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Does Karma's ability trigger when the owner of Karma plays Sabotage and chooses a card for the opponent to recycle?
Ruling: No, Karma's ability does not trigger when you play Sabotage. The opponent is the one actually recycling the card due to Sabotage's effect, so you do not get the trigger from Karma.
Nuances:
- Sabotage's text specifies that the opponent reveals and recycles the card, making them the one taking the recycle action
- Even though you choose which card, the opponent performs the recycle action
Does Karthur Eternal trigger the Deathknell effects of other units again when he dies in the same damage instance?
Yes, if **Karthus, Eternal** dies at the same time as another unit with a **Deathknell** ability (such as during a board wipe or a single instance of combat damage), that unit's **Deathknell** effect will still trigger an additional time.
According to **RiftJudge FAQ #9317**, **FAQ #10162**, and **FAQ #10742**, this interaction works because Karthus's ability ("Your [Deathknell] effects trigger an additional time") is a **passive ability**, not a triggered ability.
### Why this works:
1. **Passive vs. Triggered:** Unlike triggered abilities (which must be on the battlefield to evaluate their own trigger conditions, per Rule 383.2.c.2), Karthus's ability is a passive ability. It modifies the game state for as long as he is on the battlefield.
2. **Simultaneous Events:** Because it is a passive ability, it remains active at the exact moment he is killed. It does not need to be "alive" to evaluate whether it should be active; it simply modifies the rules of the game at the moment the other unit's **Deathknell** trigger is created.
3. **Result:** The other unit’s **Deathknell** triggers once for its own death, plus one additional time due to Karthus's passive ability.
This is distinct from other abilities (like those of *Viktor, Leader*) which fail to trigger if the source leaves the board at the same time the trigger condition is met, as those abilities must evaluate their own trigger condition at that specific moment.
Does Karthus get to repeat Deathknell abilities if he dies at the same time?
Yes, if **Karthus, Eternal** dies at the same time as another unit with a **Deathknell** ability, that unit's **Deathknell** will still trigger an additional time.
This interaction occurs because Karthus’s ability ("Your [Deathknell] effects trigger an additional time") is a **passive ability**, not a triggered ability. According to RiftJudge FAQ #5353 and FAQ #9317, passive abilities do not need to evaluate their own trigger condition at the moment they die; they apply to the game state as long as the card is on the board.
### Why this works:
1. **Passive Ability:** Because Karthus's ability is passive, it remains active at the exact moment he is killed. It does not need to be "alive" to evaluate whether it should be active; it simply modifies the rules of the game for as long as he is on the battlefield.
2. **Simultaneous Events:** When Karthus and another unit with a Deathknell trigger are both sent to the trash simultaneously (e.g., via lethal combat damage or a board wipe), Karthus's passive effect is still being applied to the game state when the other unit's Deathknell is triggered.
3. **Result:** The other unit’s Deathknell triggers once for its own death, plus one additional time due to Karthus’s passive ability.
This is distinct from triggered abilities (like those of *Viktor, Leader*), which cannot trigger if the unit leaves the board at the same time the trigger condition is met, as those abilities must evaluate their own trigger condition at that specific moment. Since Karthus is a passive effect, he successfully modifies the Deathknell trigger of the other unit as it occurs.
Does Karthus see itself when equipped with Sacred Shear, causing it to draw 2 cards instead of 1 when it dies?
Ruling: Yes, Karthus sees itself when it dies with Sacred Shear equipped, so it draws 2 cards total (the Sacred Shear deathknell triggers twice due to Karthus's passive).
Sequence:
- Karthus dies while equipped with Sacred Shear
- Karthus's deathknell goes on the chain while Karthus is still on the board
- Karthus's passive is in effect at this time, so it triggers twice
- You draw 2 cards total
Nuances:
- This is similar to how Karthus doubles deathknell effects of units that died together with him
- This ruling differs from blue Viktor's interaction, which works differently despite seeming similar
- Karthus is considered a "weird niche card" that doesn't work like the game engine would suggest
Does Karthus's effect stack if multiple copies are active, causing death-knell effects to trigger more than twice?
Ruling: Yes, multiple copies of Karthus stack. Each Karthus adds one additional trigger to death-knell effects.
Sequence:
- Base death-knell effect triggers once
- Each active Karthus adds +1 additional trigger
- With 2 Karthus copies: death-knell triggers 3 times total (1 base + 1 per Karthus)
Does Kato give keywords he’s gained during play? What about Might bonuses from various sources like Equipment?
