Riftbound Frequently Asked Questions

Search verified questions and answers.

If I use Charm to move an opponent's unit into a battlefield where my Deadbloom is alone, does this trigger Master Yi's 'defend alone' ability?
Ruling: Yes, this triggers Master Yi's defend alone ability. The charmed unit is considered the attacker because it is the unit applying contested status to the battlefield. Sequence: - You charm the opponent's unit into the battlefield - The moved unit applies contested status - Since the moved unit's controller is your opponent and they are applying contested, they are the attacker - Your unit (Deadbloom/Master Yi) is defending alone Nuances: - This works the same way for any forced movement effect (Ahri passive, Blitzcrank pull, etc.) - the unit being moved is always the one applying contested status and is therefore the attacker, regardless of how they got there
If I use Charm to move an opponent's unit to an open battlefield on my turn, does my opponent score a point?
Ruling: Yes, the opponent will conquer the battlefield and gain a point when their unit is moved there on your turn. Nuances: - This can be used strategically with cards like Zenith Blade to move an enemy unit to a battlefield, then move your own unit there to both conquer and kill the enemy unit.
If I use Conquer to charm an opponent's character off a battlefield and then use Ride the Wind to move them back to that battlefield, do they score it again?
Ruling: Yes, the opponent can score the battlefield again on your turn if you use Ride the Wind to move them back to it. Sequence: - You use Conquer to charm the opponent's character off a battlefield (on your turn) - You use Ride the Wind to move them back to that battlefield (on your turn) - The opponent scores the battlefield Nuances: - A player can only score each battlefield once per turn - Since Conquer makes it your turn when you control the opponent's character, the opponent scoring on your turn doesn't conflict with them having already scored it on their own turn
If I use Deny on an opponent's spell that targets their unit, does the opponent still get the draw from Dreaming Tree?
Ruling: Yes, the opponent still gets the draw from Dreaming Tree even if you Deny their spell. Sequence: - The spell is activated and a target is selected - Dreaming Tree triggers immediately when the target is selected and the spell goes onto the chain - After Dreaming Tree triggers, you have the opportunity to Deny the spell - Denying the spell does not prevent the draw that already triggered
If I use Facebreaker on units that are on The Dreaming Tree, do I draw? Does the draw happen even if Facebreaker gets countered?
Ruling: Yes, using Facebreaker on units at The Dreaming Tree allows you to draw, and you draw even if Facebreaker gets countered. Sequence: - When you play Facebreaker and make the choice to target a unit at The Dreaming Tree, this triggers the draw ability - The draw trigger goes on the chain on top of Facebreaker - The draw resolves first, before Facebreaker resolves - This happens regardless of whether Facebreaker is countered afterward Nuances: - The Dreaming Tree triggers on the Choice (which is a step of playing a spell/ability), not on the spell resolving - This is not a typical "when you play" condition
If I use Fight or Flight to move my opponent's attacking unit to their base during a showdown at Reaver's Row, do I still get the Reaver's Row effect that triggers when defending?
Ruling: Yes, you still get the Reaver's Row effect. Trigger conditions only need to be met at activation and are not re-evaluated at resolution. You remain the defender until the special cleanup step removes attacker and defender status during combat resolution. Sequence: - Opponent moves unit to Reaver's Row, initiating showdown - Reaver's Row trigger goes on chain (you are defending at this point, meeting the trigger condition) - You respond with Fight or Flight, moving opponent's unit to their base - Chain resolves: Fight or Flight effect happens first, then Reaver's Row effect resolves - You retain defender status throughout this process until special cleanup in combat resolution Nuances: - A showdown doesn't abruptly end in the middle of a chain - you must complete the steps of combat - Regular cleanup only removes attacking/defending status from units no longer present at the battlefield, but special cleanup removes it for all units/players during combat resolution - The judge's ruling at locals was incorrect
If I use Flash to move my unit back to base in response to Hidden Blade, do I still draw 2 cards?
