⚠ Legacy admin page — this FAQ browser is scheduled for removal. Use Search or Review Proposals instead.
Does Ravenbloom Tome's effect get consumed/wasted if used on a non-damaging spell?
Ruling: Yes, the Ravenbloom Tome effect is consumed even if used on a spell that doesn't deal damage. The effect applies to "the next spell" you play, regardless of whether that spell can deal damage.
Nuances:
- Non-damaging spells cannot deal bonus damage, but they still consume the Tome's effect
- You should pair the Tome with damaging spells to get value from the effect
- Multiple Tomes stack (two Tomes = two extra damage on the next spell)
Does Ravenbloom get +1 when you reveal a hidden spell?
Ruling: Ravenbloom does not get +1 when you reveal a hidden spell. It gets +1 when you play the spell, which occurs after the spell resolves when you flip it up on a later turn.
Sequence:
- Hiding a spell is not considered playing it
- When you flip the hidden spell up on a later turn, you are playing it
- The playing occurs after the spell resolves
- Ravenbloom gets +1 at that point
Nuances:
- The act of hiding a spell does not trigger Ravenbloom
- Only the actual playing (after flipping and resolving) triggers the +1
Does Ravensbloom Student's trigger go on the stack/chain where it can be reacted to, or does it immediately gain power?
Ruling: The trigger goes on the chain and can be reacted to before it resolves.
Nuances:
- Only Reaction spells can be used to respond to the trigger, not Action spells
- There may not be 3 damage Reaction spells currently available in the game
Does Reaver's Row effect count as targeting the friendly unit even if you choose not to return it to hand?
Ruling: Yes, Reaver's Row always targets the friendly unit when you put it on the chain, regardless of whether you ultimately choose to return the unit to hand or not.
Sequence:
- When the defender trigger occurs and the initial chain is formed, you declare the friendly unit as a target
- Priority passes to the opponent
- When priority returns to you, you then decide whether to actually return the unit to hand or not
Nuances:
- The targeting happens at the moment you put the ability on the chain, not when it resolves
- You can choose not to return the unit but the targeting still occurred
Does Reckoner's Arena battlefield trigger Yone - Blademaster Ability?
Yes, **Reckoner's Arena** will trigger **Yone, Blademaster**'s ability, provided the specific conditions of Yone's ability are met.
According to the official Riftbound FAQ (FAQ ID 9002):
1. **The Trigger:** Reckoner's Arena has the ability: *"When you hold here, activate the conquer effects of units here."* This forces the "When I conquer" abilities of units present to trigger, even though you are technically performing a "Hold" action.
2. **Yone's Condition:** Yone's ability specifically triggers: *"When I conquer a battlefield that was uncontrolled..."*
3. **The Interaction:** Because Reckoner's Arena activates the conquer effect, Yone's ability will check its condition. If the Reckoner's Arena was **uncontrolled** immediately before you gained control of it (the action that led to this hold), the condition is satisfied and the effect will resolve, dealing damage equal to Yone's Might to an enemy unit in a base.
**Important Note on Scoring:**
According to Rule 465, a player may only Score (Conquer or Hold) from a battlefield once per turn. If you have already Scored that specific Reckoner's Arena earlier in the same turn, you cannot Score it again, and therefore the "When you hold" trigger on the battlefield will not fire (Rule 466.2.c).
Does Red Brambleback work with Battlefield Conquer effects?
Yes, **Red Brambleback** works with battlefield conquer effects.
According to its text, "Your conquer effects for conquering here trigger an additional time." When you conquer the battlefield where **Red Brambleback** is present, your conquer effects (both those on your units and those triggered by the act of conquering) will trigger once for the conquer action itself, and then trigger an additional time due to the **Red Brambleback** ability.
### Important Considerations:
* **Conquer Requirement:** As per **RiftJudge FAQ #6745** and **Rule 465**, you must successfully perform a *Conquer* game action for these effects to trigger. If you cannot score the battlefield (for example, if you already held it this turn), you cannot conquer it, and therefore no conquer effects—including those enhanced by Red Brambleback—will trigger.
* **Trigger Sequence:** When you conquer the battlefield, the standard conquer event occurs, and the additional trigger from **Red Brambleback** is added to the chain as a pending item, effectively doubling the output of your conquer effects.
*Note: This interpretation is based on the card text of Red Brambleback and standard rules for conquer triggers. As noted in the retrieved FAQs, this assumes you have not already scored the battlefield this turn, as you can only score a battlefield once per turn (Rule 465).*
Does Red Darius trigger his 'ready and +2 might' ability when the second card played that turn (Stupefy) is countered by Defy?
Ruling: No, Darius does not trigger when a card is countered. A countered spell is not considered "played" for game effects like Darius's ability.
