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Riftbound Frequently Asked Questions

Search verified questions and answers.

Does Mask of Foresight give +1 might or +2 might total when a unit attacks a second time (e.g., with Ride the Wind)?
Ruling: Mask of Foresight gives +2 might total when attacking a second time with the same unit. Each separate combat triggers the +1 might bonus again, and the previous bonus persists. Sequence: - First combat: Unit gains +1 might from Mask of Foresight - First combat ends: The +1 might bonus remains on the unit - Second combat: Unit gains another +1 might from Mask of Foresight - Total: +2 might during the second combat Nuances: - The combats must be completely separate for this to work - If a unit exits a combat and returns during the same combat (e.g., removed by Force of Fire then returned with Ride the Wind), Attack/Defend triggers won't trigger the second time in that same combat - Each new, separate combat will add another +1 might that stacks with previous bonuses
Does Mask of Foresight grant its boost when a unit moves against an empty battlefield (with no enemy units to fight)?
Ruling: No, Mask of Foresight does not grant its boost when moving against an empty battlefield. Attacking and defending only occur when there is combat, which requires enemy units to be involved.
Does Mask of Foresight need to be attached or tapped when used?
Ruling: Mask of Foresight does not need to be attached or tapped when used. It is a constant triggered ability that provides its bonus any time a friendly unit attacks or defends alone.
Does Mask of Foresight proc when a unit is pushed into a battlefield using abilities like Yasuo's ability or Ride the Wind? Can Mask of Foresight proc twice in one turn when moving between battlefields?
Ruling: Mask of Foresight procs regardless of how combat started, as long as it is a combat (not an open battlefield) and the unit is the only one there. You can proc Mask multiple times in one turn. Sequence: - Moving to battlefield 1 triggers Mask (+1) - Ganking to battlefield 2 triggers Mask again (+1) - Each proc requires the unit to be alone in that combat Nuances: - The restriction is once per unit per combat - You cannot proc it by leaving and returning to the same combat (e.g., Reavers Row then Ride the Wind back to the same battlefield during the same combat)
Does Mask of Foresight retroactively stop applying if the attacking/defending unit is no longer alone during the reaction window in a showdown?
Ruling: No, Mask of Foresight does not retroactively stop applying. Once the "when I attack or defend alone" condition triggers and the triggered effect is applied, it is no longer affected by whether the unit remains alone. Nuances: - "When" creates a trigger that goes on the stack, so the condition only needs to be true at the moment of triggering - This differs from passive abilities that evaluate their conditions almost constantly
Does Mask of Foresight target Ireila to get +1?
No, **Mask of Foresight does not target Irelia, Fervent**. According to the RiftJudge FAQ (ID 9418) and Core Rules regarding targeting (Rule 355.10): * **Mask of Foresight does not target:** The ability reads, "When a friendly unit attacks or defends alone, give it +1 might this turn." It does not use the word "target," and it does not meet the criteria for targeting defined in Rule 355.10. It automatically applies to the specific unit that triggered it. * **No trigger for Irelia:** Because Mask of Foresight does not "choose" or "ready" the unit (it is an automatic effect), it does not satisfy the trigger condition of **Irelia, Fervent** ("When you choose or ready me, give me +1 might this turn"). As confirmed by RiftJudge FAQ (ID 5224), Irela Fervent's ability specifically requires "you" (the player) to perform the action of choosing or readying her. Effects that happen automatically, such as Mask of Foresight's bonus, do not count as player choices and therefore do not trigger Irelia's ability.
Does Mask of Foresight target as per rule 352.10?
No, **Mask of Foresight does not target.** According to the RiftJudge FAQ (ID 9418) and the Core Rules regarding targeting (Rule 355.10): * **Mask of Foresight does not use the word "target"** in its ability text ("When a friendly unit attacks or defends alone, give it +1 might this turn."). * As per Rule 355.10.c, effects that apply based on a trigger condition (like "When a friendly unit attacks or defends alone") do not target the unit that satisfies that condition. * The ability automatically applies to the specific unit that triggered it at the moment the attack or defense was declared. It "snapshots" that unit, meaning it will grant the +1 might to that specific unit when the ability resolves, regardless of whether the battlefield state has changed since the trigger occurred.
Does Mask of Foresight trigger Irela Fervent's ability when it readies a unit?