Ruling: No, you do not draw 2 cards. When you Flash the unit back to base, the target becomes invalid because it is no longer at a battlefield, so the controller reference returns null and nobody draws. Sequence: - Hidden Blade targets a unit at a battlefield - In response, Flash moves the unit back to base - On resolution, Hidden Blade checks if the target is still valid (a unit at a battlefield) - The target is now invalid because it's no longer at a battlefield - Since the target is invalid, "its controller" returns null - No cards are drawn Nuances: - This is different from replacement effects like Zhonya's or Sett that prevent death. In those cases, the target is still valid at resolution (still at a battlefield), so Hidden Blade attempts to kill it and the controller still draws 2 even though the unit doesn't actually die. - The key distinction is whether the target was legal when the spell began resolving. If it was legal and then saved by a replacement effect, you still draw. If it was already invalid at resolution (moved away), you don't draw. - Both the kill and draw effects reference the target, so the target must be legal for either effect to execute.
If I use Flash to target 2 units at Dreaming Tree, how many cards do I draw?
Ruling: You draw only one card. Dreaming Tree triggers only the first time you choose a friendly unit at that location with a spell each turn, regardless of how many units are targeted by that spell. Nuances: - If both locations are Dreaming Tree and you Flash a unit from each location, you draw 2 cards (one trigger per location) - The "first time each turn" restriction is per player, so both players can each trigger Dreaming Tree once per turn - You must move any units you target with Flash (you cannot target a unit and choose not to move it)
If I use Gust on a Noxian Drummer, is the token generated?
Ruling: No, the token is not generated. When Gust removes the unit, the ability can't find "here" to generate the token. Nuances: - If Fight or Flight is played during the showdown, the token is already there before Gust could be used - If Fight or Flight is played from hidden before the showdown to move the drummer to base, then the token will be at its base
If I use Gust on a token, does it count as dying for Yellow Viktor's ability?
Ruling: No, when a token is bounced to hand by Gust, it does not die. Instead, it ceases to exist. Sequence: - Token is bounced to opponent's hand - Token ceases to exist (does not trigger death effects)
If I use Here to Help to play Akshan in reaction to Dazzling Aurora's End of Round trigger and steal Aurora, does the trigger still resolve?
Ruling: Yes, the Aurora trigger will still resolve normally. Once a triggered ability is on the chain/stack, removing or stealing the source unit does not prevent the trigger from resolving. Nuances: - This is different from when a unit dies at the same time as its trigger condition (like Viktor dying to Unchecked Power while other units die) - in that case, the trigger never goes on the stack - Once a trigger is on the stack, it will resolve unless specifically countered by a card effect - The trigger does not check the game state of the source card when resolving, only when initially triggering
If I use Here to Help's reaction to play a Deadbloom with the discount, does the Deadbloom need to be played at the battlefield where Here to Help is hidden?
Ruling: Yes, the Deadbloom must be played at the battlefield where Here to Help is hidden. When a hidden spell or play effect causes you to play a unit, you must choose to play that unit at that battlefield. Sequence: - Here to Help (hidden) triggers and allows you to play Deadbloom with a discount - Deadbloom's ability offers the option to be played to any valid location - The hidden battlefield restriction applies, limiting the valid options - You must play the Deadbloom at the hidden battlefield Nuances: - Restrictions trump allowed effects in general - You don't control an occupied enemy battlefield, which can further limit valid play locations - Since Deadbloom offers options for play location, those options are restricted to only the hidden battlefield
If I use Hextech Ray on a 5-Might unit (dealing 3 damage) and then use Smoke Screen on it (reducing it to 1 Might), does it die?
Ruling: Yes, the unit dies. A unit dies when it has damage marked on it equal to or greater than its current Might. Sequence: - Hextech Ray deals 3 damage to the 5-Might unit - Smoke Screen reduces the unit to 1 Might - The unit now has 3 damage marked on it and 1 Might, so it dies Nuances: - Damage is tracked as "damage marked on a unit" rather than as remaining HP - The unit must have non-zero damage for this rule to apply (a unit with 0 damage and 0 Might does not die)
If I use Hextech Ray to deal 3 damage to a target in a showdown and pass priority, can my opponent use Ride the Wind to move the target and cause Hextech Ray to fizzle?