Sequence:
- First card is played (counts as played)
- Second card is played but gets countered by Defy
- The countered card does not count as "played" for Darius
- When a third card is played, it counts as the second card played that turn
- Darius triggers (ready and +2 might) on this third card
Nuances:
- Countered cards do not count toward the number of cards played for triggering effects like Legion and Darius
Does Reflections gain the power and energy costs of the chosen unit?
Yes, a Reflection unit token does gain the energy and power costs of the unit it is copying.
According to **RiftJudge FAQ #8759**, cost is an inherent trait that is copied when a game object becomes a copy of another. While tokens normally have a cost of 0, when a token becomes a copy of a card, it adopts all of that card's copyable traits, including its base energy and power costs.
Does Rek'Sai Swarm trigger on a non-combat Showdown?
No, **Rek'Sai, Swarm Queen** does not trigger on a non-combat showdown.
According to the established rules and RiftJudge FAQs (#8827 and #9415):
1. **Non-Combat vs. Combat:** When you move a unit to an unoccupied battlefield, you initiate an "open showdown." In this state, there is no combat, and no units possess the "Attacker" or "Defender" designation.
2. **Trigger Condition:** Rek'Sai's ability ("When I attack...") is an **Attack Trigger**. Per the game rules, these triggers only occur when a unit gains the "Attacker" designation during a **combat showdown**.
3. **Result:** Because moving to an empty battlefield does not initiate combat, Rek'Sai does not gain the "Attacker" designation, and her ability does not trigger.
If an opponent subsequently moves a unit into that same battlefield, the open showdown ends and a combat showdown begins. At that moment, Rek'Sai will gain the "Attacker" designation, and her ability will trigger then.
Does Rek'Sai give units Accelerate free or do you have to pay for them?
No, Rek'Sai, Breacher does not make the **Accelerate** cost free; you must still pay for it if you want the unit to enter the board ready.
According to **RiftJudge FAQ #9737** and **Rule 805.1.a**, **Accelerate** is an optional additional cost of [1] Energy and 1 Power. Rek'Sai, Breacher’s ability grants the keyword to your units played from outside your hand, which gives you the **option** to pay that cost.
Here is how the interaction works:
* **Optional Cost:** You are not required to pay the cost. If you choose not to, the unit will enter the battlefield exhausted (the default state).
* **Payment Timing:** If you want the unit to enter the board ready, you must pay the [1] Energy and 1 Power during the "Pay Costs" step of playing that unit.
* **Tokens:** This applies to tokens as well. As noted in **RiftJudge FAQ #9360**, when an ability plays a token, Rek'Sai, Breacher grants it **Accelerate**, and you may pay the cost as part of the process of playing that token to have it enter ready.
Does Rek'Sai's legend ability trigger Fresh Beans when you play a unit from it?
Ruling: No. Fresh Beans requires you to play a unit during a showdown, but Rek'Sai's Void Burrower ability triggers during the Resolution Step after conquering a battlefield. By that time, the showdown has already closed.
Sequence:
- The combat showdown closes after the combat chain resolves and before the Combat Damage Step
- Conquering occurs during the Resolution Step
- Rek'Sai's ability triggers and allows you to play a unit
- Since the showdown is no longer active, Fresh Beans' trigger condition is not met
Does Rek'sai Swarmqueen require a target on the battlefield for Swarm Queen to become an attacker, or does a showdown make it an attacker and trigger the ability if the battlefield is empty?
To clarify how **Rek'Sai, Swarm Queen** functions, it is important to distinguish between an "open showdown" (non-combat) and a "combat showdown."
### Does Rek'Sai require a target?
**No.** Rek'Sai's ability ("When I attack...") does not require you to target anything on the battlefield to initiate the attack. You simply move Rek'Sai to a battlefield to start a showdown. The ability triggers automatically once Rek'Sai gains the **Attacker** designation during a combat showdown.
### Does the ability trigger if the battlefield is empty?
**Not immediately.**
According to the rules and established FAQs regarding "When I attack" triggers:
1. **Open Showdown:** When you move Rek'Sai to an empty battlefield, you initiate an "open showdown." At this stage, there is no combat, and no units have the "Attacker" or "Defender" designation. Because Rek'Sai is not yet an "Attacker," her "When I attack" ability does not trigger.
2. **Combat Showdown:** If an opponent moves a unit into that same battlefield, the open showdown ends, and a new "combat showdown" is staged.
3. **Triggering:** At the start of this combat showdown, Rek'Sai gains the **Attacker** designation. It is at this moment that her "When I attack" ability triggers and is added to the chain.
**Summary of the sequence:**
* **Move Rek'Sai to empty battlefield:** Open showdown begins. No "Attacker" designation is assigned, so the ability does not trigger.
* **Opponent moves unit in:** Open showdown ends; combat showdown begins.