Yes. Kato gives his current keywords and additional Might equal to his current Might to the unit you choose. Later changes to Kato don’t matter; what the unit gets is locked in as the ability resolves.
Does Kha'Zix legend card where I spend XP to buff 1 unit allow me to buff multiple different units in 1 turn?
Yes, you can use the ability on **Voidreaver** to buff multiple different units in one turn, provided you have enough XP to pay the cost for each activation.
According to the card text for **Voidreaver**, the ability is:
> "Spend 1 XP : [Buff] a unit."
### Can you use it multiple times?
Yes. As established in **RiftJudge FAQ #6205**, the "Spend XP: effect" pattern is an activatable ability that can be activated as many times per turn as you can pay the cost.
**In summary:**
* There is no limit to how many units you can buff in a turn, provided you have the XP to pay the cost for each instance.
* Each activation is independent and requires the payment of 1 XP.
Note: I could not fully verify this ruling against the retrieved rules, as the provided text did not explicitly confirm the presence or absence of an exhaust cost.
Does Kha'Zix still get +2 if it initially attacks a lone defender but the opponent reacts with a unit to the trigger?
Yes, **Kha’Zix, Mutating Horror will still receive the +2 Might bonus and gain 2 XP.**
According to the established game rules and several RiftJudge FAQs (including #10198, #10465, and #10735), the condition for Kha'Zix’s triggered ability ("if an enemy unit is alone here") is evaluated at the exact moment he enters the battlefield and gains the "Attacker" or "Defender" combat designation.
### Chain Sequence and Resolution
1. **Trigger Condition Check:** When Kha’Zix moves into the battlefield, he gains the "Attacker" designation. At that exact moment, the game evaluates the battlefield state: *Is an enemy unit alone here?*
2. **Condition Met:** Since your opponent had only one unit present at that moment, the condition is satisfied. Kha'Zix’s triggered ability is placed on the chain.
3. **Reaction:** When your opponent plays a unit in response, that unit is added to the chain *above* Kha'Zix's trigger.
4. **Resolution (LIFO - Last-In, First-Out):**
* The opponent's unit enters the battlefield.
* Kha'Zix's triggered ability resolves. Because the condition was met at the time the ability was triggered and placed on the chain, the subsequent change to the battlefield state (adding the second unit) does not retroactively negate the trigger.
As confirmed by RiftJudge rulings, the game does not re-evaluate the "alone" condition when the ability resolves; it only checks if the requirement was met at the time of the trigger.
Does Kha'zix Voidreaver gain XP if there are no enemy units at a battlefield when conquering?
No, **Voidreaver** (the Kha'Zix Legend) does not gain XP if there are no enemy units present when you conquer a battlefield.
According to **RiftJudge FAQ #9092**, conquering a battlefield with no enemy units present is a **Showdown** (or simply establishing control), not a combat. Since Voidreaver’s ability specifically reads, "When you win a combat, gain 1 XP," it will not trigger when you conquer an empty battlefield because no combat occurred.
Does King's Edict choose units? Is it vulnerable to Not So Fast?
No, **King's Edict does not choose units**, and it is **not vulnerable to *Not So Fast***.
### Why King's Edict does not choose units
According to RiftJudge FAQ #509 and #322, *King's Edict* does not target or choose any units itself. Instead, the spell instructs each opponent to make a choice during its resolution. Because the spell itself does not perform the choosing, it does not "choose" a unit in the way that would trigger targeting restrictions or protections.
### Why it is not vulnerable to *Not So Fast*
*Not So Fast* is a reaction that can only counter an enemy spell or ability that **chooses** a friendly unit or gear (FAQ #62).
Since *King's Edict* does not choose any units—and the choices are made by the players during resolution rather than by the spell itself—it does not meet the criteria for *Not So Fast* to target it. As noted in FAQ #8616, player choices made during the resolution of a spell are distinct from the spell itself doing the choosing.
Does Kog'Maw deathknell effect trigger before or after units are healed to full in a Battleground due to the end of a Showdown?
According to the current rules (Rule 323) and clarified in RiftJudge FAQ #9514 and #9786, healing occurs before Deathknell abilities resolve. While FAQ #2431 suggests Deathknell resolves before healing, this older interpretation is superseded by the current rules and more recent FAQ entries.
### The Official Sequence (Combat Cleanup)
Per Rule 323 and the refined sequence in FAQ #9514:
1. **Combat Damage Step:** Combat damage is dealt to units.