Ruling: Your opponent cannot use Ride the Wind to respond to Hextech Ray because Ride the Wind is an action card, not a reaction. Only reactions and appropriate triggers can respond to actions in a chain. If a target were moved by some other means before Hextech Ray resolves, it would not deal damage as the target would no longer be valid. Sequence: - An action card is played first to begin the chain - Only reactions and triggers can be played in response to actions - Once no one has more reactions/triggers, the chain resolves in first-in-last-out order - After the chain fully resolves, whoever has priority can play another action to begin a new chain Nuances: - Actions can only ever be the first thing in a chain, never played in response to other actions - Cards that say they can be played in showdowns still follow the action/reaction chain rules - If a spell's target becomes invalid before resolution, it will not perform effects that require that target
If I use Hidden Blade on a target and my opponent uses Retreat in response, do they still draw 2?
Ruling: No, the controller does not draw 2 cards because when Hidden Blade resolves, the target is no longer legal due to Retreat removing it. Sequence: - Hidden Blade is played targeting a unit - Opponent responds with Retreat on that unit - Retreat resolves first, removing the unit - Hidden Blade resolves but has no legal target - No cards are drawn Nuances: - The controller draws if the target is legal when the card begins resolving - If a unit dies and a replacement effect like Zhonyas or Sett's legend ability prevents the death, the controller still draws 2 cards because the target was legal when resolution began - Replacement effects don't cause the unit to "die and then come back" - the death is replaced entirely
If I use Hidden Blade on a unit and my opponent kills that unit with a spell on the chain before Hidden Blade resolves, does the controller still draw 2?
Ruling: If the unit is killed before Hidden Blade resolves, no one draws 2 cards. However, if the unit is moved to a different zone (like being recalled to base) by a replacement effect during Hidden Blade's resolution, the controller still draws 2. Sequence: - Hidden Blade begins resolving and captures information about the target unit - If a replacement effect (like Sett's ability or Zhonyas) moves the unit during resolution, Hidden Blade retains the controller information from the start of resolution - The controller draws 2 even though the unit wasn't killed Nuances: - If the unit is killed by another spell before Hidden Blade resolves (like with Flurry of Blades), the target becomes illegal and the spell cannot determine the controller, so no one draws - If the unit is saved by a replacement effect during Hidden Blade's resolution (not before), the controller information is retained from the start of resolution and that player draws 2 - The key distinction is whether the unit becomes an illegal target before resolution starts versus during resolution with a replacement effect
If I use Hidden Blade on my own unit at The Dreaming Tree, do I draw 2 or 3 cards total?
Ruling: You draw 3 cards total. You target your own unit with Hidden Blade, which triggers The Dreaming Tree to draw 1 card, and Hidden Blade itself draws 2 cards. Sequence: - Play Hidden Blade, targeting your own unit on The Dreaming Tree. Hidden Blade is finalized on chain. - The Dreaming Tree is triggered. That effect is also finalized on chain. - Assuming both players pass, The Dreaming Tree resolves first (draw 1), then Hidden Blade resolves (draw 2). Nuances: - "Choose" and "target" are effectively the same for cards like The Dreaming Tree. Cards triggered on "choose" are actually triggered on "target." - Targeting is: anything you choose in a public zone, that you alone choose, that isn't costs or replacement effects. - Some cards that say "choose" aren't actually targeting (like Cull or Divine Judgment), specifically when they force other players to act as well (each player does X).
If I use Hidden Blade to kill my own unit in response to my opponent's Hidden Blade targeting that same unit, do I draw 2 cards from both Hidden Blades?
Ruling: No, you only draw 2 cards from the Hidden Blade that successfully kills the unit. When you kill your own unit first, the opponent's Hidden Blade loses its valid target and cannot determine the controller of the unit (since it no longer exists at the battlefield), so its draw effect does not trigger. Sequence: - You respond to opponent's Hidden Blade by flipping your own Hidden Blade to kill your unit - Your Hidden Blade resolves first, kills the unit, and you draw 2 cards - Opponent's Hidden Blade tries to resolve but the target unit is no longer at the battlefield - Opponent's Hidden Blade cannot determine "its controller" because the unit doesn't exist anymore - No additional cards are drawn from opponent's Hidden Blade Nuances: - If the unit is moved away from the battlefield (e.g., via Retreat or Flash), Hidden Blade also fails to draw cards because the target is no longer valid - Exception: If the unit is saved by Hourglass, you still draw 2 cards because the unit was still "a unit at a battlefield" at the time Hidden Blade resolved, even though the kill was replaced
If I use Hook to look at the top card of my deck and see an Undertitan, do I get to float 2 energy?