Ruling: Mask of Foresight does not trigger Irela Fervent's ability because Irela Fervent specifically requires "you" (the player) to choose or ready the unit, and Mask of Foresight is not a player choice. Nuances: - Irela Fervent's trigger condition specifies "When you choose or ready me" which requires the player to be the one performing the action - Effects that automatically ready units without player choice do not satisfy this condition
Does Mask of Foresight trigger each time the unit attacks or defends in a chain, and can it stack multiple times in one turn?
Ruling: Mask of Foresight triggers when the unit attacks or defends in a chain (not while), and it can trigger multiple times if the unit is involved in multiple showdowns in a turn. Nuances: - The buff persists even if the unit later gains allies in combat - Triggering multiple times requires either having ways to attack multiple times (relatively uncommon) or the opponent attacking multiple times (which would typically be a misplay)
Does Mask of Foresight trigger go on the initial chain with when I attack/when I defend triggers, and what is the resolution order when attacking Ahri with 2x Mask of Foresight?
Ruling: Mask of Foresight is effectively a "when I attack" or "when I defend" trigger that goes on the initial chain at the same time as all other when attack/defend triggers. When attacking with a 2 Might unit and 2x Mask of Foresight against a 3 Might Ahri, the attacker ends up at 3 Might and trades with Ahri. Sequence: - All when I attack and when I defend triggers go on the initial chain simultaneously - Attack triggers go on the chain first, then defend triggers - Defend triggers resolve first (last in, first out) - When attacking Ahri: Ahri's defend trigger resolves first (-1 Might from Ahri), then Mask triggers resolve (+2 Might from 2x Mask) - When defending against Ahri: Mask triggers resolve first (+2 Might from 2x Mask), then Ahri's attack trigger resolves (-2 Might from Ahri) Nuances: - Abilities with "when" or "whenever" are triggered abilities that use the chain, while "while" indicates passive abilities that don't - In multiplayer, the order is: attack triggers > everything else in turn order > defend triggers
Does Mask of Foresight trigger if a unit becomes solo after the initial combat declaration (e.g., if the other defending unit is removed during the When I Defend/Attack chain)?
Ruling: Mask of Foresight only checks at the start of the When I Defend/When I Attack step when attackers and defenders are declared. If you have 2 units when combat designation is assigned, Mask will not trigger for that combat even if one unit is removed later. Sequence: - All units are declared as attackers and defenders at the start of combat showdown - Mask of Foresight checks at this moment whether the unit is solo - If not solo at this point, Mask cannot trigger later in that combat - Even if the unit becomes solo after spells or abilities resolve, the Mask trigger cannot be added to the stack
Does Mask of Foresight trigger if a unit ends up attacking alone mid-showdown (e.g., when starting with 2 attackers but one dies before damage)?
Ruling: Mask of Foresight only triggers when a unit gains the Attacker or Defender designation while alone. If a unit already has the designation from when the showdown started with multiple units, Mask will not trigger even if other units die and it ends up alone. Sequence: - When a showdown begins with 2+ attackers, all units gain the Attacker designation - Mask of Foresight does not trigger because no unit is attacking alone at the moment of designation - If one attacker dies before damage, the remaining unit already has its designation and won't trigger new Attack triggers like Mask Nuances: - Mask CAN trigger mid-showdown if a unit gains its designation while alone (e.g., being moved into an empty battlefield as a defender) - "When I attack/defend" triggers happen when units are assigned designations, not just at showdown start - Mask can trigger multiple times on the same unit in one turn if it participates in separate combats while alone
Does Mask of Foresight trigger if you have two units on Reavers Row and use Reavers Row's ability to recall one unit first, leaving the other defending alone?
Ruling: No, this does not work. When defender triggers happen, they all trigger at the same time based on the game state at that moment. Since both units are defending when triggers are checked, Mask of Foresight never triggers because the unit is not defending alone at that point. Sequence: - Both units are declared as defenders - All "When You Defend" triggers check simultaneously - Mask of Foresight does not trigger because the unit is not defending alone at this moment - Even if Reavers Row resolves first and recalls one unit, it's too late for Mask to trigger Nuances: - Mask of Foresight is not a passive effect that continuously checks game state; it only checks when triggers initially occur - You do control the order that simultaneous triggers resolve, but this doesn't help because Mask never triggers in the first place - Attack/defend abilities only activate when a unit is declared attacker/defender for the first time per combat, so recalling and bringing back a unit in the same showdown won't trigger them again - If the opponent recalls their unit with Reavers Row after your unit was already declared an attacker, your unit keeps any buffs from Mask for the rest of combat
Does Mask of Foresight trigger multiple times in a turn if the same unit participates in multiple combats, allowing it to gain +2 or more total?