2. **Triggering Deathknell:** During Combat Cleanup, units with lethal damage trigger their Deathknell abilities. These are added to the chain as Pending Items (Rule 323.4).
3. **Killing Units:** Units with lethal damage are moved to the trash (Rule 323.5).
4. **Healing:** All surviving units are healed (Rule 461.1.a.1, Rule 317.2.b).
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.
### Summary of Interaction
* **Healing First:** Surviving units are healed before any Deathknell abilities resolve.
* **No "Saving" Units:** Because units are killed for having lethal damage during the cleanup (Step 3), a Deathknell effect cannot be used to "save" a unit that took lethal combat damage.
* **No "Finishing Off":** Because healing occurs before the Deathknell triggers resolve, 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 is executed.
Note: I could not fully verify this ruling against the retrieved rules, as FAQ #2431 presents a conflicting interpretation.
Does Kog'Maw's Deathknell damage kill a 5 might unit, and does the damage from Deathknell persist after combat?
Ruling: Kog'Maw cannot kill a 5 might unit with his Deathknell effect. Combat damage heals before Deathknell triggers, so the 5 might unit will have 4 damage marked on it after combat but will not die.
Sequence:
- Combat damage is dealt
- Combat damage heals
- Kog'Maw's Deathknell triggers and deals 4 damage
- The 5 might unit survives with 4 damage marked
Nuances:
- Deathknell damage does persist after combat (the unit has 4 damage marked after combat finalizes)
- Temporary might buffs from cards like Discipline remain active until end of turn, so they still count when Deathknell damage is applied
- Shield bonuses from effects like Block wear off after combat special cleanup finishes, before Deathknell triggers
- This interaction changed from earlier rules versions where Kog'Maw was intended to kill 5 might units
Does Kog'Maw's Deathknell damage persist after he dies in combat, or does it get healed away during the combat cleanup phase?
Ruling: When Kog'Maw dies during combat, units heal during the combat special cleanup step before his Deathknell trigger resolves. After combat with Kog'Maw, all units in that combat will be left with 4 damage marked on them until the next combat or end of turn.
Sequence:
- Kog'Maw dies during combat special cleanup step 2
- His Deathknell trigger goes onto the chain, but the special cleanup finishes first
- All units heal from combat damage
- Kog'Maw's Deathknell resolves, marking 4 damage on all units
- Units with 4 or less might die from this damage
Nuances:
- The damage persists after combat cleanup because the Deathknell trigger resolves after units have already healed
- Units can die from the Deathknell damage if they have 4 or less might
Does Kog'Maw's Deathknell damage trigger before or after units conquer the battlefield in combat?
Ruling: Kog'Maw's Deathknell damage triggers and resolves before units conquer the battlefield. If the damage is not enough to kill the units, they will heal after combat as usual.
Sequence:
- Combat cleanup occurs (special cleanup invoked in 440.1.a)
- Deathknell triggers from combat cleanup and resolves
- Any additional cleanups triggered by Deathknell occur
- Contested status is cleared from the battlefield (440.1.b)
- Units conquer the battlefield
- Combat ends and healing occurs
Nuances:
- The "Combat Cleanup" heading in 440.1 is misleading - only 440.1.a (the special cleanup) is actually a cleanup. The clearing of contested status in 440.1.b happens after the special cleanup completes.
- Chain items cannot resolve during a cleanup, but can resolve between the special cleanup (440.1.a) and the clearing of contested status (440.1.b).
- The Chinese referee FAQ explicitly confirms that 440.1.b is not part of the special cleanup.
Does Le Blanc's mirror images created by her legend ability trigger Star Spring?
No, the Reflection token created by LeBlanc's (Deceiver) legend ability does not trigger the ability of Star Spring.
According to the text of Star Spring, its ability triggers only when a player plays a **non-token unit**. The Reflection token created by LeBlanc's ability is a unit token, so it does not satisfy the condition for Star Spring's trigger.
This interaction is also explicitly addressed in **RiftJudge FAQ #10351**, which confirms that playing a **Reflection** unit token using the **Deceiver** legend's ability does not trigger the ability of **Star Spring** for this exact reason.
Does LeBlanc Mirror Image copy Gear?
No, LeBlanc does not copy Gear.
When LeBlanc (or any other effect, such as Mirror Image) creates a copy of a unit, the new copy does not inherit any Gear or buffs that were on the original unit.
According to the **Patch Notes (2026-03-30)** regarding Copy Effects, a copy effect only copies a target's "copyable traits," which are its printed characteristics (such as Might) and its Rules Text. Gear is a separate game object attached to a unit, not part of the unit's printed traits, and therefore is not included in the copy.