Ruling: No, you do not get the 2 energy from Undertitan when using Hook. Hook only lets you look at cards, not reveal them, and Undertitan's ability requires the card to be revealed from the top of your deck. Nuances: - Look and Reveal are different game actions - looking at a card does not count as revealing it - Cards like Nocturne work with effects like Stacked Deck because Nocturne's text specifically says "As you look at or reveal me from the top of your deck" (covering both cases)
If I use Hostile Takeover on an opponent's Ferrous Forerunner, attack with it, then Hidden Blade it, do I keep the mech tokens created by its Deathknell ability and draw cards from Hidden Blade?
Ruling: Yes, you keep both the mech tokens from Ferrous Forerunner's Deathknell and draw 2 cards from Hidden Blade. You own and control the Deathknell effect when it triggers, and Hidden Blade looks back to see you were the controller when the unit died. Sequence: - Cast Hostile Takeover on opponent's Ferrous Forerunner at a battlefield - Take control of Forerunner and ready it - Move it into battle and win the showdown - Cast Hidden Blade on the Forerunner - Deathknell triggers under your control, creating 2 mech tokens for you - Hidden Blade draws you 2 cards Nuances: - There is no effect that would return the tokens to the opponent since Hostile Takeover only returns the unit itself, not tokens created while under your control - Hidden Blade "looks back" to the state the unit was in when killed, confirming you were its controller for the draw effect
If I use Hostile Takeover to take control of my opponent’s only unit at a battlefield, will there be a showdown? Will it be a combat?
You’ll start a noncombat showdown. (Hostile Takeover’s reminder text is a little misleading in this regard—you have to have some kind of showdown before you can conquer.) This ruling applies any time you have a unit at a battlefield when your opponent still controls that battlefield, but doesn’t have any units there. (Yes, that can happen. Hostile Takeover and Stormbringer are the easiest ways to do it.) There’s a gap in the current rules that leaves this situation without an obvious outcome. We plan to address that gap in the next regular rules update. The issue is surprisingly complex, and we’re not 100% sure what the answer will be when we’re done. In the meantime, though, we believe starting a noncombat showdown is the least disruptive way to handle this scenario. If you need really precise timing: assume that your opponent loses control of the battlefield in the same cleanup that begins the showdown, even though ordinarily control is “frozen” once the battlefield becomes contested.
If I use Imperial Decree during my opponent's turn in a showdown where my stunned 5 Might unit takes 4 combat damage from my opponent's 4 Might unit and dies, does my opponent get credit for the kill and trigger their Solari Shrine?
Ruling: No, the opponent does not get credit for the kill. Imperial Decree kills the unit, so the player who cast Imperial Decree (you) gets credit for the kill, not the opponent. Therefore, the opponent's Solari Shrine will not trigger. Sequence: - Combat damage is dealt (4 damage to the 5 Might unit) - Imperial Decree's delayed trigger condition is met - Imperial Decree's trigger goes on the chain - The trigger resolves and kills the unit Nuances: - The trigger condition (combat damage being dealt) is not the same as the kill action attribution - The owner of the kill action (Imperial Decree's controller) gets the attribution, not the source that triggered the condition (the opponent's unit dealing damage) - It doesn't matter who or what triggered the trigger, only who owned the trigger that killed the unit
If I use Pickpocket on my opponent's gold gear and they react by using it, do I still get a gold gear even though I didn't kill theirs?
Ruling: No, you do not get a gold gear if the target gear is used in reaction. You must successfully kill the gear to get the gold gear reward. Nuances: - The "if you do" wording on Pickpocket makes killing the gear a requirement for the second effect - If the target gear is used in reaction, it becomes an invalid target on resolution, so the Kill action cannot be performed - You should target an exhausted gold gear to ensure it cannot be used in reaction - You must at least attempt the Kill action (which requires the target to be legal on resolution) to get the gold gear
If I use Possession on a Watcher that was played this turn, whose units get -3 Might?