* **Combat begins:** Rek'Sai gains the **Attacker** designation.
* **Ability triggers:** Rek'Sai's "When I attack" ability triggers, goes on the chain, and you may resolve it (revealing cards and potentially playing a unit to that battlefield).
This is my interpretation based on the standard rules for combat initiation and "When I attack" triggers. No official FAQ exists specifically for Rek'Sai, but this follows the established ruling for other "When I attack" units like Leona.
Does Relentless Pursuit allow me to move an unready unit to a battlefield?
Yes, **Relentless Pursuit** allows you to move an exhausted (unready) unit to a battlefield.
According to **RiftJudge FAQ #10072** and **RiftJudge FAQ #8882**, when a unit is moved by a card effect (such as *Relentless Pursuit*), it does not exhaust as part of the movement, and there is no requirement for the unit to be ready to be moved. Since *Relentless Pursuit* simply instructs you to "Move a friendly unit" without mentioning its state, an exhausted unit can be chosen and moved, and it will arrive at its destination still exhausted.
This is distinct from a "Standard Move" (Rule 144), which *does* require exhausting a unit as a cost. Because *Relentless Pursuit* moves the unit via a card effect, it bypasses that cost entirely.
Does Rell have to pay power costs for equipment in hand when using ability?
To determine if you must pay the Power cost for an Equipment played via Rell, Magnetic's ability, we must look at the specific wording of her ability and the rules regarding "ignoring costs."
### Ruling
**No, you do not have to pay the Power cost.**
When you use Rell, Magnetic's ability to play an Equipment, you are instructed to "play an Equipment... ignoring its cost." According to Rule 353.1.a, when a card allows you to play a card "ignoring its cost," both its base Energy cost and base Power cost are set to zero.
### How it Works
1. **Trigger:** Rell's "When I attack" ability triggers.
2. **Choice:** You choose an Equipment in your hand with an Energy cost of 2 or less.
3. **Cost Setting:** Because the ability instructs you to "ignore its cost," the base Energy and Power costs of that Equipment are set to 0 (Rule 353.1.a).
4. **Playing the Card:** You play the Equipment. Since the costs are now 0, there is no Energy or Power cost to pay.
5. **Attachment:** The ability then instructs you to attach it to Rell. You do not pay the Equip cost for this initial attachment because it is happening as part of the card's effect.
**Summary:**
* **Base Costs (Energy/Power):** Set to 0 by the "ignoring its cost" instruction.
* **Equip Cost:** Not paid, as the attachment is part of the ability's effect.
Note: I could not fully verify this ruling against the retrieved rules.
Does Remorseful Yasuo have first strike, dealing his 6 damage before entering combat?
Ruling: No, Remorseful Yasuo does not have first strike. He enters combat first, then deals his ability's 6 damage as part of the initial resolution chain, before Attack Focus Actions.
Sequence:
- Yasuo moves into an occupied battlefield, starting combat with a showdown
- Combat Showdown begins with the initial chain of "When I attack" and "When I defend" abilities
- Yasuo's ability can be reacted to at this point
- If no reactions, Yasuo deals 6 damage to a chosen unit (full damage regardless of might)
- If enemy units remain, combat proceeds to Attack Focus Actions
- Yasuo then deals his combat damage of 6 (can be split if excess damage)
Nuances:
- The first 6 damage is dealt as a chunk to one target, ignoring might
- The second 6 damage is combat damage that can be reassigned if it exceeds a target's might
- Yasuo effectively deals up to 12 total damage in the combat
Does Renata Glasc - Chem-Baroness player win if they are at 4 points and then conquer for fifth point with 3 gold?
No, you do not win the game in this scenario.
According to the **RiftJudge FAQ #8524**, in a standard game of Riftbound (which is played to 8 points), Chem-Baroness Renata's second ability becomes active when you have **5 points**.
Here is the breakdown of your situation:
* **Current Score:** 4 points.
* **Action:** You conquer a battlefield to gain your 5th point.
* **Result:** You reach 5 points. Because you have now reached the threshold of 5 points, the ability becomes active *after* this point is gained. You are not yet at the Victory Score (8 points), so the game continues.
Regarding your Gold:
* The ability states: *"While your score is within 3 points of the Victory Score, your Gold [ADD] an additional [1]."*
* In an 8-point game, the threshold is calculated as: **(Points needed to win) - 3**.
* $8 - 3 = 5$.
* Therefore, your Gold will begin providing the additional energy **once you have reached 5 points**. Since you only reach 5 points *after* the conquer action is completed, you would not have had the benefit of that extra energy during the process of conquering that battlefield.
Does Renata Glasc, Industrialist allow Leblanc's Reflection tokens to enter ready?
Yes, **Renata Glasc, Industrialist** allows **Reflection** tokens created by **Deceiver** (LeBlanc) to enter play ready.