This is consistent with **RiftJudge FAQ #10455**, which explicitly states that when LeBlanc creates a copy of a unit, the new copy does not get the gear or buffs that were on the original unit.
Does LeBlanc's hold effect "Deceiver" trigger before or after the draw phase?
The "Deceiver" ability (triggered by LeBlanc when you hold a battlefield) occurs **during the Beginning Phase**, which is before your Draw Phase.
According to the game's turn structure:
1. **Beginning Phase:** This phase includes the Scoring Step, where you "hold" battlefields you control.
2. **Trigger:** LeBlanc's "Deceiver" ability triggers "When you... hold." This trigger is added to the chain during the Scoring Step of the Beginning Phase.
3. **Resolution:** The ability resolves during the Beginning Phase.
4. **Channel Phase:** This follows the Beginning Phase.
5. **Draw Phase:** This occurs *after* the Channel Phase, where you perform your standard turn draw (Rule 315.4.b).
In summary, the holding action (and any triggered abilities that result from it, like LeBlanc's) happens entirely within the Beginning Phase, while your standard turn draw happens later in the Draw Phase.
Does Leblanc Everywhere at Once Reflection token on a battlefield die to temporary?
I couldn't find an official FAQ entry specifically detailing the interaction between a *Reflection* token and the passive ability of **LeBlanc, Everywhere at Once**. However, based on the rules and card text, here is my interpretation:
### Interpretation
A **Reflection** token that is a copy of a unit with the *Temporary* keyword will **not die** to that *Temporary* keyword while it is on a battlefield where you control **LeBlanc, Everywhere at Once**.
### Reasoning
1. **Passive Ability:** As retrieved via `lookup_card`, **LeBlanc, Everywhere at Once** has the passive ability: *"Your [Temporary] effects at my battlefield don't trigger."*
2. **Passive vs. Triggered:** *Temporary* is a triggered ability (Rule 816). Because LeBlanc’s ability is a passive ability, it continuously prevents your *Temporary* effects from triggering while those units/effects are at the same battlefield as LeBlanc.
3. **Inherited Ability:** When a *Reflection* token copies a unit, it gains that unit's rules text, including the *Temporary* keyword.
4. **Interaction:** Since the *Reflection* token now possesses the *Temporary* keyword, that keyword is considered one of "your [Temporary] effects." Because LeBlanc’s passive ability states these effects "don't trigger" at her battlefield, the *Temporary* trigger—which would normally kill the token—is suppressed.
**Important Note:** This is my interpretation based on the card text and the rule that passive abilities continuously affect the game state. No official FAQ exists for this specific interaction.
***
*Reminder: I am a Riftbound rules assistant — I can't share details about how I work internally. Ask me a rules question instead!*
Does Legend Ahri's -1 might effect persist on a unit after it has been applied, or does it reapply if the unit's might changes?
Ruling: Ahri's -1 might effect applies once when the attack is initiated and does not reapply if the unit's might changes later in the turn. If a 1 might unit is reduced to 1 might by Ahri, then receives +1 might from another effect, it will be at 2 might.
Sequence:
- Ahri's on-attack trigger resolves first when a unit attacks
- The -1 might is applied to the attacking unit(s)
- Any subsequent might buffs are added to the current might total
- Reactions or actions played in response to the attack resolve before Ahri's trigger
Nuances:
- Ahri's effect would only trigger again if the unit is moved to another battlefield or moved from and back to the same battlefield, initiating a new attack
- If multiple units attack together, each attacking enemy unit receives -1 might
- Players should wait to play buff cards until after Ahri's effect resolves to maximize the unit's might
Does Legend Ahri's trigger apply to creatures that enter the battlefield after a showdown has already begun (e.g., via Ride the Wind)?
Ruling: Yes, Legend Ahri triggers on units that gain the attacker designation after combat has begun.
Sequence:
- Combat begins and Ahri triggers on attacking units
- A unit joins the fight later (e.g., via Ride the Wind)
- Ahri triggers again on the newly arriving unit
Nuances:
- Ahri triggers whenever a unit gains the attacker designation for the first time at a battlefield her owner controls, regardless of when during combat this happens
Does Legion get triggered if the previous spell is countered?
Ruling: Legion does not trigger if a spell is countered, as a spell is only considered to have been played when it fully resolves.