Ruling: Mask of Foresight triggers once per combat per unit. If the same unit participates in multiple separate combats in the same turn (e.g., attacking alone, conquering, then attacking alone at another battlefield), it gains +1 each time for a cumulative total that lasts until end of turn. Sequence: - When a unit attacks or defends alone, Mask of Foresight triggers and goes on the chain - The unit gains +1 until end of turn - If that same unit participates in another combat alone later in the turn, Mask triggers again - The unit gains another +1, for +2 total (the bonuses stack) Nuances: - This is a triggered ability (uses "when"), not a passive, so it goes on the chain - The trigger occurs when a unit "becomes an attacker" or "becomes a defender" - Moving a unit around within the same combat does not trigger it multiple times - it only triggers once per combat per unit - Removing other units after attackers/defenders are declared does not retroactively trigger Mask (it's too late) - Different units attacking/defending alone in the same combat each get their own +1
Does Mask of Foresight trigger when a unit with Challenge initiates a fight, or only during combat in showdowns?
Ruling: Mask of Foresight only activates during combat, which occurs when units from 2 players become present at a battlefield. Challenge does not create a combat, so Mask of Foresight does not trigger from Challenge fights. Nuances: - Mask of Foresight will not activate during an open showdown (when you move to a battlefield without any units)
Does Mask of Foresight work on an open showdown?
No, **Mask of Foresight does not work on an open showdown.** According to the **RiftJudge FAQ (ID 1368)**, Mask of Foresight only activates during combat, which occurs when units from two players are present at a battlefield. It does not trigger during an open showdown (when you move to a battlefield without any enemy units). Furthermore, as noted in **RiftJudge FAQ 4707**, attacking and defending only occur when there is combat; moving a unit against an empty battlefield does not constitute "attacking" or "defending" in the rules, so the trigger condition for Mask of Foresight is never met.
Does Mask of Foresight's +1 might bonus persist after a unit leaves combat, and does it stack if the unit attacks alone multiple times in the same turn?
Ruling: The +1 might bonus from Mask of Foresight lasts for the rest of the turn regardless of whether the unit leaves the battlefield, joins other units, or loses attacker/defender status. Each time the unit attacks alone in the same turn, it gains an additional +1 might that stacks with previous bonuses. Sequence: - Unit attacks alone and gains +1 might for the turn - Unit can move to base or join other units and retains the +1 might - If the unit attacks alone again in the same turn, it gains another +1 might (now +2 total) - This stacking continues for each separate attack made alone during the turn Nuances: - The bonus persists even if the unit becomes joined by other units after gaining it - The bonus persists even if the unit loses attacker or defender designation - Multiple Mask of Foresight artifacts multiply the bonus (+3 per attack with 3 masks equipped)
Does Mask of Foresight's +1 might bonus remain on a unit if another unit joins the showdown after Mask has triggered?
Ruling: Mask of Foresight triggers and snapshots when the unit initially enters combat alone. The +1 might bonus remains even if another unit joins the showdown later. Sequence: - Unit attacks alone into a battlefield, triggering Mask of Foresight on the Initial Chain - Mask resolves, granting +1 might to the unit - The bonus is locked in and does not change - During the open showdown (when you have Focus), you can play cards like Zenith Blade to bring in additional units - The original unit keeps the +1 might from Mask regardless of other units joining Nuances: - Triggers that change might (Mask, Smoke Screen, Stupify, Thousand-Tailed Watcher) all snapshot and don't continue to check conditions after resolving - Attack triggers like Mask can trigger anytime a unit moves into combat for the first time, which is useful for Zenith Blade strategies
Does Master Yi Meditative get +4 might when you have '8 or more' runes or '9 or more runes'?