### Reasoning
1. **Renata Glasc, Industrialist:** This unit has the passive ability: *"Your tokens enter ready."*
2. **Deceiver (LeBlanc):** This legend has a triggered ability that includes the instruction to: *"play a ready Reflection unit token there."*
3. **Interaction:** When an effect creates a token, it follows the rules specified by the effect. A passive ability that modifies how tokens enter play acts as a continuous rule affecting your game state. Because Renata’s ability explicitly states that your tokens enter ready, it applies to any tokens you create, including the **Reflection** tokens from **Deceiver**.
### Note on Timing and Redundancy
Even without Renata in play, **Deceiver** already instructs you to play a "ready" token. Since the token is already entering ready by the instruction of the **Deceiver** ability, Renata's ability provides a redundant benefit in this specific case—it does not change the outcome because the token was going to enter ready regardless. If you were using an effect that created tokens without the "ready" designation, Renata's passive ability would then be the active effect ensuring they entered the board in a ready state.
Note: I could not fully verify this ruling against the retrieved rules.
Does Rengar Legend ability use the stack?
Yes, the legend ability of **Rengar, Pridestalker** uses the chain.
According to the rules for triggered abilities:
* **Triggered abilities** (abilities starting with "When...", "Whenever...", or "At...") use the chain and can be reacted to.
* Since Rengar's ability reads "When you play a unit...", it is a triggered ability that is placed on the chain as a pending item whenever the condition (playing a unit) is met.
Because it uses the chain, it follows standard LIFO (Last-In, First-Out) resolution and players may respond to it with reactions.
Does Rengar Pridestalker effect proc when playing token units?
Yes, the legend ability of **Rengar, Pridestalker** triggers when you play a token unit.
According to **FAQ #3881**, playing a recruit unit token counts as playing a unit. Additionally, while tokens are not considered cards, they are nonetheless "played" when created by abilities (as confirmed by **Rule 350.2** and **FAQ #9271**). Because the legend ability of **Rengar, Pridestalker** triggers "When you play a unit," and token units are units that are played, the trigger condition is met.
As established in **FAQ #9769**, you may choose the unit you just played (in this case, the token) as the target for the +1 Might bonus if you wish.
Does Rengar Pridestalker trigger on Emperor's Dais battlefield's Sand Soldier token?
Yes, **Rengar, Pridestalker**'s legend ability triggers when a Sand Soldier token is played from **Emperor's Dais**.
According to **RiftJudge FAQ #9982**:
* Playing a token unit counts as "playing a unit."
* While tokens are not cards, they are nonetheless "played" when created by abilities, which satisfies the trigger condition for "When you play a unit" abilities.
### Why this works:
1. **Trigger Condition:** *Emperor's Dais* specifies that when you pay the cost, you "play a 2 [S] Sand Soldier unit token here."
2. **Playing a Token:** Because the ability explicitly uses the word "play," this satisfies the condition for *Rengar, Pridestalker*'s "When you play a unit" ability.
3. **Interaction:** As established in **FAQ #9982**, even though tokens are not Main Deck cards, they are units that are played, and thus trigger Rengar's legend ability.
Does Repeat allow you to choose 2 different targets?
Ruling: Yes, you may choose different targets for the Repeat.
Nuances:
- Unlike some cards (e.g., Falling Star) that explicitly state "you can choose different units" on the card text, Repeat cards do not include this reminder text, but the ruling still allows different target selection.
Does Repeat cause Ravenbloom Student to trigger twice?
Ruling: No, Repeat does not cause Ravenbloom Student to trigger twice because it is still only one spell being cast.
Nuances:
- Repeat modifies how a spell resolves, but does not change the fact that only one spell is being cast
Does Repeat create two stacks on the chain once the card gets played, and can the opponent react in-between the two executions of the repeated spell?
No, **Repeat does not create two separate stacks or chain items.**
According to **RiftJudge FAQ #4750** and **Rule 746.1.d**, Repeat appends the card's effect to itself on a single chain item. When you pay the Repeat cost, the spell is finalized as one single item on the chain that will execute its effect twice when it resolves.
Because it is a single chain item, **there is no window for opponents to interact between the two executions.**
### Sequence of Events:
1. **Playing the Card:** You declare you are playing the spell and choose whether to pay the Repeat cost as an additional cost.
2. **Finalizing:** The spell is placed on the chain as one single item.
3. **Opportunity to Respond:** Your opponent now has the opportunity to respond to the spell (e.g., by playing a *Defy* or another reaction).
4. **Resolution:** Once the chain resolves and it is time for that spell to execute, it performs its effect twice in immediate succession with no interruption.
**Important Nuances:**
* **Countering:** If your opponent counters the spell (e.g., with *Defy*), the entire spell is countered, including the repeated portion. You cannot choose to Repeat after a *Defy* has been played.