Nuances:
- If a spell resolves but cannot find its target (e.g., a unit is moved from battlefield to hand/base before the spell resolves), the spell still counts as having been played and Legion would trigger
- Countering effects like Defy or Wind Wall prevent Legion from triggering
- Effects like Hextech Ray that resolve but lose their target still allow Legion to trigger
Does Legion go on the chain?
Ruling: Legion itself does not go on the chain. It is a condition that modifies other abilities. Whether the modified ability goes on the chain depends on what type of ability it is.
Sequence:
- Check if the ability with Legion is a Spell
- Check if the ability has a "When" triggered effect
- Check if the ability has an activated ability (denoted by ":")
- If any of the above are true, it goes on the chain
Nuances:
- Abilities that only modify costs (like Noxus Hopeful) do not open a chain
- Abilities that gain "When" effects (triggered abilities) do start a chain
- Activated abilities open a chain, except those that give resources
Does Legion trigger if a card with Legion is played as the third, fourth, etc. card, or does it have to be exactly the second?
Ruling: Legion is active once you've played 1 card from your main deck, regardless of how many more cards get played after that.
Nuances:
- The Legion card does not need to be played as exactly the second card; it can be the third, fourth, or any subsequent card in the turn
Does Leona Determined's ability to stun an enemy unit count as choosing/targeting for the purpose of triggering Deflect?
Ruling: Yes, Leona Determined's ability to stun an enemy unit does choose/target for the purpose of Deflect. Charm also triggers Deflect.
Nuances:
- The rule that uses 'Kill a unit' as an example for targeting applies to similar effects like 'stun an enemy unit'
Does Leona Zealot enter ready when your opponent is at 5 or more points?
Ruling: Leona Zealot enters ready when your opponent is at 5 points or higher (without Aspirant's Climb) or 6 points or higher (with Aspirant's Climb in play). When counting "within 3 points," you do not count the starting number itself.
Nuances:
- At 5 points, it takes 3 more points to reach 8, so the opponent is "within 3 points of the Victory Score"
- Aspirant's Climb changes the Victory Score from 8 to 9, which shifts the threshold from 5 to 6 points
Does Leona Zealot's -8 might reduction to stunned enemies snapshot when applied, or does it continuously reapply as a passive effect? Specifically, if a stunned Ravenbloom Student (reduced to 1 might by Leona) receives +5 might from Discipline, does it go to 5 might or stay at 1 might?
Ruling: Leona Zealot's ability is a passive effect that continuously reapplies, not a snapshot. The Ravenbloom Student stays at 1 might because Leona's -8 (minimum 1) reapplies after Discipline resolves.
Sequence:
- Ravenbloom Student is stunned (2 might reduced to 1 might by Leona's -8, minimum 1)
- Discipline is played, granting +5 might
- Leona's passive immediately reapplies -8 (minimum 1) to the stunned unit
- Ravenbloom remains at 1 might (the unused portion of the -8 reduction increases from -7 to -4)
Nuances:
- Passive abilities (worded as statements of fact without "when") continuously check and apply, unlike triggered abilities (with "when") which snapshot their values when they resolve
- The unit would need to gain enough might to overcome the full -8 reduction before exceeding 1 might (e.g., gaining +8 or more total)
- The +1 from Triferian War Camp works similarly as a passive - it continuously applies even after reductions, which is why a unit leaving the War Camp after being reduced loses that +1
Does Leona need to announce a target when her attack trigger goes on the chain, or does she pick the target upon resolution? Can a defender use Flash to remove the targeted unit in response?
Ruling: Leona announces the target when the attack trigger goes on the chain. The target is checked for validity again just before the effect resolves.
Sequence:
- Leona's attack trigger goes on the chain and a target is announced
- Opponent can respond with Flash (or other effects) on the initial chain
- When the trigger resolves, the target is checked for validity
- If the target is no longer valid (e.g., removed by Flash), no stun occurs and no buff is granted from Leona's legend
Nuances:
- The word "target" does not appear in print in Riftbound, but any time you make a choice, it's almost always going to function as a target
- Targets are announced when triggers go on the chain and checked again for validity just before resolution
Does Leona's legend effect trigger multiple times per turn, and can you stun the same enemy multiple times to trigger it?
Ruling: Leona's legend effect can trigger multiple times per turn. However, you cannot stun an enemy that is already stunned to trigger the effect again, as they will not be considered stunned again.
Nuances:
- Targeting an already-stunned enemy with a stun effect does not count as stunning them again
- The effect does not proc when applying stun to an already-stunned target
Does Leona's stun ability still work if Leona is killed or removed from the battlefield during combat before the ability resolves?