Ruling: The notation '8+' means '8 or more', not '9 or more'. Master Yi Meditative gets +4 might when you have 8 or more runes. Nuances: - This follows standard English interpretation where '8+' includes 8 and all values higher than it - The notation '9+' would be used if the intent was '9 or more' - This interpretation is consistent with similar notation in Magic: The Gathering, where 'N+' means 'N or more'
Does Master Yi's +2 Might apply before Yasuo's attack ability kills him when both are at 7 Might?
Ruling: Master Yi's +2 Might applies before Yasuo's ability resolves, making Master Yi 8 Might and surviving the combat. The passive kicks in as long as Master Yi has the defender designation and is alone. Sequence: - Master Yi gets the defender designation at the beginning of combat - Master Yi's passive applies (becoming 8 Might) because he has defender designation and is alone - Yasuo's attack trigger resolves Nuances: - Even if Master Yi were a triggered ability rather than static, it would still resolve first because defense triggers go on the chain after attack triggers
Does Master Yi's passive ability (+2 might to lone defenders) apply immediately when a showdown begins, or only during combat resolution?
Ruling: Master Yi's passive ability grants +2 might to a lone defender immediately when the combat showdown begins, before any actions are taken. This is a passive effect that cannot be reacted to and applies as soon as the conditions are met. Sequence: - Opponent moves unit to battlefield with a defender - Combat showdown begins - Master Yi's passive immediately grants +2 might if only one defending unit is present - Action chain begins (damage spells and other actions must account for the might increase) Nuances: - This is a might increase, not a buff token (the term "buff" has a specific mechanical meaning in Riftbound referring to buff tokens) - The ability is always active while its conditions are met - if a unit is removed during the showdown leaving only one defender, that defender immediately gains +2 might - Similar passive abilities like Assault and Shield also activate immediately when showdown begins
Does Meditation target a unit to draw on Dreaming Tree?
No, **Meditation** does not target a unit, and therefore it does not trigger **The Dreaming Tree**. ### Reasoning 1. **Meditation's Cost vs. Effect:** According to the card text, exhausting a friendly unit is an **additional cost** to play Meditation, not an effect of the spell. Rule 352.10.c states that objects included as part of a cost do not target. 2. **The Dreaming Tree's Trigger:** The Dreaming Tree triggers only when a player "chooses a friendly unit... with a spell." Because the unit exhausted for Meditation is part of the cost and not a target of the spell's effect, the condition for The Dreaming Tree is not met. 3. **FAQ Confirmation:** Multiple RiftJudge FAQs (524, 2138, 1123, 206, 3276) explicitly confirm this interaction: * "Meditation does not trigger DreamingTree's battlefield ability." * "Exhausting a unit as an additional cost for Meditation does not trigger DreamingTree's ability to choose that unit." * "Choosing a unit as part of paying an additional cost is not the same as targeting that unit." ### Summary of Meditation Resolution When you play Meditation: * You choose whether or not to pay the additional cost of exhausting a friendly unit. * The spell does not target a unit, so The Dreaming Tree does not trigger. Note: I could not fully verify the specific card draw amounts mentioned in the draft against the retrieved rules.
Does Merchant's triggered effect (when moving to battlefield) happen before Showdown/Combat, and can opponents react to it?
Ruling: Merchant's trigger happens before Showdown begins, so you discard/draw before getting priority to play actions during Showdown. Opponents can react to the Merchant trigger itself. Sequence: - Merchant moves to battlefield and triggers - Opponents can react to the trigger (it goes on the chain) - Trigger resolves (discard/draw happens) - Showdown begins with action priority Nuances: - If Merchant is removed (e.g., by Gust) in response to its trigger, the discard/draw still happens because the ability is already on the chain and doesn't require information
Does Mindsplitter trigger and reveal hand if I use Star-Crossed on it in response to the trigger?
