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Riftbound Frequently Asked Questions

Search verified questions and answers.

Does Trinity and Skyfall work the same as Draven Audacious in terms of getting 8 points?
Yes, they work the same way as **Draven, Audacious** in that they can be used to reach your 8th point to win the game, bypassing the standard "must score both battlefields" restriction. According to **Rule 448.1.a.1**, points earned from sources that are not "Conquer" or "Hold" actions (such as triggered abilities) are not subject to the final point restrictions that require you to have scored on all battlefields that turn. Here is how the interaction works: * **Draven, Audacious:** His ability is a triggered ability that grants a point upon winning a combat. Because it is not a "Conquer" or "Hold" action, it is not beholden to the final point restrictions and can be used to reach your 8th point (RiftJudge FAQ #8530). * **Trinity Force + Skyfall of Areion:** When a unit is equipped with both, the "When I hold" ability of Trinity Force becomes a "When I conquer" ability due to Skyfall of Areion. While the point gained from the *conquer action itself* is subject to the final point restrictions, the point gained from the *Trinity Force triggered ability* is not. Therefore, the trigger can be used to reach your 8th point even if you have not scored on all battlefields that turn (RiftJudge FAQ #7390, #8622). In both cases, you are using a triggered ability to gain the final point, which bypasses the requirement to have scored on all battlefields.
Does Tryndamere gain extra points when moved onto an empty board with no enemy units?
Ruling: No, Tryndamere does not gain extra points when moved onto an empty board with no enemy units. Nuances: - This is not a combat showdown, so Tryndamere is not an attacker - There is no combat occurring in this scenario
Does Tryndamere score 1 or 2 points when he conquers a battlefield while defending (moved there via Ride the Wind in response to an opponent's attack)?
Ruling: Tryndamere scores 1 point. His ability only triggers "after an attack" which requires him to be attacking, not defending. Nuances: - Doing damage in Riftbound is never classified as attacking - The phrase "after an attack" is specific to when Tryndamere is the attacker, not when he defends during combat
Does Tryndamere's ability activate when he wins combat while Holding and equipped with Skyfall of Aerion?
Ruling: No, Tryndamere's ability does not activate when Holding because his ability triggers "when I attack" and you don't Hold after an attack (only when you attack). Nuances: - Even if Tryndamere is attacked and deals damage, this doesn't trigger his ability because it specifically requires him to attack - The Hold keyword only applies when the unit attacks, not when it is attacked
Does Tryndamere's ability count only combat damage?
Ruling: Yes, Tryndamere's ability counts only combat damage. Nuances: - Spell damage can factor into the math by reducing a unit's remaining health, meaning Tryndamere would need to deal less combat damage to reach the threshold for triggering while conquering
Does Udyr's effect trigger when his buff is spent by another card's effect (like Wildclaw Shaman)?
Ruling: No. Udyr's effect is an activated ability with the template "cost: effect" where spending his buff is the cost. You must directly activate his effect and spend the buff on him as a cost to get one of his four effects. Nuances: - Effects that trigger whenever you spend a buff are phrased as "when you spend a buff" - Udyr does not have this wording - You cannot spend the same buff as the cost for multiple effects (e.g., spending Udyr's buff for both his effect and another card's effect like Monastery of Hirana) - Conquering a battlefield with a buffed Udyr does not automatically trigger his effect
Does Unchecked Power deal 12 damage total split among all units, or does each unit take 12 damage?
Ruling: Unchecked Power deals 12 damage to EACH unit at battlefields simultaneously. Both friendly and enemy units take the full 12 damage. Nuances: - The phrase "deal 12 to ALL units" means 12 damage per unit, not 12 damage split among all units - If the card intended split damage, it would use language like "split 12 damage among units" or "deal 12 damage divided among units" - All units at all battlefields are affected, including your own units
Does Unchecked Power target?
No, **Unchecked Power** does not target. According to Rule 352.10.d, a game object mentioned in the text of a spell is a target **unless** it is programmatically selected based on its characteristics rather than chosen by the spell's controller. The rule explicitly provides the following example: * "Kill all units at battlefields" doesn't target anything. Because Unchecked Power affects all units at all battlefields simultaneously rather than requiring you to select specific units, it does not target. Consequently, it bypasses effects like **Deflect** that require a spell to target in order to trigger.
Does Undertitan's +2 ability count as a trigger?