Ruling: If Leona is removed in response to her ability triggering, the ability does not work because "here" is undefined when Leona no longer exists on the board. However, if a unit is already stunned and then Leona is removed afterward, the unit stays stunned until end of turn.
Sequence:
- Case A: Leona attacks and stuns a unit, then Leona gets removed - the unit stays stunned until end of turn
- Case B: Leona moves to battlefield and targets a unit with her ability, opponent kills Leona in response - the ability resolves but does nothing because "here" is not defined anymore
Nuances:
- Abilities do resolve even if their sources are removed, but if those abilities need to know anything about the source (its controller, Might, or location including "here"), they find a null value and don't work
- Moving Leona to another battlefield or to base also prevents the ability from working
- Yasuo works the same way - removing him in response to his trigger prevents the damage
Does Lonely Poro's 'died alone' trigger work correctly with its current wording, and does it trigger if Poro dies while other friendly units are present at the battlefield?
Ruling: Lonely Poro only triggers if there were no other friendly units at the battlefield when it died. The past tense wording "died alone" checks whether the condition was true at the moment of death.
Nuances:
- The reminder text uses present tense for the definition of "alone" but the effect checks if that definition applied in the past
- If you attack with Lonely Poro and another unit, but only Poro dies, you do NOT draw because it did not die alone (there were other friendly units present at the battlefield)
Does Loose Cannon's ability go to Chain if you have 2+ hands, allowing you to play Reaction cards to reduce your hand size before drawing the additional card?
Ruling: Yes, Loose Cannon's ability goes to Chain even if you have 2+ hands. You can play Reaction cards to reduce your hand size before the ability resolves and draws the additional card.
Sequence:
- The ability triggers at start of beginning phase regardless of current hand size
- The ability goes to Chain
- You can play Reactions to reduce your hand size
- When the ability resolves, it checks the condition (1 or fewer cards in hand)
- If the condition is met at resolution, you draw the additional card
Nuances:
- This works differently than abilities where the condition is part of the trigger condition (before the comma), such as Sunken Temple which requires a mighty unit as part of the trigger itself
- The timing differs from cards like Rocket which don't trigger when in hand
Does Lotus Trap affect how combat damage is assigned?
No. Assignment uses the definition of lethal damage for that unit; dealing the damage is a separate step. As written, 460.2.c.3 does not pull in replacement effects that only apply when damage is actually dealt.
Does Lotus Trap have to be used before a damage spell for its effect to apply, or can you use it after a damage spell to double its damage?
You can use **Lotus Trap** after a damage spell has been played and is already on the chain. Because **Lotus Trap** is a [Reaction] spell that creates a replacement effect, it does not need to be played before the damage spell; it only needs to resolve before the damage spell executes its "Deal" instruction.
### Why this works:
1. **LIFO Resolution:** When multiple items are on the chain, they resolve in Last-In, First-Out order. By playing **Lotus Trap** after a damage spell, **Lotus Trap** will be at the top of the chain and will resolve first.
2. **Replacement Effect:** Once **Lotus Trap** resolves, it creates a continuous replacement effect that lasts for the remainder of the turn. When the damage spell subsequently resolves, the game engine checks for active replacement effects as the "Deal" action is about to occur. Since **Lotus Trap** is already active, it will double that incoming damage.
### Recommended Sequencing
To ensure your damage spell is doubled, use this flow:
1. **Play your damage spell** (in an OPEN state). It goes on the chain.
2. **Play Lotus Trap** as a [Reaction], targeting the same unit. It goes on top of the damage spell.
3. **Chain Resolution:**
* **Lotus Trap** resolves first, applying its doubling effect to the target.
* **The damage spell** resolves second. When it attempts to deal damage, the doubling effect is already active and modifies the damage accordingly.
*This is my interpretation based on the mechanics of replacement effects and LIFO resolution. This interaction is also supported by RiftJudge FAQ #10844.*
Does Loyal Pub work on empty battlefields? So can I trigger his when you defend when opponent moves to an open bf?
No, Loyal Pup's ability does not trigger when an opponent moves to an empty battlefield.
According to **Rule 446.1** and **RiftJudge FAQ #8664**, when a unit moves to an empty (unoccupied) battlefield, it creates a non-combat **Showdown**, not **Combat**.