Ruling: When you take control of a Watcher with Possession, your units (the new controller's units) will get -3 Might to a minimum of 1 Might. Sequence: - Watcher is played and its trigger is created - The trigger locks in what "enemy" units are at the time it's created (based on original owner) - Possession is played, taking control of the Watcher - The trigger resolves, affecting what were "enemy" units when the trigger was created (now your units) Nuances: - Taking control of a unit is different from playing it - Control of the game object that created a trigger only matters when the trigger is being created, not when it resolves - Once a trigger goes on the chain, its ownership is already determined
If I use Retreat to remove the target of my opponent's Rebuke, does Rebuke retarget to bounce their own unit?
Ruling: No, Rebuke will not retarget. When Rebuke is played, the target unit is chosen and locked in. If that target is removed (such as by Retreat), Rebuke will fail to resolve but will not select a new target. Nuances: - The target selection happens when Rebuke is played and cannot change afterward - If the original target becomes invalid, the spell simply fails rather than finding a new target
If I use Ride The Wind on my opponent's turn to move to an open battlefield, do I score a point immediately and then another point on my turn for holding it, or does the one point per battlefield per turn rule prevent this?
Ruling: You can score a point by using Ride The Wind to move to an open battlefield on your opponent's turn, and this does cause a showdown. Since it's an action, you need a showdown window to cast it. Sequence: - Opponent moves to an open battlefield and starts a showdown - You cast Ride The Wind during that showdown window - You move to a different open battlefield - You score a point for that battlefield Nuances: - Ride The Wind requires a showdown window to be cast since it's an action - You can specifically cast it when your opponent goes to an open battlefield and starts a showdown, then move to a different open battlefield
If I use Ride the Wind during a showdown to move to another battlefield, what happens to the first showdown and can I get points from both?
Ruling: You need to let showdowns complete to get their point. If you use Ride the Wind during a showdown as an action, that showdown still continues and must conclude normally with combat damage assigned by units at that battlefield. Sequence: - Use Ride the Wind during a showdown as an action - The original showdown continues, passing focus normally - Combat damage is assigned by units at that battlefield - The showdown concludes and you get the point - If conditions are met for a different showdown at the new battlefield, that showdown happens immediately - You can potentially get points from both showdowns
If I use Ride the Wind during a showdown to start a second showdown on the other battlefield, which showdown resolves first?
Ruling: The first showdown resolves completely before the second showdown begins. Sequence: - Step one: Complete the first showdown - Step two: Resolve the second showdown started by Ride the Wind (it remains pending until the first resolves) Nuances: - It does not matter whether the second showdown is a combat showdown or not
If I use Ride the Wind to conquer a battlefield during my opponent's turn, will I score a point even if I already scored a point at that battlefield during my own turn?
Ruling: Yes, you will score a point during your opponent's turn even if you already scored at that battlefield during your own turn. Battlefields are tracked per-turn for scoring. Nuances: - This applies whether or not you scored points at those battlefields during your own turn - Using Ride the Wind during an opponent's showdown creates a second showdown that resolves after the first showdown completes
If I use Ride the Wind to move Jinx, Demolitionist to a battlefield during an opponent's attack (when I get focus), does she become an attacker with Assault bonus or a defender without it?
Ruling: When you move Jinx into a battlefield during an ongoing combat showdown where your opponent is attacking, she joins as a defender and does not get her Assault bonus. Nuances: - Moving a unit into an ongoing showdown does not start a new showdown; the unit simply joins the existing combat with the appropriate designation (attacker or defender) - To use Jinx's Assault ability, you would need to be the one attacking (moving into a battlefield your opponent controls), or move her into a different battlefield where you are the attacker - If you lose the combat and your opponent conquers, then causes a showdown at another battlefield, you could move Jinx there as an attacker to use Assault
If I use Ride the Wind to move Yasuo Remorseful into a battlefield where I'm already attacking with another unit, does Yasuo's When I Attack ability trigger?
Ruling: Yes, Yasuo's When I Attack ability will trigger when he becomes designated as an attacker during the cleanup of his arrival. Sequence: - Attack a battlefield with a unit - Use Ride the Wind to move Yasuo Remorseful into that battlefield - Yasuo becomes designated as an attacker during cleanup of his arrival - Yasuo's When I Attack ability triggers and starts its own chain
If I use Ride the Wind to move a unit to a battlefield during my opponent's turn in response to them starting an open showdown, who is the attacker and who is the defender?