Yes, **Mindsplitter’s** "When you play me" ability will still resolve and force your opponent to reveal their hand, even if you use **Star-Crossed** in response to return the Mindsplitter to its owner's hand. ### Why this works: 1. **Triggered Abilities Exist Independently:** Once a triggered ability is placed on the chain, it exists independently of its source. Even if the Mindsplitter is returned to the hand by your *Star-Crossed*, the ability remains on the chain and will resolve normally. 2. **Referents Checked on Resolution:** While your *Star-Crossed* removes the Mindsplitter from the board, the Mindsplitter's ability does not require the unit to remain on the battlefield to resolve its effect. It simply requires you to have chosen an opponent when the ability was placed on the chain. ### Sequence of Events: 1. **Mindsplitter enters:** Your opponent plays Mindsplitter; it enters the battlefield immediately. 2. **Triggered Ability:** Mindsplitter’s "When you play me" ability triggers and is placed on the chain, creating a **Closed State**. 3. **Your Reaction:** You play **Star-Crossed** as a [Reaction], targeting the Mindsplitter and a friendly unit. 4. **Chain State (Top to Bottom):** * [Top] *Star-Crossed* * [Bottom] *Mindsplitter's ability* 5. **Resolution (LIFO - Last-In, First-Out):** * **Star-Crossed resolves first:** Both targeted units are returned to their owners' hands. * **Mindsplitter's ability resolves second:** Despite the Mindsplitter no longer being on the board, the ability resolves. Your opponent must reveal their hand and discard a card as instructed. This is consistent with established game mechanics regarding triggered abilities and how they interact with removal spells like *Star-Crossed* (see **RiftJudge FAQ #10299** and **#10703**).
Does Mine Field's effect count as discard?
Ruling: Mine Field's effect (placing the top 2 cards of your main deck in the trash when you conquer) is not the Discard game action. Nuances: - The card text says to place cards in the trash, which is different from the Discard game action
Does Minefield count as a discard trigger for Super Mega Death Rocket?
No, **Minefield** does not count as a discard trigger for **Super Mega Death Rocket!**. According to the rules and FAQs for these cards: 1. **Definition of Discard:** Rule 422.1 defines discarding specifically as moving a card from a player's **hand** directly into their trash. 2. **Minefield's Effect:** Minefield's ability instructs you to put the top 2 cards of your **Main Deck** into your trash. As clarified in **RiftJudge FAQ #6746**, this is not the "Discard" game action. 3. **Super Mega Death Rocket! Requirement:** The ability on Super Mega Death Rocket! specifically requires you to "discard 1" (from your hand) to return it from the trash to your hand. Because Minefield moves cards from your deck to the trash, it does not satisfy the requirement for a discard, nor does it trigger any effects that rely on the "Discard" game action.
Does Mirror Image copy Gear?
No, **Mirror Image** does not copy Gear. According to the official rules on copy effects (Patch Notes - 2026-03-30) and confirmed by multiple RiftJudge FAQs (e.g., #10239, #11044), copy effects only copy the **"copyable traits"** of a game object, which are its printed characteristics (such as Might) and its Rules Text. Gear is a separate game object attached to a unit; it is not part of a unit’s printed or copyable traits. Therefore, when you use **Mirror Image** on a unit with attached Gear, the resulting **Reflection** token enters the board without that Gear.
Does Miss Fortune Captain's 'The 1st time I move' trigger happen at the same time as 'when I attack' triggers, or does it happen before combat begins?
Ruling: Miss Fortune Captain's 'when I move' trigger resolves in its own chain before combat begins, separate from 'when I attack' and 'when I defend' triggers. Sequence: - Combat is staged (units move into battlefield) - Miss Fortune's move trigger goes on chain and resolves - Combat begins - Initial combat chain with 'when I attack' and 'when I defend' triggers - Attacker plays action/reaction - Defender plays action/reaction - Combat resolution Nuances: - All 'when I move' triggers (like Travelling Merchant) occur before combat begins - If multiple units with 'when I move' triggers move simultaneously (like MF Captain and Crackshot Corsair), they resolve on different chains before combat starts - You can respond with reactions to the 'when I move' trigger
Does Miss Fortune give you a point when you play it to an open battlefield?
Ruling: Miss Fortune does not immediately give you a point when played to an open battlefield. You only score a point after conquering the battlefield through the showdown that is triggered. Sequence: - Play Miss Fortune or move a unit to an uncontested battlefield (this applies contested status) - The play/move completes, and Miss Fortune's location is at the battlefield. This starts a showdown where the controlling player is the attacker with focus and priority - If the player passes priority and the enemy does nothing, the resolution step occurs and the player conquers because attacking units remain but no defending units remain (scores 1 point) - If the player passes priority and the enemy removes Miss Fortune with an action/reaction, the resolution step occurs and the player does not conquer because no attacking units remain (no point scored) Nuances: - You can play hidden units to open battlefields if you have Miss Fortune in play, but not as hiddens. Playing and hiding are two different actions; you can play but not hide at an open battlefield.