Yes, Undertitan’s ability "When you play me, give your other units +2 to all units you control this turn" is a triggered ability. According to Rule 376.1, triggered abilities are recognized by the word "when" followed by a game action or event. Because Undertitan's ability begins with "When you play me," it meets the definition of a triggered ability. Regarding the mechanics of this ability: * **Triggered Ability:** As defined in Rule 376.3, when the condition is met (in this case, playing the unit), the ability is placed on the chain. * **Effect:** The ability gives your other units +2 to all units you control this turn. * **Chain Resolution:** While Rule 376.3 describes how triggered abilities are placed on the chain, the Last-In-First-Out (LIFO) resolution order is a fundamental mechanic of the game's chain system, as outlined in Rule 336.1, which states "The newest item on the Chain resolves." Note: I could not fully verify this ruling against the retrieved rules.
Does Unyielding Spirit block cards that give units minus might?
Ruling: No, Unyielding Spirit does not block cards that give units minus might. Only damage is damage. Nuances: - Minus might effects are mechanically distinct from damage
Does Unyielding Spirit counter Imperial Decree?
### Ruling **No, Unyielding Spirit does not counter Imperial Decree.** Unyielding Spirit prevents damage from spells and abilities. Imperial Decree creates a triggered ability that kills a unit when that unit takes damage. Because Imperial Decree is a "Kill" effect and not a "Damage" effect, Unyielding Spirit does not prevent the unit from being killed. ### Reasoning 1. **Unyielding Spirit's Effect:** Unyielding Spirit prevents damage dealt by spells or abilities. 2. **Imperial Decree's Effect:** Imperial Decree triggers when a unit takes damage, resulting in a "Kill" action. 3. **Distinction between Damage and Kill:** In Riftbound, "Kill" effects are mechanically distinct from "Damage" effects. Unyielding Spirit only prevents damage; it does not prevent a unit from being killed by a "Kill" instruction or effect. 4. **Interaction:** When a unit takes damage while Imperial Decree is active, the unit is "Killed" by the Imperial Decree trigger. Since this is a "Kill" action and not "Damage," Unyielding Spirit does not prevent the unit from being sent to the trash. ### Summary of Interaction * **The Kill remains:** Because the Imperial Decree trigger is a "Kill" effect, it is not prevented by Unyielding Spirit. The unit will be killed regardless of the protection provided by Unyielding Spirit. Note: I could not fully verify this ruling against the retrieved rules.
Does Unyielding Spirit negate Vi's might increase or remove cleave effects?
Ruling: Unyielding Spirit does not affect Vi's might increase or cleave effects. These are normal combat damage, not spell damage or ability damage. Nuances: - Vi's damage remains normal combat damage regardless of how she gains her might - Cleave effects are also not affected by Unyielding Spirit - The distinction is between spell/ability damage versus combat damage modified by abilities
Does Unyielding Spirit prevent Elder Passive lethal damage?
No, **Unyielding Spirit** does not prevent the effect of **Elder Dragon's** passive ability, but it does prevent the damage that would otherwise mark a unit for that death. Here is the breakdown of the interaction based on the official rules and clarifications: 1. **Damage Prevention:** Unyielding Spirit creates a "Prevent" action that replaces spell and ability damage. When Elder Dragon’s "When you play me" ability attempts to deal 1 damage to an enemy unit, if that unit is protected by Unyielding Spirit, the damage is prevented and is never considered to have been dealt (Rule 437.2.a). 2. **Condition for Elder Dragon:** Elder Dragon’s passive ability states, "Any amount of your damage is enough to kill enemy units." This ability requires that you have damage marked on that unit. If the damage is prevented by Unyielding Spirit, no damage is marked on the unit. 3. **Outcome:** Because no damage was dealt (and therefore no damage is marked by you), the condition for Elder Dragon's passive ability—having "your damage" marked on the unit—is not met. Therefore, the unit does not die from the passive effect. In short: Unyielding Spirit prevents the damage itself, which stops the "marked damage" condition required for Elder Dragon's passive ability to trigger a kill. *Source: Rules FAQ Clarification 2026-04-29 (regarding Elder Dragon and Prevent effects).*
Does Unyielding Spirit prevent Kill spells/effects?
Ruling: No, Unyielding Spirit does not prevent Kill or Banish effects. It only prevents damage from spells and abilities. Nuances: - Effects like Snapvine that directly set stats or trigger deaths are not considered ability damage and are not prevented by Unyielding Spirit
Does Unyielding Spirit prevent damage from Caitlyn, Patrolling and Yasuo, Remorseful?