* **Choices:** While the effect happens twice, you make choices for each execution separately (e.g., you can target two different units if the spell allows). These choices are made at the time the spell is played (Rule 746.2).
* **Single Play:** Even though the effect happens twice, the card is only considered "played" once (Rule 746.3.a).
Does Retreat require valid targets to be played?
Ruling: Yes, Retreat requires valid targets to be played. All cards need valid targets for their effect to enter the chain.
Does Retreat trigger Dreaming Tree, and if so, why doesn't Cull the Weak trigger it?
Ruling: Retreat triggers Dreaming Tree because it targets. Cull the Weak does not trigger Dreaming Tree because it does not target.
Nuances:
- The word "choose" on cards is not always a reliable indicator of targeting; Dreaming Tree uses the rules-technical "choose" which is targeting, but not all cards that use "choose" involve targeting
- Cull the Weak has each player kill units, with the unit selected at resolution, and no targeting is involved
Does Ride the Wind allow you to move between battlefields or just back and forth between the base and battlefields?
Yes, **Ride the Wind** allows you to move a unit from one battlefield to another.
According to multiple RiftJudge FAQs (such as FAQ #7631, #4995, and #1188), the restriction on moving between battlefields applies only to the **Standard Move**. Because *Ride the Wind* is a spell effect rather than a Standard Move, it is not restricted by the rules regarding battlefield-to-battlefield movement.
As stated in FAQ #1206: "Cards like Charm and Ride the Wind have no restrictions on unit movement between battlefields... These cards do not force units to perform their Standard Move Action; they simply move units."
Does Ride the Wind allow you to score 2 points by conquering two battlefields with Vi?
Ruling: Yes, you should score 2 points total (one point for conquering each battlefield), assuming you haven't scored on them previously.
Nuances:
- You must not have scored on those battlefields earlier in the game
- The chain must fully resolve (all responses must pass) before scoring occurs
Does Ride the Wind choose Irelia for +1 Might?
Yes, playing **Ride the Wind** on **Irelia, Fervent** triggers her ability for being chosen.
According to the official rulings for this interaction:
* **Irelia, Fervent** has the ability: *"When you choose or ready me, give me +1 Might this turn."*
* When you play **Ride the Wind** and select Irelia as the target, you are "choosing" her, which triggers the +1 Might bonus.
* If Irelia is exhausted when you play the spell, she will also be "readied" when the spell resolves, triggering her ability a second time for an additional +1 Might, for a total of **+2 Might**.
**Important Nuance:** Irelia must be exhausted beforehand to receive the full +2 bonus, as a unit that is already ready cannot be readied again. If she is already ready, the "ready" portion of the spell does nothing, and she will only receive the +1 Might from being chosen.
Does Ride the Wind give Irelia Fervent +2 attack or only +1 attack?
Ruling: Ride the Wind gives Irelia Fervent +2 attack total if Irelia is exhausted when Ride the Wind is played.
Sequence:
- When Ride the Wind is put on the chain, Irelia triggers for the first +1 (from being targeted)
- When Ride the Wind resolves, Irelia triggers a second time for +1 (from being readied)
Nuances:
- Irelia must be exhausted beforehand to get +2; you cannot ready an already ready unit
Does Ride the Wind let you move from battlefield to battlefield?
Yes, **Ride the Wind** allows you to move a unit from one battlefield to another.
According to multiple RiftJudge FAQs (such as FAQ #7631, #1682, and #1188), the restriction against moving between battlefields applies only to the **Standard Move** action. Spells and abilities, such as Ride the Wind, are not restricted by the rules governing standard movement and can move units between battlefields unless the card text specifically states otherwise.
Does Ride the Wind target, and does it trigger Dreaming Tree if you move a unit there?
Ruling: Ride the Wind does target the unit being moved. Moving a unit to Dreaming Tree with Ride the Wind does not trigger Dreaming Tree, but moving a unit away from Dreaming Tree with Ride the Wind does trigger it.
Sequence:
- Ride the Wind targets the unit being moved
- If the unit moves away from Dreaming Tree, the trigger occurs
- If the unit moves to Dreaming Tree, no trigger occurs
Does Riftbound have a Last Known Information (LKI) rule, and how do abilities access information about game objects?
Ruling: Riftbound does not have Last Known Information rules. Abilities can only access information that was present when the ability started resolving.
Sequence:
- Check the information when the ability starts resolving
- The ability resolves using only that information
- Information from before or after that point is not accessible
Nuances:
- A unit not on the board has no location
- Deathknell mechanics need clarification in the Comprehensive Rules and currently work based on Rules As Intended rather than explicit Rules As Written
Does Riftbound have a concept of last known information? Specifically, if Yasuo Remorseful's attack trigger is on the stack and he is killed before it resolves, does his trigger deal damage based on his might when he died, when the ability triggered, or does it deal no damage?