Does Mistfall trigger Irelia's ability that requires choosing/targeting?
Ruling: Mistfall does not trigger Irelia because it does not target. Choosing equals targeting for Irelia's ability. Nuances: - The term "choosing" is equivalent to "targeting" (similar to how it works with Dreaming Tree) - Cards must explicitly target to trigger Irelia's ability
Does Mistfall trigger when you attempt to buff a unit that already has a buff counter?
Ruling: Mistfall does not trigger when you attempt to buff a unit that already has a buff counter. You are only considered to be "buffing" a unit if you effectively put a buff token on it. Nuances: - Choosing a unit to buff and actually buffing it are two different things - If Mistfall said "When you choose a friendly unit to buff" it would work differently, but it requires an actual buff to occur - The trigger "When you buff a unit" can be understood as "When a buff token is put on a unit" - Lee Sin Green is an exception to the normal buff counter rules
Does Moonfall's ability to reduce all enemy units might by 2 at a battlefield affect units played after Moonfall resolves?
No, **Moonfall** does not affect units played at that battlefield after it resolves. According to **RiftJudge FAQ #6445**, might reduction effects like the one on Moonfall "snapshot" the game state when they resolve. They apply their modification only to the units currently in play at the targeted location at the moment of resolution. ### How it works: 1. **Resolution:** When Moonfall resolves, it gives all enemy units *currently at that battlefield* -2 Might for the turn. 2. **Snapshot:** The effect then stops checking the game state. 3. **New Units:** Any unit played at (or moved to) that battlefield *after* Moonfall has finished resolving will not receive the -2 Might penalty. This behavior is consistent with other similar cards (like *Thousand-Tailed Watcher* or *Smokescreen*), which apply their debuff once and then cease to affect the battlefield further.
Does Mundo's Might value change dynamically as cards are added to trash, including during chain resolution?
Ruling: Mundo's Might changes dynamically as the number of cards in your trash changes. During a chain, Might adjusts after each spell finishes resolving when game state is checked/cleaned up. Sequence: - Play a reaction spell that discards - Spell finishes resolving - Game state is checked/cleaned up - Dr. Mundo's Might adjusts to reflect new trash count Nuances: - The dynamic nature of Might is why Mundo's second ability has you recycle from trash (it would reduce his Might)
Does Navori Bladescout's ability target, and can you react with Cub from hidden to give the buff to Cub itself?
Ruling: Navori Bladescout's ability does target. You cannot react with Cub from hidden to give the buff to Cub itself. Sequence: - The trigger goes onto the chain and finalizes - Targets are picked during finalization - Your first priority window is after finalization (after targets are already picked) Nuances: - You can react to the trigger going onto the chain, but your priority window comes after target selection has already occurred
Does Nocturne have an optional additional cost that would be reduced by Purple Ezreal's ability?
Ruling: Nocturne does not have an optional additional cost. The power cost to play Nocturne from banish is just the regular cost you pay to play the card, not an additional cost. Sequence: - First, decide whether to banish Nocturne when you look it up or reveal it - If you banish Nocturne, it goes to the banish zone (a public zone) - Then decide whether to play Nocturne from banish - If you choose to play it, you must pay the 1 power cost as its regular cost - If you don't pay the cost, Nocturne remains banished Nuances: - Optional additional costs refer specifically to mechanics like Accelerate or Repeat, not alternative ways to play cards - Alternative costs (like Immortal Phoenix or Flame Chompers) are also not optional additional costs - The distinction matters for effects like Purple Ezreal that specifically reduce "optional additional costs" - Banish zone is a public zone, so all players can see cards banished there
Does Nocturne's ability trigger when you draw him from your deck?
Ruling: Drawing a card is not the same as "looking at" cards. Nocturne's ability does not trigger when you draw him. Nuances: - "Looking at" cards refers to specific effects that reveal the top X cards of your deck (like Baited Hook) - Drawing is a separate game action that does not count as "looking at" for card abilities
Does Nocturne's effect trigger when it is revealed, or does the effect specifically need to say 'looked at'?
Ruling: Nocturne's effect triggers when it is revealed. This was confirmed via red text (official ruling). Nuances: - "Revealing" and "looking at" are technically different actions in the rules, but for Nocturne specifically, revealing does trigger its effect.