Ruling: Yes, Unyielding Spirit prevents damage from Caitlyn, Patrolling and Yasuo, Remorseful because their abilities use "Deal damage" with no subject, meaning the ability itself is dealing the damage. Nuances: - Abilities that say "Deal damage" with no subject (the ability/spell deals damage) are prevented by Unyielding Spirit - Abilities that specify a subject like "I deal", "it deals", "they deal", or "we deal" mean the units are dealing the damage, not the ability, so Unyielding Spirit does not prevent them - Challenge and Carnivorous Snapvine use "we deal" and "they deal" respectively, so those are not prevented - Last Breath effects that say "It deals" are not prevented because the unit is dealing the damage
Does Unyielding Spirit prevent damage from Challenge?
Ruling: No, Unyielding Spirit does not prevent damage from Challenge because Challenge doesn't deal damage by itself - the units deal the damage to each other.
Does Unyielding Spirit prevent damage from Challenge?
Ruling: No, Challenge is not prevented by Unyielding Spirit. Nuances: - Challenge damage goes through despite Unyielding Spirit's protection
Does Unyielding Spirit prevent damage from Snapvine's ability that makes two units deal damage equal to their mights to each other?
Ruling: Unyielding Spirit does not prevent Snapvine's damage because the units themselves are the source of the damage, not the ability. Nuances: - The key distinction is whether an ability says "deal damage" (ability is the source, blocked by Unyielding) versus "[unit] deals damage" or "they deal damage" (unit is the source, not blocked by Unyielding) - This same principle applies to Challenge and Last Breath, which also bypass Unyielding Spirit - Abilities like Yasuo and Caitlyn that say "deal damage" (without specifying the unit as the dealer) are blocked by Unyielding Spirit because the ability itself is the damage source
Does Unyielding Spirit prevent the damage from Challenge?
Ruling: Unyielding Spirit does not prevent damage from Challenge. Challenge does not deal spell or ability damage; the units themselves deal the damage to each other, so it bypasses effects that refer to spell or ability damage. Nuances: - The rule stating that spells, abilities, or other game effects deal damage and units mark that damage does not mean all damage is spell/ability damage - it only describes how damage is tracked - Unyielding Spirit specifically cares about the damage type (spell/ability damage), not just any damage marked on units
Does Unyielding Spirit stop Cull the Weak?
No, **Unyielding Spirit** does not stop **Cull the Weak**. According to the official RiftJudge FAQ (ID 3860): "Ruling: No, Cull does not prevent Unyielding because Cull is not damage." **Unyielding Spirit** only protects a unit from damage dealt by spells and abilities. **Cull the Weak** is a "kill" effect, not a damage effect, and therefore bypasses the protection provided by Unyielding Spirit.
Does Unyielding Spirit stop Emperor's Decree damage?
No, **Unyielding Spirit does not counter Imperial Decree.** ### Ruling Unyielding Spirit does not prevent a unit from being killed by Imperial Decree. ### Reasoning 1. **Unyielding Spirit's Effect:** Unyielding Spirit prevents damage dealt by spells or abilities. 2. **Imperial Decree's Effect:** Imperial Decree creates a triggered ability that kills a unit when that unit takes damage. 3. **Distinction between Damage and Kill:** In Riftbound, "Kill" effects are mechanically distinct from "Damage" effects. Unyielding Spirit only prevents damage; it does not prevent a unit from being killed by a "Kill" instruction or effect. 4. **Interaction:** When a unit takes damage while Imperial Decree is active, the unit is "Killed" by the Imperial Decree trigger. Since this is a "Kill" action and not "Damage," Unyielding Spirit does not prevent the unit from being sent to the trash. ### Summary of Interaction * **The Kill remains:** Because the Imperial Decree trigger is a "Kill" effect, it is not prevented by Unyielding Spirit. The unit will be killed regardless of the protection provided by Unyielding Spirit.
Does Unyielding Spirit stop damage from fight spells like Challenge and Carnivorous Snapvine's ability?
Ruling: No, Unyielding Spirit does not stop damage from Challenge or Carnivorous Snapvine. Nuances: - Unyielding Spirit does stop damage from Void Seeker, Stormbringer, and Yasuo, Remorseless - Unyielding Spirit does not stop damage from Challenge, Last Breath, or Carnivorous Snapvine
Does Unyielding Spirit stop effects that kill a unit?
Ruling: No, Unyielding Spirit only stops damage from spells, not effects that directly kill a unit.
Does Unyielding counter Challenge?
Ruling: Unyielding does not counter Challenge. Challenge's damage will not be prevented by Unyielding because the damage is dealt by units, not by the spell itself. Nuances: - Damage spells will fully resolve when Unyielding is in play; only the damage itself is prevented - Unyielding only prevents damage from spells, not damage from units
Does Vanguard Armory proc Karma's ability for every token unit played for vision? Or once for all three?