Ruling: Riftbound does not have a concept of last known information. When a triggered ability resolves, "here" refers to the current location of the source unit at resolution time, not where it was when the ability triggered. If the source unit has left the battlefield, the ability cannot evaluate properly and deals no damage.
Sequence:
- Yasuo attacks and his trigger goes on the stack
- Yasuo is killed before the trigger resolves
- On resolution, "here" checks where Yasuo currently is
- Since Yasuo is no longer on the battlefield, the ability cannot evaluate and deals 0 damage
Nuances:
- This works differently from MTG's last known information rules
- For abilities that don't reference the source's stats (like dealing a fixed amount), if the source moves to a different battlefield before resolution, the ability still functions at the source's new location
- "Here" is treated as a natural language pointer to the current location of the source game object at resolution time
- For spells played from hidden, "here" refers to where the spell was played from (this is explicitly codified in the rules)
Does Riftbound have an 'intervening if' rule, and does Dune Drake trigger on attack regardless of conditions?
Ruling: Riftbound does not have an "intervening if" rule. Dune Drake triggers on attack no matter what, functioning like a conditional ASSAULT 2.
Nuances:
- Even if Riftbound had Magic's "intervening if" rule, Dune Drake's ability wouldn't qualify as one because the condition is not intervening between the trigger condition and the effect.
Does Riftbound have reflexive triggers (like MTG), where some choices are made on cast and others on resolution without a chance to respond?
Ruling: Reflexive triggers are not mentioned in the current Comprehensive Rules for Riftbound. They do not currently exist in the game.
Nuances:
- Future updated Comprehensive Rules could potentially include reflexive triggers
- Currently, the requirements for what needs to be done on cast versus on resolution may seem inconsistent or unclear from card wording alone
Does Riposte grant might equal to the printed energy cost of a spell, or the modified cost paid?
Ruling: Riposte grants might equal to the printed energy cost of the targeted spell, regardless of any cost modifications or alternative costs paid. For example, a Riposte targeting a Call to Glory (printed cost 3) will grant +3 might even if the Call to Glory player paid the additional cost by spending a buff instead.
Nuances:
- This applies to all cost modifications, including cost reductions, increases, and alternative costs.
- Effects that reference a card's cost always use the printed cost, not the actual cost paid.
Does Ruin Runner get -3 Might when Thousand Tail Watcher is played?
Yes, **Ruin Runner** will receive the -3 might reduction from **Thousand-Tailed Watcher**.
The reason for this interaction is that Thousand-Tailed Watcher's ability does not **choose** (target) specific units. It applies a global effect to all enemy units. Ruin Runner's ability states, "I can't be **chosen** by enemy spells and abilities," which only protects it from effects that require a player to specifically target it.
Since Thousand-Tailed Watcher affects the entire board without targeting, Ruin Runner is affected normally.
**Key Details:**
* **Targeting:** Because the Watcher's ability doesn't use the word "choose" or "target" for the units it affects, it bypasses Ruin Runner's protection.
* **Minimum Might:** Per the text of Thousand-Tailed Watcher, Ruin Runner's might will be reduced from 5 to 2 (it cannot be reduced below 1).
* **Timing:** This reduction only applies to units already on the board when Thousand-Tailed Watcher's "When you play me" ability resolves.
Does Ruin Runner get affected by Ahri legend ability?
Yes, **Ruin Runner** is affected by the **Ahri** legend ability.
According to **RiftJudge FAQ #6834**, the Ahri legend ability does not target because it automatically applies to all attacking units without requiring the controller to make a choice. Because the ability does not "choose" or "target" the unit, it bypasses the protection granted by **Ruin Runner's** ability ("I can't be chosen by enemy spells and abilities").
Does Ruined Rex Deathknell damage happen before or after cleanup in a Showdown?
In a combat showdown, Ruined Rex's **Deathknell** ability deals its damage **after the healing step** of the Combat Cleanup.
While the *trigger* for the Deathknell is identified and added to the chain during the Combat Cleanup, the actual execution of the effect happens only after the healing step is completed, as part of the game's finalization process.
### The Combat Cleanup Sequence
According to the official rules governing combat (specifically Rule 323.4, Rule 808, and the clarifications in RiftJudge FAQ #9786 and FAQ #10018), the process is as follows:
1. **Combat Damage Step:** Combat damage is dealt to units (Rule 460.2.d).
2. **Triggering Deathknell:** Units with lethal damage trigger their **Deathknell** abilities. These triggers are added to the chain as **Pending Items** (Rule 808.1.d.2).
3. **Killing Units:** Units with lethal damage are killed and placed in the trash (Rule 323.5).
4. **Healing:** Surviving units on the battlefield are healed (Rule 461.1.a.1).