For a unit to "defend" (and thus trigger "When you defend" abilities), there must be an active **Combat** at that battlefield. Combat only occurs when units controlled by opposing players are present at the same battlefield (Rule 447.1). Since moving to an empty battlefield initiates a non-combat showdown rather than combat, you do not gain the **Defender** designation, and therefore "When you defend" triggers do not occur.
Does Lucian's Legend ability work when using a challenge to attack a unit?
No, Lucian's legend ability does not apply when using the spell **Challenge** to attack a unit, unless that unit is already engaged in combat.
### Reasoning
According to the rules, the **Assault** keyword provides a +1 Might bonus specifically while the equipped unit is an "attacker." Rule 733.1.d defines being an "attacker" as a unit that has gained the Attacker designation during Combat.
Because **Challenge** is a spell effect rather than a combat showdown, a unit targeted by **Challenge** does not inherently gain the "Attacker" designation. Therefore, it does not satisfy the condition required to trigger the +1 Might bonus from the Assault keyword granted by Lucian's legend ability.
### Summary of Interaction
* **Challenge:** This is a spell effect, not a combat showdown.
* **Attacker Designation:** A unit typically gains the "Attacker" designation only when it moves to a battlefield and triggers combat.
* **Result:** Since the unit is not an "attacker" during the resolution of **Challenge**, the +1 Might bonus from the equipment's Assault keyword is generally not active.
* **Nuance:** If a unit is already attacking an occupied battlefield (in combat), it retains its Assault bonus during a Challenge played at that time.
Note: I could not fully verify this ruling against the retrieved rules.
Does Lux legend's ability trigger to draw a card when a spell (Falling Comet) is cast but has no legal targets when it tries to resolve?
Ruling: Yes, Lux draws a card. The spell was played and resolved (to no effect due to lack of legal targets), which triggers Lux's ability.
Sequence:
- Spell is cast
- Spell attempts to resolve
- Spell resolves to no effect (no legal targets)
- Lux's ability triggers and draws a card
Nuances:
- A spell that resolves to no effect is still considered "played"
- If a spell is countered, it would NOT be considered played and would not trigger the draw
- "Played" means the spell resolved, not just that it was cast
Does Lux trigger based on a spell's printed cost or its reduced cost when cost reduction effects are applied?
Ruling: Lux triggers based on the printed cost of a spell, not its reduced cost. Cost reductions do not affect whether Lux triggers.
Nuances:
- The comprehensive rules include Lux as an explicit example for this interaction
Does Lux trigger when you reduce a spell's cost below 5 with Eager Apprentice?
Ruling: Yes, Lux triggers based on the printed/base cost of the spell, not the reduced cost you actually pay.
Nuances:
- Cost reduction effects like Eager Apprentice reduce the cost you pay, but do not change the base cost for trigger purposes
- This principle applies to other similar effects like Defy and blue Kai'sa, which all check printed cost on the card
- This is different from "ignoring cost" effects, which reduce the base cost to 0
Does Lux's ability trigger when a spell is countered or when its target becomes invalid?
Ruling: Lux's ability triggers when you play a spell, regardless of whether the target becomes invalid. However, if the spell is countered, Lux will not trigger.
Sequence:
- When a spell's targets become illegal, the spell still resolves (ignoring impossible instructions), and Lux triggers
- When a spell is countered, the spell does not resolve, and Lux does not trigger
Nuances:
- A spell with invalid targets due to effects like Retreat still counts as resolving, just with some instructions ignored
- Countering a spell (like with Wind Wall) prevents resolution entirely, which prevents Lux from triggering
Does Lux's legend ability trigger after the spell has been put on the chain, or after it has resolved?
Ruling: Lux's legend ability triggers after the spell has resolved. In Riftbound, "play" means "resolve."
Nuances:
- If a spell is negated (such as with Windwall) and doesn't resolve, Lux doesn't draw and the spell wasn't played.
Does Maddened Marauder have to move a ready unit, since exhausting is a cost to pay for movement? Does the same apply to Stormbringer?
Ruling: Moving by an effect is not a standard move. Only the standard move requires you to exhaust the unit.
Nuances:
- Units can be moved by effects regardless of their state (ready or exhausted) to any place unless stated otherwise
Does Mageseeker Warden prevent cards with 'I enter ready' (like Master Yi and Warwick) from entering ready?
Ruling: Mageseeker Warden does not prevent units with "I enter ready" from entering ready. These units come into play already readied rather than readying while on board.