To determine how these cards interact, we must look at how the tokens enter play and how Karma's ability triggers. ### Ruling **Karma's ability will trigger three separate times, once for each token, provided you recycle a card during each Vision trigger.** According to **RiftJudge FAQ #1748**, when multiple recruit tokens are played from a single ability, each token is finalized and resolves sequentially. Each recruit token enters the board and triggers **Vision** separately. ### Sequence of Events 1. **Vanguard Armory** is activated ([T]), creating three Recruit tokens on the chain. 2. The tokens are played and resolve sequentially (Token 1, then Token 2, then Token 3). 3. As each individual token enters the board, its **Vision** (granted by Gemcraft Seer or other sources) triggers and goes on the chain. 4. For each Vision trigger, you have the option to recycle one card. 5. If you choose to recycle a card during a specific Vision trigger, **Karma's** ability triggers immediately after that specific recycling event and goes on the chain. Because the tokens enter sequentially, each recycle event is a distinct instance. Karma's ability triggers for each instance where you recycle one or more cards. Since you are performing the recycle individually for each token's Vision, you satisfy the trigger condition for Karma three separate times. *** *Note: This interpretation is based on the interaction between sequential token entry, the Vision keyword, and the triggering of Karma as clarified in RiftJudge FAQ #1748 and #4891. Please ensure you have a source of **Vision** for your tokens (like Gemcraft Seer), as they do not innately have the Vision keyword.*
Does Vanguard Armory spawn recruits on the turn it is played?
Yes, **Vanguard Armory** can spawn Recruit tokens on the turn it is played, provided you have the necessary resources and the game state allows it. ### Analysis of Timing and Mechanics * **Playing the Card:** Vanguard Armory is a Gear card. Like all Gear, it enters play Ready (Rule 149.1). * **Activating the Ability:** Because the ability requires exhausting the card (`[T]`), it is an **activated ability**. Activated abilities can be used during your Main Phase in an Open State (Rule 381). Since the card enters play Ready, you can exhaust it to activate its ability immediately after it enters play, provided you have priority and the state is Open. * **Chain Interaction:** When you activate the ability, it is placed on the chain as a pending item (Rule 377.3). Your opponent has an opportunity to respond with [Reaction] cards before the ability resolves (FAQ #8476). * **Resolution:** If the ability resolves, you play three 1 [M] Recruit unit tokens. These tokens must be played to valid locations—your Base or a Battlefield you already control (FAQ #8577, #8845). ### Summary You can use the ability on the same turn you play the card because Vanguard Armory enters play Ready, and there is no rule preventing you from activating a Gear's ability on the turn it enters play, provided you are in an Open State during your Main Phase. Note: I could not fully verify this ruling against the retrieved rules.
Does Vanguard come in rested or active off an Akshan effect?
When an enemy gear is moved to your base by **Akshan, Mischievous**, it retains its current state (ready or exhausted). According to RiftJudge FAQ #9483 and the general rules regarding control-change effects: * **Control-change effects** (like the one created by Akshan) change which player controls the object, but they do not change the state of the object itself. * If the gear was already exhausted when it was moved to your base, it remains exhausted under your control. If it was ready, it remains ready. As a reminder, because you are now the controller of that gear, you are the one who decides when to ready it (during your own turn) and you are the one who can use its abilities.
Does Vanguard's Captain's Legion ability count Viktor's token from his Legend ability?
Ruling: No, Legion does not count tokens. Legion requires a main deck card, and tokens don't count as "cards" when mentioned in card text. Nuances: - In general, when card text mentions "cards," it always only means main deck cards, not tokens
Does Vayne have +3 might in a combat showdown when the defending unit at Reaver's Row is moved away before the showdown, leaving only Vayne on the battlefield?
Ruling: Vayne keeps the +3 might. Moving the defender away does not stop it from being a combat showdown. Nuances: - Reaver's Row moves the defender rather than recalling it, but this distinction does not affect the outcome
Does Vex - Apathetic counter Lillia's ready sprites?
No, **Vex, Apathetic** does not counter the Sprite token created by **Lillia, Fae Fawn**'s ability, but it will interact with it. ### Explanation To clarify the interaction: 1. **Lillia's Ability:** When Lillia moves, her ability plays a 3 [M] Sprite token. Because Lillia's ability uses the word "play," it fulfills the trigger condition for **Vex, Apathetic** ("When an opponent plays a unit..."). 2. **Interaction:** As established in **RiftJudge FAQ #8758** and **RiftJudge FAQ #9485**, tokens created by card effects that use the word "play" trigger Vex's ability. 3. **Result:** When the Sprite token enters the battlefield, Vex's triggered ability will resolve. The Sprite token will be **Stunned** and will gain the restriction that it cannot move for the remainder of the turn. ### Why it is not a "Counter" In *Riftbound*, **Countering** (Rule 425) specifically refers to negating the playing of a card or the activation of an ability, which clears that item from the chain and prevents it from doing anything. Vex's ability does not Counter Lillia's ability or the playing of the token; instead, it waits for the token to enter the battlefield and then applies a **Stun** effect to that unit. The Sprite token still successfully enters play, but it arrives in a **Stunned** state.