5. **Resolution:** After healing is complete, the game returns to the FEPR (Finalize, Execute, Pass, Resolve) process, and the **Deathknell** triggers on the chain are resolved (Rule 808.1.d.3).
Because healing occurs in Step 4 and the resolution of the Deathknell occurs in Step 5, Ruined Rex’s damage cannot be used to "finish off" a unit that survived the combat damage, as that damage will be cleared by the healing step before the Deathknell effect executes.
Does Ruined Rex damage happen before healing?
No, Ruined Rex's damage does not happen before healing. According to established **RiftJudge FAQs (#10018, #10069, #10090, #10182)** regarding the combat cleanup sequence, the healing step occurs *before* the resolution of the **Deathknell** ability.
Here is the step-by-step combat sequence:
1. **Combat Damage Step:** Combat damage is dealt. Ruined Rex and the opposing unit deal damage to each other.
2. **Triggering Deathknell:** As Ruined Rex is marked with lethal damage and dies, his **Deathknell** ability triggers and is added to the chain as a pending item.
3. **Killing Units:** Units with lethal damage (including Ruined Rex) are moved to the trash.
4. **Healing:** Surviving units on the battlefield are **healed** (Rule 461.1.a.1). Any damage marked on them is cleared.
5. **Resolution:** After the healing step is complete, the game returns to the FEPR (Finalize, Execute, Pass, Resolve) process, and the pending **Deathknell** trigger on the chain resolves, dealing 4 damage to the target.
Because healing occurs in Step 4 and the resolution of the Deathknell effect occurs in Step 5, any damage marked on a surviving unit during the Combat Damage Step is cleared before Ruined Rex's **Deathknell** ability deals its 4 damage.
Does Ruined Rex deathknell killing Draven Audacious count as a combat death, after it leaves the battlefield to trash, gaining the Ruined Rex player a point?
Yes, if Ruined Rex's Deathknell ability kills Draven, Audacious while Draven is still participating in combat, it counts as a death in combat, and your opponent will score 1 point.
### The Resolution Sequence
1. **Death Event:** Ruined Rex dies.
2. **Deathknell Trigger:** Ruined Rex's Deathknell ability triggers. According to **Rule 808.1.d.2**, the trigger is added to the chain as a **Pending Item** before Ruined Rex is moved to the trash.
3. **Chain Resolution:** The chain resolves (LIFO). If the Deathknell effect resolves while Draven is still present at the battlefield and holds his **Attacker** or **Defender** designation, the effect deals damage to Draven.
4. **Draven's Death:** If this damage is lethal, Draven is killed. Because he still holds his combat designation at the moment of his death, the death is considered to have occurred "in combat" (as established in **FAQ #8741** and clarified by the timing updates in **FAQ #8707**).
5. **Trigger Activation:** Draven's ability, *"When I die in combat, choose an opponent. They score 1 point,"* triggers.
### Why this counts as a combat death
* **Presence and Designation:** A unit is "in combat" as long as it holds an **Attacker** or **Defender** designation. These designations are assigned when a unit enters a contested battlefield and are only removed during the **Combat Cleanup** step (Rule 323.2) or when the combat ends (Rule 461.7.a).
* **Timing:** Because the Deathknell trigger resolves during the combat phase (before combat cleanup), Draven is still present and designated as an Attacker or Defender when he is killed. Therefore, his death trigger is satisfied.
### Important Nuance
If Draven were moved away from the battlefield (e.g., by a spell or effect) *before* the Deathknell effect resolved, he would lose his combat designation. In that scenario, he would no longer be "in combat," and his death trigger would not activate (FAQ #835). However, as long as he remains at the battlefield, the death counts as occurring in combat.
Note: I could not fully verify this ruling against the retrieved rules.
Does Ruined Rex's deathknell ability deal damage before or after the healing step after combat?
According to the rules of Riftbound, **Ruined Rex's Deathknell ability resolves after the healing step following combat.**
While the process of resolving combat and cleanup involves several steps, the authoritative sequence is as follows:
1. **Combat Damage Step:** Combat damage is dealt to units (Rule 460.2.d).
2. **Triggering Deathknell:** During the Combat Special Cleanup, units with lethal damage (like Ruined Rex) trigger their **Deathknell** abilities. These triggers are added to the chain as **Pending Items** (Rule 808.1.d.2, Rule 323.4).
3. **Killing Units:** Units with lethal damage are killed and placed in the trash (Rule 323.5).
4. **Healing:** Surviving units on the battlefield are healed (Rule 461.1.a.1, FAQ #9786).
5. **Resolution:** Only after all units have been healed does the game return to the FEPR (Finalize, Execute, Pass, Resolve) process, at which point the pending **Deathknell** triggers on the chain are resolved (Rule 808.1.d.3, FAQ #9514, FAQ #9786).