Ruling: The opponent who initially moved to the open battlefield is the attacker, and you are the defender. This is called a "surprise defence." Sequence: - Opponent moves to open battlefield, triggering an open showdown and applying contested status - You respond with Ride the Wind during the open showdown to move a unit to that battlefield - The open showdown finishes - If units from both players are still present, a combat showdown immediately begins - The opponent remains the attacker because they were the one who originally contested the battlefield Nuances: - The attacker is always the one who contested the battlefield, which was established when the opponent initially moved there - You cannot trigger "on attack" abilities (like G Yasuo's attack trigger) with this defensive move - You can trigger "on defend" abilities with units moved this way
If I use Ride the Wind to move a unit to an empty battlefield I own on my opponent's turn, do I get a conquer point?
Ruling: Yes, you get a conquer point when you use Ride the Wind to move a unit to an empty battlefield you own on your opponent's turn. Sequence: - You control both battlefields - Opponent trades on battlefield A (making it empty) - Opponent attacks battlefield B - You use Ride the Wind to move your unit to the now-empty battlefield A - You gain a conquer point
If I use Ride the Wind to move a unit to an empty battlefield during an ongoing showdown at another battlefield, will my damaged units heal from conquering the empty battlefield before they die in combat?
Ruling: Units only heal after combat cleanup, not from conquering an empty battlefield. The first showdown must finish completely before the showdown at the second battlefield begins. Sequence: - The showdown and combat at battlefield A must finish completely first - Only after that completes does the showdown at battlefield B start - If nothing else happens, units will die in battlefield A, then battlefield B will be conquered Nuances: - Healing occurs after combat cleanup (when combat actually happens), not after any showdown cleanup - Conquering an empty battlefield does not trigger healing - You could prevent deaths by removing the enemy unit during combat (e.g. with Hextech Ray or Gust), which would cause combat to end and trigger healing
If I use Ride the Wind to move a unit to an empty battlefield that my opponent is trying to conquer, who is the attacker and defender, and do 'when I defend' abilities activate?
Ruling: When your opponent moves to contest an empty battlefield first, they become the attacker. If you then use Ride the Wind to move a unit there, you become the defender when the combat begins, and your unit's "when I defend" abilities will activate. Sequence: - Opponent moves unit to empty battlefield during open showdown (no designations yet) - You play Ride the Wind to move your unit to that battlefield - Open showdown ends and combat begins - Opponent becomes attacker (they applied contested status) - You become defender - "When I defend" triggers on your units activate Nuances: - Battlefield abilities that say "when you defend" do NOT trigger for the defending player, because "you" refers to the controller of the battlefield, which neither player controls yet - Unit abilities that say "when I defend" DO trigger for the defending player - Examples of battlefield abilities that wouldn't trigger: Reaver's Row, Fortified Position - Dreaming Tree is exempt due to errata
If I use Ride the Wind to move a unit with Shield onto a contested battlefield during an open non-combat showdown (before combat begins), does the Shield unit enter with Shield active?
Ruling: The Shield unit enters the battlefield during the non-combat showdown, but Shield is not active until that showdown resolves and the combat showdown begins. Units only gain attacker/defender designations (which activate Shield/Assault) when a combat showdown is active. Sequence: - Opponent moves to uncontrolled battlefield, applies contested tag, becomes attacker - During the open non-combat showdown, you use Ride the Wind to move Shield unit to battlefield - Shield unit is present but Shield is not active (unit has base 2 might) - Non-combat showdown resolves (no conquest occurs because both players have units present) - Combat showdown begins and units gain attacker/defender designations - Shield becomes active on your unit (as defender) Nuances: - The Shield unit is vulnerable to damage/effects during the non-combat showdown before Shield activates - You cannot conquer while enemy units are present at the battlefield - Only if all enemy units are removed before the non-combat showdown closes would conquest occur and combat be prevented
If I use Sabotage to recycle one of my opponent's cards from their hand, does that trigger my Karma's ability?
Ruling: No, using Sabotage to recycle an opponent's card does not trigger your Karma. Karma only triggers when you recycle one of your own cards, not when your opponent recycles their cards. Nuances: - Even though you are the one choosing which card gets recycled via Sabotage, the opponent is considered to be recycling their own card - If your opponent uses Sabotage on you and you recycle one of your cards, that would trigger your Karma
If I use Sett's ability to save a unit, can Immortal Phoenix still be summoned from the trash?