Does Vex - Apathetic stun an enemy unit played anywhere on the board when Vex holds a battlefield?
To answer your question regarding **Vex, Apathetic**: **Ruling:** Yes, Vex, Apathetic will stun an enemy unit played anywhere on the board, provided Vex is currently at a battlefield. ### Reasoning According to the card text for **Vex, Apathetic**: > "[Deflect] When an opponent plays a unit while I'm at a battlefield, [Stun] it. They can't move it this turn." 1. **Trigger Condition:** The ability triggers "When an opponent plays a unit." It does not specify a location restriction for where that unit is played. 2. **Vex's Requirement:** The only condition for the ability to be active is that Vex must be "at a battlefield." 3. **Effect:** If Vex is at a battlefield when an opponent plays a unit anywhere on the board, the trigger condition is met, and the effect (Stun) will resolve on that unit. ### Chain and Timing * **Triggered Ability:** Because this is a "When..." ability, it is a **Triggered Ability** (Rule 376). * **Chain:** When the opponent plays a unit, the unit enters the board, and Vex's triggered ability is placed on the chain as a pending item (Rule 376.3). * **Resolution:** Once the chain resolves, the unit played by your opponent will be stunned and gain the restriction that it cannot move this turn. Note: I could not fully verify this ruling against the retrieved rules.
Does Vex Apathetic ability to stun target the unit? Does it stun a Rune Runner?
No, **Vex, Apathetic** does not target the unit it stuns, and it **does** stun a **Ruin Runner**. ### Reasoning * **Programmatic Selection vs. Targeting:** According to **Rule 355.10.d**, a game object is not a target if it is "programmatically selected based on its characteristics rather than chosen by the spell or ability’s controller." Vex's ability automatically identifies and selects the unit that triggered the condition ("When an opponent plays a unit"). Because the ability does not require you to make a choice or designate a target, it is not considered targeting. * **Bypassing Protection:** **Ruin Runner** has the ability, "I can't be chosen by enemy spells and abilities." As established in **RiftJudge FAQ #8772** and **#8685**, this protection only applies to effects that require a player to manually choose or target a unit. Since Vex's ability uses programmatic selection, it bypasses this protection and successfully stuns the Ruin Runner. This interaction is consistent with established rulings for Vex, Apathetic regarding units with "cannot be chosen" protection.
Does Vex Apathetic at a Battlefield mean that a Sprite unit from Sprite Mother will not be able to move?
Yes, if your opponent has **Vex, Apathetic** at a battlefield, a Sprite unit created by **Sprite Mother** will be unable to move that turn. Here is the breakdown of why this happens: 1. **Trigger Condition:** Vex, Apathetic’s ability triggers "When an opponent plays a unit." According to **RiftJudge FAQ #9240**, this ability triggers regardless of where the unit is played on the board, provided Vex is at a battlefield. 2. **Effect:** When the Sprite enters the board (via Sprite Mother), Vex's ability triggers. It [Stun]s the Sprite and applies the restriction: "They can't move it this turn." 3. **Movement Restriction:** Because the Sprite is stunned and restricted by Vex's ability, it cannot be moved for the remainder of the turn. As noted in **RiftJudge FAQ #9475**, this interaction is definitive: Vex's ability resolves, stunning the unit and preventing its movement for the turn. You cannot use other spells (like *Ride the Wind*) to move the unit in response to Vex's trigger because the chain is active (Closed State) once the unit is played.
Does Vex Apathetic stun Baron if it is at Baron Pit when Baron is played there?