Because healing occurs in Step 4 and the resolution of the Deathknell ability occurs in Step 5, Ruined Rex's damage cannot be used to "finish off" a unit that survived the combat damage, as that damage will be cleared by the healing step before the Deathknell effect executes.
*This interpretation is based on official FAQ #9786 and FAQ #9514 regarding the timing of Deathknell and healing.*
Does Rule 103.3.a.1 mean that if your chosen champion is "Garen, Commander" and your legend is "Might of Demacia", you can only have yellow runes in your deck?
Ruling: No, this is a typo in the rules. The rule should reference your "legend" rather than your champion when determining which runes you can include in your deck.
Nuances:
- This typo has been reported as feedback and will be corrected in the next version of the rules
Does Rumble Hotheaded's recycle come from the board or can it be from your hand?
You can only recycle a unit from the board (base or battlefield) to activate the ability of **Rumble, Hotheaded**.
According to RiftJudge FAQ #3053 and FAQ #9333, the term "unit" without further specification refers only to units on the board. Units in your hand are in a non-board zone and are not considered "units" for the purpose of this ability. Additionally, Rumble's ability specifically requires you to recycle a unit to play a Mech from your **trash**, not from your hand.
Does Sacred Shears trigger its Deathknell ability when the gear itself is killed (e.g., by Salvage)?
Ruling: Sacred Shears does NOT draw a card when the gear itself is killed in isolation. You only draw a card when the unit equipped with Sacred Shears dies.
Sequence:
- Sacred Shears has Deathknell in its Effect Text (bottom box)
- While equipped, this Effect Text is appended to the unit's rules text
- The unit gains the Deathknell ability, not the gear itself
- When the unit dies, the unit's Deathknell triggers and you draw 1 card
- When only the gear is killed (by Salvage), it is no longer attached to a unit, so the Effect Text is no longer active and does not trigger
Nuances:
- Gear abilities are divided into Rules Text (top box) and Effect Text (bottom box)
- Rules Text on gear remains with the gear but becomes inactive while equipped
- Effect Text on gear is only active while equipped and is appended to the equipped unit
- If Deathknell were in the Rules Text instead, it would trigger when the gear itself dies
Does Salvage require a gear to be targeted in order to play it and draw a card?
Ruling: Originally, Salvage required a valid gear target to be played because the "may" choice happened at resolution, not when playing the spell. The card has since received errata changing the text to "You may kill up to one gear. Draw 1." which allows it to be played without a gear target.
Sequence:
- Original templating: "May" choices at resolution required a valid target to put the spell on the chain first
- All targeting choices are made when playing a spell (as part of putting it on the chain)
- The "may" choice only occurred at resolution, so a gear had to exist to target
- New templating: "up to one" means 0 is a valid choice, so no gear target is required
Nuances:
- The distinction between "may" choices (made at resolution) and targeting choices (made when playing) determines whether a valid target is required
- "Up to one" templating allows zero targets as a valid choice, unlike "may" templating on the target itself
Does Scrap Head draw a card when discarded from Sabotage?
No, Scrapheap does not draw a card when targeted by Sabotage.
Here is the breakdown:
* **Sabotage** instructs you to **recycle** a card from your opponent's hand.
* **Scrapheap's** ability triggers only when it is "played, **discarded**, or killed."
Because recycling is a distinct game action from discarding (as defined in Rule 403.1 and Rule 409.1), Sabotage does not trigger Scrapheap's ability.
Does Scrapyard Champion's effect trigger if you have 1 or fewer cards in hand when you play it?
Ruling: Yes, the effect triggers. You discard as many cards as you can (including 0 cards) and then draw 2.
Nuances:
- As a general rule, you always do effects as much as possible
- Exceptions are when something is an additional cost or if the effect explicitly specifies "do X to do Y" or "do X, if you did, do Y" or similar phrasing
Does Sett - Brawler trigger Fiora's leader ability when he spends his buff to get +4M, or when he is played?
Ruling: Yes, Sett triggers Fiora's leader ability both when played and when he spends his buff. He momentarily exists at 4M before his buff applies or reapplies.
Sequence:
- When played: Sett enters at 4M, then his triggered ability goes on the chain to gain the buff
- When spending buff: Sett goes to 4M, then his activated ability goes on the chain to gain +4M
- In both cases, there is a window where players can react while he is at 4M
Nuances:
- The ability goes on the chain, creating a real game state where Sett is at 4M for a considerable amount of time before resolving
Does Sett Brawler's ability require both playing AND conquering to get a buff, or does it trigger separately on each event?
Ruling: Sett Brawler's ability triggers separately - once when played and once when it conquers. Each trigger grants a buff independently.
Nuances:
- If the ability required both conditions, it would only say "When I conquer" since every card with that condition must be played first anyway