Ruling: No, the unit actually has to die for Immortal Phoenix to trigger. Sett's ability prevents the death, so Immortal Phoenix cannot be summoned. Nuances: - This interaction is clarified in the rules FAQ, specifically in the bottom section
If I use Switcheroo on my Mundo and my own Traveling Merchant, does Mundo refresh himself and become 2 + cards in trash?
Ruling: No. Switcheroo snapshots the might difference at resolution and applies continuous modifiers. Mundo will get -X Might and Merchant will get +X Might, where X is (Mundo's might at resolution - 2). If more cards go to trash after resolution, Mundo's might will increase but the Switcheroo modifiers remain at their snapshotted values. Sequence: - Switcheroo resolves and calculates X = (Mundo's current might - 2) - Merchant gets +X Might (snapshotted, continuous) - Mundo gets -X Might (snapshotted, continuous) - If more cards go to trash later, Mundo's passive increases his might, but the Switcheroo modifier stays the same Nuances: - Switcheroo applies the inverse of the might increase to the unit with more might - The modifiers are snapshotted at resolution time, not dynamic - You can use Switcheroo on units controlled by any player
If I use Thwonk with Repeat twice on the same unit, does Leona's legend ability trigger once or twice?
Ruling: Leona's legend ability triggers twice. Even though Repeat resolves as a single spell effect, the two stun actions are separate game actions that cannot occur simultaneously, so each triggers Leona independently. Sequence: - The first stun action stuns the target unit and triggers Leona's ability - The second stun action is performed as a separate game action (even though the unit is already stunned) and triggers Leona's ability again Nuances: - Game actions cannot be performed simultaneously, so even effects from a single repeated spell must resolve as sequential separate actions - This applies whether you target the same unit twice or two different units - either way, Leona triggers twice - The key is that each stun is a distinct game action, not whether the stun successfully changes the unit's state
If I use Time Warp while an opponent controls a battlefield, does the opponent get a hold point?
Ruling: No, the opponent does not get a hold point when you use Time Warp while they control a battlefield. Sequence: - Players can only hold during their own turn - When you use Time Warp, the next turn will be yours, not theirs - Therefore, they do not get an opportunity to hold
If I use Unchecked Power to deal 12 damage and kill all units on the battlefield, can my opponent still play a Hidden unit (like Teemo) after the cleanup?
Ruling: No, the opponent cannot play a Hidden unit after Unchecked Power resolves and kills all units. The only opportunity to play the Hidden unit as a reaction is before Unchecked Power resolves, which would make that unit a victim of the damage. Sequence: - Unchecked Power is played - Opponent has opportunity to react (can play Hidden unit here, but it will take the 12 damage) - Unchecked Power resolves, dealing 12 damage to all units - Units die during cleanup - No opportunity to react again until another chain begins Nuances: - Hidden units can be played any time you can play a reaction - You cannot keep units safe by waiting to play them after damage resolution - they must be played before the damaging effect resolves
If I use Viktor's ability to create a token and my opponent reacts with Gust to make me lose control of the battlefield, can I still play the token on that battlefield since I chose the location first?
Ruling: No, you do not choose the location when Viktor's ability is activated. The location is chosen when the token is played after Viktor's ability resolves, so Gust can legally be played in response and you will not control the battlefield when you need to choose where to play the token. Sequence: - Viktor's ability is activated and goes on the chain - Opponent can react with Gust, removing your control of the battlefield - Viktor's ability resolves and creates a token that goes on the chain - When playing the token (after Viktor resolves), you choose the location at that time - Since you no longer control the battlefield, you cannot play the token there Nuances: - The location choice is part of playing the token card, not part of activating Viktor's ability - Gust is a legal play because it doesn't create an illegal state itself - the battlefield being controlled by no one is legal - Tokens use the chain when being played
If I use Void Seeker to deal 4 damage to a 7 might unit, then use Smoke Screen to reduce it by 4 might, does the unit die?