Yes, Vex, Apathetic will stun Baron Nashor when it is played, even if Vex is at the Baron Pit. ### Reasoning 1. **Programmatic Selection:** According to **RiftJudge FAQ #8685** and **FAQ #9625**, Vex, Apathetic's ability uses **programmatic selection** to identify the unit played by the opponent. Because the ability automatically selects the unit based on the trigger condition ("When an opponent plays a unit") rather than requiring the controller to manually choose or target it, it bypasses Baron Nashor's protection ("I can't be chosen by enemy spells and abilities"). 2. **Trigger Condition:** As long as Vex, Apathetic is "at a battlefield" when the opponent plays a unit, its triggered ability will activate. This is confirmed by **RiftJudge FAQ #9240**. 3. **Result:** When Baron Nashor is played, it triggers Vex's ability. The ability resolves, stunning Baron Nashor and applying the restriction that it cannot move for the rest of the turn. ### Sequence of Events 1. **Playing Baron Nashor:** You play Baron Nashor (which adds the Baron Pit token and places Baron Nashor into it). 2. **Trigger:** Vex, Apathetic’s ability activates and is placed on the chain as a **Triggered Ability**. 3. **Chain State:** The chain is now **Closed**. 4. **Resolution:** The chain resolves (LIFO). Vex, Apathetic’s ability resolves, programmatically selecting Baron Nashor, stunning it, and applying the movement restriction. Baron Nashor remains at the Baron Pit.
Does Vex Apathetic stun reflection tokens when they are played?
Yes, **Vex, Apathetic** will stun Reflection tokens when they are played, provided that Vex is located at a battlefield at that time. According to **RiftJudge FAQs #8758, #9485, and #9859**, the interaction works as follows: 1. **Trigger Condition:** Vex, Apathetic has the triggered ability: *"When an opponent plays a unit while I'm at a battlefield, [Stun] it. They can't move it this turn."* 2. **Playing a Token:** In *Riftbound*, a token is considered "played" if the card effect that generates it explicitly uses the word **"play"** in its text (e.g., "play a ready Reflection unit token"). Because these effects satisfy the "plays a unit" condition, they trigger Vex's ability. 3. **Programmatic Selection:** As clarified in **RiftJudge FAQ #9625**, Vex's ability uses programmatic selection rather than targeting. This means it will successfully stun these tokens even if they possess protections against being chosen by enemy spells or abilities. 4. **Result:** When the Reflection token is played, Vex's ability is placed on the chain. Upon resolution, the token is **Stunned** and gains the restriction that it cannot move for the remainder of the turn. As noted in **RiftJudge FAQ #8746**, the stun lasts until the beginning of the next Ending Step (which, in a 1v1 match, will be the active player's Ending Step), but the movement restriction remains in effect for the entire turn.
Does Vex Apathetic target?
No, **Vex, Apathetic** does not target. According to **Rule 355.10.d**, a game object is not a target if it is "programmatically selected based on its characteristics rather than chosen by the spell or ability’s controller." When an opponent plays a unit, Vex's ability automatically identifies and selects that specific unit based on the trigger condition ("When an opponent plays a unit"). Because the ability does not require you to make a choice or designate a target, it bypasses protection abilities that prevent a unit from being "chosen" by enemy spells or abilities (such as those found on units like *Baron Nashor* or *Ruin Runner*). This is supported by **RiftJudge FAQ #8685** and **RiftJudge FAQ #8772**, which clarify that programmatic selection is distinct from targeting.
Does Vex Cheerless pay for Deflect as an additional cost?
Yes, when your opponent casts a spell that targets a unit with **Deflect** while **Vex, Cheerless** is in combat, the cost of that spell includes the **Deflect** cost as a mandatory additional cost. According to **Rule 809.1.d** and **RiftJudge FAQ #9237**, **Deflect** is a mandatory additional cost. Because **Vex, Cheerless** affects the total cost of enemy spells (increasing it by 1 Energy and 1 Power), this increase applies to the entire cost calculation, which includes the mandatory **Deflect** cost. In short: 1. The base cost of the spell is determined. 2. The mandatory **Deflect** cost is added to that total. 3. The cost increase from **Vex, Cheerless** is then applied to that total, making the spell more expensive for your opponent to cast.
Does Vex affect opponent's Repeat spell costs?
Ruling: No, Vex does not affect Repeat costs. Vex's ability increases the base cost of enemy spells, but Repeat is an optional additional cost that is separate from the base spell cost and is not affected by Vex. Sequence: - Vex is in play with its ability active - An opponent plays a spell with Repeat - Vex increases only the base cost of that spell - The Repeat cost remains unchanged and is paid separately Nuances: - Repeat is treated as an optional additional cost, not part of the base spell cost - When determining if Defy can counter a repeated spell, check if the base cost is within Defy's limits - A spell with Repeat is still treated as a single spell for targeting and resolution purposes
Does Vex cheerless reduction effect pay Deflect costs?