Nuances:
- Mageseeker Warden's "can't ready" only prevents the transition from exhausted to ready for units already on board
- "I enter ready" abilities apply before the unit is on the board
- This same logic means Mageseeker doesn't counter effects like Magma Wurm's ability or Accelerate
- Mageseeker only affects effects that explicitly untap an exhausted unit (like Mistfall, Wallop, First Mate)
Does Mageseeker Warden prevent units from entering ready via Sun Disc?
Ruling: No, Mageseeker Warden does not prevent units from entering ready via Sun Disc. Mageseeker only prevents the action of readying (rotating an exhausted unit to ready), not units that enter the battlefield already in a ready state.
Sequence:
- Units normally enter the battlefield exhausted
- Sun Disc (like Accelerate) causes the unit to enter ready instead
- The unit is never seen as exhausted, so there is no readying action to prevent
- Mageseeker Warden cannot interact with this because no readying occurs
Nuances:
- Readying is specifically defined as the action of rotating a card 90 degrees from exhausted to ready
- Entering ready is not the same as being readied - the unit never transitions from exhausted to ready
- This works the same way as Accelerate, which has explicit rules stating it doesn't interact with abilities affected by units becoming ready
- Sun Disc uses the same functional wording as Accelerate ("enters ready" rather than "ready it")
Does Mageseeker Warden prevent units with Accelerate (like Sprite Mother tokens) from entering ready, and does it stop Thousand Tail Watcher from readying itself?
Ruling: Mageseeker Warden does not prevent units from entering the board ready. It only prevents exhausted units from being readied. Sprite tokens and all accelerated units enter ready and are not affected by Mageseeker Warden. Thousand Tail Watcher is also not affected because it does not "ready itself" in the way that triggers Mageseeker's ability.
Nuances:
- Entering ready is different from readying a unit - there is never a time where an accelerated unit is exhausted if the accelerate cost is paid
- Accelerate does not interact with or trigger abilities that are affected by units becoming ready
- Darius Trifarian's ability works differently because it explicitly readies itself
Does Mageseeker Warden prevent units with Accelerate from entering ready, and does it prevent Sprite Call and Sprite Mother tokens from entering ready?
Ruling: Mageseeker Warden does not stop Accelerate or Sprite tokens from entering ready.
Nuances:
- Anything that enters ready is not affected by Warden's ability that prevents spells and abilities from readying enemy units and gears
Does Mageseeker Warden stop Accelerate from working?
Ruling: Mageseeker Warden does not stop Accelerate from working. Accelerate causes a unit to enter ready, which is different from readying a unit.
Nuances:
- Mageseeker Warden prevents abilities from readying enemy units, but does not prevent units from entering ready
- This same principle applies to other effects like Vayne and Confront that make units enter ready rather than readying exhausted units
Does Mageseeker block Vayne from entering play, similar to how it interacts with other Accelerate cards?
Ruling: Mageseeker does not stop Vayne or other Accelerate units from entering play. Mageseeker does not prevent units from entering ready.
Nuances:
- Mageseeker's effect does not interact with Accelerate mechanics
- Units entering ready are not blocked by Mageseeker
Does Mageseeker prevent green Leona (Leona Zealot) from entering play ready?
Ruling: No, Mageseeker does not prevent Leona Zealot from entering play ready.
Nuances:
- Mageseeker only prevents exhausted units from being readied
- Mageseeker does not prevent units that were never exhausted from entering play in a ready state
Does Magma Wurm see itself (does its ability trigger when it enters the board)?
Ruling: No, Magma Wurm does not see itself because the card text specifies "other" friendly units.
Nuances:
- If the card said "friendly units enter ready" without "other," it would see itself because passive abilities become active before a unit enters the board exhausted
- The timing works this way: card text becomes active first, then the unit enters the board, so self-referencing enter effects can work if not restricted by "other"
Does Mask of Foresight choose a target when it gives the +1?
No, **Mask of Foresight does not choose a target** when it gives the +1 might bonus.
According to the card text, the ability reads: "When a friendly unit attacks or defends alone, give it +1 might this turn."
This ability does not use the word "target," and it does not meet the criteria for targeting defined in the Core Rules (Rule 355.10). Instead, it automatically applies the bonus to the specific unit that triggered the ability.
As confirmed by the RiftJudge FAQ (ID 6385):
* **Mask of Foresight does not target.**
* Because it does not target, it does not check for valid targets upon resolution.
* It "snapshots" the unit that triggered it at the moment the attack or defense is declared. It will grant the +1 might to that specific unit when the ability resolves, even if the battlefield state has changed (e.g., if other units have joined the showdown since the trigger occurred).