Does Not So Fast cancel out Rebuke when targeting a defending unit?
Ruling: Not So Fast can counter Rebuke when Rebuke targets a unit on your battlefield. Nuances: - Not So Fast cannot counter spells that target battlefields (like Bullet Time) rather than units or gear, even if you control that battlefield - Units affected by area effects are not the same as targets - When Not So Fast counters a triggered ability with a cost paid on resolution (like Overzealous Fan), the cost is not paid and the effect does not happen
Does Not So Fast counter the full trigger of Elder Dragon's "When you play me" effect, or would Not So Fast only counter the trigger on one unit?
Yes, **Not So Fast** counters the entire "When you play me" triggered ability of Elder Dragon, protecting all units targeted by that ability. According to **RiftJudge FAQ #10330**, when you use *Not So Fast* to counter a spell or ability, you are countering the entire effect as a single chain item, regardless of how many units it was intended to affect. *Not So Fast* does not partially resolve; it cancels the entire ability, so none of its instructions (the damage to your units) will execute. ### Sequence: 1. **Opponent plays Elder Dragon:** The unit enters the board. 2. **Triggered ability:** Elder Dragon’s "When you play me" ability is placed on the chain, choosing up to three of your units as targets. 3. **Game State:** The state becomes CLOSED. 4. **Reaction:** You play **Not So Fast** as a [REACTION], targeting the Elder Dragon's triggered ability. 5. **Resolution:** The chain resolves in Last-In, First-Out (LIFO) order. * **Not So Fast** resolves first, countering the Elder Dragon’s triggered ability. * The Elder Dragon’s ability is removed from the chain and does no damage to any of your units. According to **Rule 425.1.a**, a card or ability that is Countered does nothing and is cleared from the chain.
Does Not so Fast counter King's Edict?
No, **Not So Fast** cannot counter **King's Edict**. According to the card text and official rulings, **Not So Fast** can only counter a spell or ability that "chooses" a friendly unit or gear. **King's Edict** does not target or choose units when it is played; instead, it instructs each opponent to make a choice during the resolution of the spell. As established in **RiftJudge FAQ #509** and **FAQ #8616**, choices made by players as instructed by a spell's resolution are distinct from the spell itself "choosing" or "targeting" a unit. Because **King's Edict** does not contain the word "target" or "choose" as part of its initial play requirements, it does not meet the criteria for being countered by **Not So Fast**.
Does Not so Fast counter Switcharoo?
Yes, **Not So Fast** can counter **Switcheroo**. According to **RiftJudge FAQ #8679**, this interaction works because **Switcheroo** explicitly chooses (targets) two units when it is played. Because it targets units, it meets the requirement for **Not So Fast**, which states it can "Counter an enemy spell or ability that chooses a friendly unit or gear." ### How the interaction works: 1. **Targeting:** When **Switcheroo** is played, the player must select two specific units as targets. 2. **Reaction Timing:** You must play **Not So Fast** while **Switcheroo** is still on the chain (before it resolves). 3. **Resolution:** If **Not So Fast** is played, **Switcheroo** is countered. Per **Rule 425.1.a**, the countered spell does nothing and is cleared from the chain. Per **Rule 425.1.c**, the energy spent to play the countered spell is not refunded.
Does Noxian Drummer's ability to play a 1 might Recruit unit token work when she moves to an enemy battlefield, or is it limited to only battlefields you control?
Ruling: Noxian Drummer's ability works on any battlefield, including enemy battlefields. The restriction that units are played to your base or a battlefield you control applies only when you choose to play units, but Drummer's ability does not involve choosing a location. Nuances: - The general rule about playing units to controlled locations only applies when you are making a choice about where to play a unit - Drummer's ability automatically plays the token to wherever she moves, without requiring a choice of location
Does Noxian Guillotine's delayed trigger count as killing a unit with a spell for Immortal Phoenix?
Ruling: Yes, Noxian Guillotine's delayed trigger counts as killing a unit with a spell and will trigger Immortal Phoenix. Nuances: - The retired FAQ suggested delayed kills don't count, but this FAQ has been officially retired - The Core Rules state that abilities originating from game objects (like delayed triggers) are responsible for kills in addition to the game object that created them - Imperial Decree works the same way as Noxian Guillotine for this interaction
Does Orange Fiora's ability to double her Might include Might gained from Shield and Assault keywords?