Yes, **Vex, Cheerless** can reduce the cost of **Deflect**. According to **RiftJudge FAQ #10609**, **#10442**, and **#8596**, this interaction works because of the order of cost calculation established in **Rule 356.4**: 1. **Deflect** is a mandatory additional cost (Rule 809.1.d) that is added to the spell's total cost during the cost-finalization process. 2. **Vex, Cheerless** applies a discount to the **total cost** of the spell. 3. Because the *Deflect* cost is included in the total cost *before* discounts are applied, *Vex, Cheerless*'s discount effectively offsets the *Deflect* cost. **Key Considerations:** * **Order of Operations:** Per Rule 356.4, you determine the base cost, add mandatory costs (like *Deflect*), and *then* apply discounts (like *Vex, Cheerless*). * **Minimum Energy:** Vex's "minimum 1 Energy" restriction applies only to the spell's base cost, not the total cost including additional costs. Consequently, *Vex, Cheerless* can reduce the final cost (including *Deflect*) below what would otherwise be the minimum for that spell. * **Mandatory vs. Optional:** This only works because *Deflect* is a **mandatory** additional cost. If you were dealing with an *optional* additional cost, the interaction would depend on the specific card's rules (as seen with *Ezreal* in FAQ #9237).
Does Vex increase cost when going a battlefield and the opponent wants to play a hidden card?
Yes, **Vex, Cheerless** increases the cost of your opponent's hidden cards if they are played while Vex is in combat at that battlefield. According to the official **RiftJudge FAQ #620** and **FAQ #8518**: 1. **Hidden** sets the base cost of the spell to 0. 2. **Vex's** passive ability acts as a cost increase for enemy spells, which is applied *after* the base cost is set to 0. 3. Therefore, the final cost to play the hidden card is the base cost (0) plus the additional cost imposed by Vex (1 Energy + 1 Power). **Important Nuances:** * **Combat Requirement:** This cost increase is only active while Vex is in combat at a battlefield. If Vex has moved to a battlefield but combat has not yet initiated (for example, while other "When I move" triggers are still resolving), the cost increase is not yet active. * **Sequence:** 1. The player chooses to play a card from Hidden. 2. Hidden sets the base cost to 0. 3. Vex's passive ability is applied as a cost increase, raising the total cost to 1 Energy + 1 Power. 4. The player must pay 1 Energy + 1 Power to complete the process of playing the card.
Does Vex make opponent pay 1 extra power and 1 extra energy?
Yes, Vex, Cheerless makes your opponent pay 1 extra Energy and 1 extra Power for their spells while she is in combat. According to the card text for **Vex, Cheerless**: > "While I'm in combat, friendly spells cost [1] [A] less to a minimum of [1], and **enemy spells cost [1] [A] more.**" In *Riftbound*, the symbol **[A]** represents a Power of any domain. Therefore, Vex's ability increases the cost of enemy spells by 1 Energy and 1 Power. **Important Nuances:** * **Combat Requirement:** This effect is only active while Vex is in combat at a battlefield. If she is not in combat, the cost increase does not apply. * **Hidden Cards:** As noted in RiftJudge FAQ #620, this cost increase applies to hidden cards as well. The game sets the hidden card's cost to 0 first, and then Vex's cost increase is applied, resulting in a final cost of 1 Energy and 1 Power. * **Repeat Costs:** According to RiftJudge FAQ #2161, Vex's ability does not affect "Repeat" costs, as those are considered optional additional costs separate from the base spell cost.
Does Vex make your opponent pay to activate a spell from hidden while in combat?
Ruling: Yes, Vex requires payment even when activating a spell from hidden during combat. Hidden only removes the base cost of the spell, but additional costs like those from Vex are added after. Sequence: - Hidden removes the base cost of the spell - Additional costs (such as from Vex) are added after - The opponent must pay these additional costs to activate the spell
Does Vex reduce a 0 Power cost spell to -1 Power, and does it make Called Shot free?
Ruling: Vex cannot reduce a spell's Power cost below 0. Called Shot is free without repeat, but costs chaos rune with repeat. Nuances: - A 0 Power spell cannot become negative Power cost (you don't gain Power/unrecycle runes) - Called Shot's base cost is 0 Power, so it remains free when cast without repeat - When Called Shot is cast with repeat, it costs a chaos rune
Does Vex reduce the total cost of a repeat spell?
Yes, Vex can reduce the total cost of a spell with the **Repeat** keyword. According to the RiftJudge FAQ #8444, Vex's ability reduces the total cost of a spell, which includes base costs, repeat costs, and mandatory additional costs (like Deflect). Here are the key points regarding this interaction: * **Repeat is an additional cost:** Repeat is treated as an optional additional cost that is added to the spell's base cost. Because Vex's discount applies to the total cost of the spell, it can reduce the cost of the Repeat portion. * **Minimum Energy Restriction:** Vex's ability includes a "minimum of 1 Energy" restriction. However, this restriction applies only to the discount provided by that specific Vex unit, not to the final cost of the spell after all other modifiers (like Ezreal's cost reduction) are applied. * **Order of Operations:** Players can choose the order in which they apply cost reductions. By applying Vex's discounts first (respecting its minimum) and then applying other non-restricted cost reducers (like Ezreal), it is possible to reduce the total cost of a repeated spell to 0. This is based on the ruling in FAQ #8444. No official rule chunk contradicts this, and it is consistent with the game's rules on determining total cost (Rule 391) and applying discounts (Rule 353.4).