Ruling: Yes, the unit will die during the next cleanup when the game checks if damage marked on it is greater than or equal to its might. Sequence: - Apply Void Seeker (4 damage) and Smoke Screen (-4 might) in either order - During the next cleanup, the game checks if damage ≥ might - The unit dies (4 damage ≥ 3 might) Nuances: - The order of applying damage and might reduction generally doesn't matter, as long as damage isn't healed between application and cleanup - Order only matters for "when you kill with a spell" triggers: Smoke Screen first then damage counts as a spell kill, but damage first then Smoke Screen does not count as a spell kill
If I use Voidseeker on a unit and the opponent flashes it to their base, do I still draw a card?
Ruling: Yes, you still draw a card even if the unit is flashed to base in response to Voidseeker. Nuances: - The draw part of Voidseeker has no dependency on the damage part due to the period separator between the two effects - Even if there were a comma instead of a period, you would still be able to draw (similar to how "discard 1, draw 1" triggers resolve with DAMAYC)
If I use Zenith Blade defensively when my opponent attacks a battlefield, and neither unit dies in combat, do I score the battlefield point?
Ruling: If your opponent moves into an empty battlefield and you use Zenith Blade to stun and move a unit there, the attacker recalls and you score and conquer the battlefield. If you already controlled the battlefield they attacked, you won't get the point since you already controlled it. Nuances: - You can only score if you haven't already scored on that battlefield this turn - The attacker is only formally assigned if the battlefield is occupied when combat showdown starts, but using Zenith Blade creates a "contested" status that makes them the attacker and you the defender - When no one wins combat, the attacker must recall
If I win on the attack and conquer, does this happen before or after I score? Before or after conquer effects?
Draven’s ability will trigger and resolve before you gain your regular point for scoring the battlefield and before any conquer effects are triggered. This means that you can’t win from 6 points by conquering a battlefield with Draven without having scored all other battlefields—you’ll gain your point from Draven, then the game will see that you’re at 7 points and give you a card draw instead of a point for conquering.
If I'm at 7 points and use Ride the Wind to move to an empty battlefield during my opponent's attack, do I immediately win the game?
Ruling: You do not immediately win. Moving to the empty battlefield creates a staged showdown that resolves after the current combat, and you only conquer that battlefield (drawing 1 card) rather than winning the game. Sequence: - Opponent attacks you at your battlefield during their turn - You cast Ride the Wind to move to the empty battlefield - Current combat resolves first - Staged showdown at the new battlefield begins after - You conquer the battlefield but do not win Nuances: - To win by scoring, you must either score all battlefields in the same turn OR hold one (which doesn't apply here since it's your opponent's turn) - Since you didn't score both battlefields in the same turn, you only get the conquest reward of drawing 1 card
If I'm at 7 points and use Run the Weave to move to my opponent's battlefield during their turn (where I haven't scored yet this turn), do I win immediately or draw?
Ruling: You draw, not win. You cannot win the final point via conquering unless you have scored both battlefields that turn. Sequence: - If you Run the Weave to opponent's battlefield during their turn and haven't scored both battlefields that turn, you draw to 8 points - To win via conquering, you would need to score on both battlefields in the same turn - This means you'd need to win the original combat, score/draw at the second battlefield, then find another opportunity to move back and score again at the first battlefield Nuances: - Simply holding a battlefield "on their turn" doesn't count toward the requirement to score both battlefields - Getting the win condition requires scoring both battlefields in a single turn cycle, which is very difficult to achieve
If I'm at 7 points with Grove and Mundo, can I Ride the Wind to the opponent's battlefield on their turn to reach 8 points and win?
Ruling: No, you cannot win by moving to the opponent's battlefield on their turn when at 7 points. To score the Final Point (8th point) on an opponent's turn, you must Score every Battlefield through Conquer that turn, which requires conquering both battlefields in a single turn. Sequence: - You need to either hold one battlefield (only possible during your own beginning phase) OR score both battlefields through Conquer in the same turn - Since you can't hold on the opponent's turn, you would need to conquer both battlefields - Moving from Grove to the opponent's battlefield only conquers one battlefield that turn - You would need to Ride the Wind back to Grove to conquer both battlefields in one turn Nuances: - You can win by using Ride the Wind on your own turn when at 7 points - Alternatively, you can do this at 6 points: conquer on their turn (7 points), then hold on your turn (8 points)
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