Ruling: Yes, Fiora's ability doubles her Might including any Might gained from Shield and Assault keywords, as these are passive effects that are already active when her ability triggers. Sequence: (when Shield is granted by a triggered ability like a battlefield) - Shield and Fiora's ability both trigger simultaneously - You can order Shield to resolve before Fiora's ability - Fiora's ability then doubles her total Might including the Shield bonus Nuances: - Passive Shield/Assault effects are automatically included in the doubling - When Shield is granted by a triggered ability (like a battlefield), you can choose the order of resolution to ensure Shield resolves first
Does Orange MF ready something only when standard moved, or also when moved by a card effect like Ride The Wind for the first time in a turn?
Ruling: Orange MF readies something regardless of how she is moved, whether by standard movement or card effects like Ride The Wind. Nuances: - This applies to the first time she moves in a turn
Does Orange Volibear draw 1 card per character that moves, or 1 card per movement action (if 4 units move to another battlefield simultaneously, is it 1 card or 4 cards)?
Ruling: Orange Volibear draws 1 card per movement action, not per unit. If 4 units move to another battlefield at the same time, you draw 1 card total because the card says "opponent" not "unit". Nuances: - Volibear must be at a battlefield to trigger this ability. If he's in base, there is no "battlefield other than his" so the ability doesn't trigger.
Does Ornn Forge God buff himself with gold gear tokens and with the gear he has equipped?
Ruling: Yes, Ornn Forge God buffs himself with gold gear tokens and equipped gear because gear tokens are still considered gear. Nuances: - Gold gear tokens count as gear for the purposes of Ornn's ability - Equipped gear also counts toward the buff
Does Ornn Legend's power reduction apply to the hidden gear cost of cards like Zhonya's Hourglass?
Ruling: Ornn's power reduction does not apply to hidden gear costs. Hiding a card is not the same as playing it, so Ornn cannot be used to reduce the cost of hiding a gear. Nuances: - A hidden card knows nothing about itself - There would be no logistical way to confirm the cost reduction on a hidden card
Does Overzealous Fan make me pay Deflect when I kill it to move enemy unit to the base?
Yes, you must pay the **Deflect** cost if you choose to target an enemy unit that has the **Deflect** keyword with *Overzealous Fan's* ability. According to **RiftJudge FAQ #8505**, the interaction works as follows: 1. **Triggering:** When *Overzealous Fan* gains the Defender designation, its ability triggers and is placed on the chain. 2. **Targeting:** You must choose the target (the attacking unit you intend to move) at the time you place the ability on the chain. 3. **Deflect Cost:** Because the ability chooses a unit, if that unit has **Deflect**, you are required to pay the **Deflect** cost at the time you place the ability on the chain. 4. **Resolution:** If you successfully pay the cost and place the ability on the chain, the ability resolves later. Only at the moment of resolution do you make the choice of whether to "kill" the *Overzealous Fan* to complete the effect. **Summary of Key Points:** * **Targeting vs. Cost:** The targeting (which requires paying Deflect) happens when the ability is placed on the chain. The "kill me" portion is a cost-within-instruction that is only paid upon resolution. * **Mandatory Cost:** If you cannot pay the **Deflect** cost, you cannot legally choose that unit as a target for the ability.
Does Overzealous Fan target an enemy unit, can Not So Fast counter it, and if so, does the Fan die?
Ruling: Overzealous Fan does target an enemy unit because the targeting is part of the effect, not the cost. Not So Fast can counter it. When countered, the Fan does not die because the whole ability is countered and the instruction (including the cost within instruction to kill the Fan) is not executed. Sequence: - Player B attacks into Player A who has Fan and another unit at the battlefield - Initial chain happens, Fan's trigger is added to the chain targeting an enemy unit - Not So Fast is played as a reaction targeting Fan's trigger - Reactions may happen - Not So Fast resolves, countering Fan's trigger - Since the effect won't resolve, Fan won't die Nuances: - The cost to kill the Fan is a "cost within instruction" that is paid when the instruction executes, not a cost to put the ability on the chain - Triggered abilities don't currently have printed costs in the traditional sense - Costs within instructions are executed during resolution, so countering the ability prevents the cost from being paid
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