Does Vex's Defy ability check the original printed cost or the modified cost of a card like Hextech Ray that has been reduced?
Ruling: Defy only checks the printed cost of a card, not any modified cost. Any effect that refers to a card's cost checks the printed cost. Nuances: - Cost reduction effects like those that reduce Hextech Ray to 2 power do not affect whether Vex can Defy it - This principle applies to all effects that reference a card's cost
Does Vex's ability make opponents pay 1 energy + 1 power when they play a hidden card during combat?
Ruling: Yes, Vex's ability applies to hidden cards. Hidden sets the cost to 0 first, then Vex's cost increase is applied afterward, resulting in a total cost of 1 energy + 1 power. Sequence: - Hidden sets the card's cost to 0 (ignoring base cost) - Cost increases are then applied - Vex's passive adds 1 energy + 1 power as a cost increase - Final cost is 1 energy + 1 power Nuances: - This only applies if combat has actually begun at the battlefield where Vex is present - If Vex just moved but combat hasn't started yet (e.g., with "When I move" triggers still resolving), the additional cost would not be active - Vex's effect is a cost increase, not an additional cost, which is why it applies after hidden's cost reduction
Does Vex, Apathetic's stun ability work on Ruin Runner?
Ruling: Vex, Apathetic's ability does not work on Ruin Runner because stunning requires choosing a target, and Ruin Runner cannot be chosen by enemy abilities. Nuances: - Abilities that say "stun a unit" or "choose a unit" require targeting, which Ruin Runner is protected against - Abilities with wording like "when [thing happens], [do X to] it" automatically affect the triggering object without choosing, so they bypass Ruin Runner's protection (e.g., Ahri's -1 Might reduction when a unit attacks) - The key distinction is whether the ability requires making a choice versus automatically applying to a unit already determined by a trigger condition
Does Vi Peacekeeper stun a unit when she is played during a Showdown from Ambush?
To determine if **Vi, Peacekeeper** stuns a unit when played via Ambush during a showdown, we must examine her ability and the game's timing rules. ### Ruling **Yes, Vi, Peacekeeper stuns an enemy unit when played via Ambush during a showdown.** ### Reasoning 1. **Trigger Condition:** Vi’s ability states: "When I attack, [Stun] an enemy unit here." 2. **Joining Combat:** Per **FAQ 8920**, if a unit joins an ongoing combat late, it gains the "Attacker" designation at the moment it enters the board. 3. **Timing of Ambush:** Because Vi enters the battlefield during a showdown as a reaction, she joins that ongoing combat. Upon entry, she is designated as an attacker, which fulfills the trigger condition "When I attack." ### Summary of Sequence 1. **Showdown:** Combat is already ongoing; the initial attacker/defender designations are already set. 2. **Action:** You play **Vi, Peacekeeper** to the battlefield using **Ambush** as a **[Reaction]**. 3. **Entry:** Vi enters the board and joins the combat. 4. **Designation:** Vi is designated as an attacker. 5. **Trigger:** The condition "When I attack" is met, and Vi’s ability to stun an enemy unit here triggers. Note: I could not fully verify this ruling against the retrieved rules, as the specific card text for Vi, Peacekeeper was not provided in the source context.
Does Vi's might boost from recycling cards persist after the player ends their turn?
Ruling: The might boost only lasts until the end of the turn in which the cards were recycled. Once the player ends their turn, the effect is gone. Sequence: - Player recycles cards during their turn - Vi gains +X might (where X is the number of cards recycled) - Player ends their turn - The might boost is removed Nuances: - When recycling cards with Vi, you can choose which cards from trash to recycle - Cards are recycled to the bottom of the deck - If recycling multiple cards in the same instance, they must be placed randomly at the bottom of the deck - If recycling one card at a time, randomization is not required
Does Victor's legend card count as playing a card this turn for Legion (Vanguard Captain)'s effect that triggers if you played another card this turn?
Ruling: No, Victor's legend card does not count as playing a card for Legion (Vanguard Captain)'s effect. Nuances: - Tokens are explicitly not cards and do not trigger Legion
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