the battlefield, and therefore does not trigger abilities that specifically care about that event.
Does Fiora become Mighty when she receives a buff that brings her to 5 might, or does she need to be played with a card like En Garde to reach 5 might?
Ruling: A buff that brings Fiora to 5 might makes her Mighty.
Nuances:
- The question arose due to concerns about layers, but buffs applied to Fiora count toward making her Mighty when they bring her to the 5 might threshold.
Does Fiora gain keywords when she attacks or defends alone with Mask of Foresight?
Ruling: Yes, if Fiora attacks or defends alone, after Mask of Foresight resolves she becomes 5 Might and gains the keywords associated with that Might level. She remains 5 Might for the rest of the turn.
Nuances:
- If Fiora is defending, she also gains Shield, which makes her 6 Might instead of 5 Might
Does Fiora, Grand Duelist's ability trigger at the start of the next turn after a -might effect (like Watcher) expires, making a unit mighty again?
Ruling: Yes, Fiora's ability triggers when the -might effect expires at the end of the opponent's turn, and she will be ready again at the start of your next turn.
Sequence:
- Opponent's end of turn occurs
- Expiration phase happens (Watcher effect expires)
- Fiora's ability triggers when you have a mighty unit again
- Fiora exhausts (if you choose to pay the cost)
- Start of your turn occurs
- Fiora awakens (becomes ready)
Nuances:
- The ability triggers even if Fiora is already exhausted, but you cannot pay the cost (exhausting her) if she's already exhausted
- Exhausting Fiora is the cost to channel the rune, not an automatic effect
- Triggers go on the chain unless targeting is required and no valid target exists