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Riftbound Frequently Asked Questions

Search verified questions and answers.

Does Wildclaw Shaman's effect of removing a buff to buff and ready itself go on the chain, allowing the opponent to cast Gust in response?
Ruling: Yes, Wildclaw Shaman's effect is a triggered ability that creates a chain. The opponent can respond with Gust while the trigger is on the chain. Sequence: - Wildclaw Shaman is played to the battlefield - Its triggered ability goes on the chain - Opponent can respond with Gust (targeting either the Poro or the Shaman if it's on a battlefield) - When the Shaman's trigger resolves, the buff is removed from the other unit, then the Shaman is buffed and readied Nuances: - Gust can only target units at a battlefield - While the Shaman's trigger is on the chain, the Shaman is still 3 Might and targetable by Gust (if at a battlefield) - The buff removal happens on resolution of the trigger, not as a cost - No targeting is required for Wildclaw Shaman's effect
Does Wily Newtfish keep its +1 between turns?
No, Wily Newtfish does not keep the +1 Might bonus between turns. According to the card's text, the bonus is granted "if you've gained XP **this turn**." Because this is a conditional static ability, it continuously checks whether the condition (gaining XP) was met within the current turn. Once your turn ends and a new turn begins, the game state resets, and the condition is no longer met, causing the Wily Newtfish to lose the +1 Might bonus.
Does Wind Wall counter Time Warp?
Yes, **Wind Wall** can counter **Time Warp**. According to the card text for Wind Wall, it is a `[Reaction]` spell that allows you to "Counter a spell." Since Time Warp is a spell, it is a legal target for Wind Wall when it is on the chain. ### Interaction Sequence: 1. **Player A** plays **Time Warp** (paying its cost and putting it on the chain). 2. **Player B** responds by playing **Wind Wall** (targeting the Time Warp on the chain). 3. The chain resolves in **LIFO** (Last-In, First-Out) order: * **Wind Wall** resolves first, countering the Time Warp. * Per **Rule 425.1.a**, the countered Time Warp does nothing and is cleared from the chain. * Because the Time Warp was countered, it is not considered to have been played (Rule 425.1.b), and its effect (taking an extra turn) does not occur.
Does Wraith of Echoes see itself die and trigger its own ability to draw a card?
Ruling: No, Wraith of Echoes does not see itself die. Units don't see themselves die in Riftbound. Sequence: - Triggered abilities must trigger from the location where they saw the trigger occur - When Wraith dies, it is no longer on the board - Since Wraith is not on the board when it would need to trigger, it cannot trigger Nuances: - Deathknell is an exception because it triggers from the trash, which is why Deathknell effects can see the unit die - This ruling is different from games like Magic - The lead designer (Riot Kelly) confirmed nothing outside of Deathknell can see itself or other things that die with it as triggers - Outside of Deathknell, triggered abilities can only trigger if a permanent has presence
Does Wraith of Echoes trigger and draw a card when it dies, or only when other units die?
Ruling: Wraith of Echoes does not trigger on its own death. It only triggers when another friendly unit dies. Nuances: - The card received a clarity errata (not functional) that added the word "another" to make this explicit - Original text: "The first time a friendly unit dies each turn, draw 1." - Errata text: "The first time another friendly unit dies each turn, draw 1." - Despite the text change, the functional behavior was always that it did not trigger on its own death
Does Wraith of Echoes trigger itself on death, or trigger when dying simultaneously with other units?
Ruling: Units do not see themselves die. Wraith of Echoes will not trigger its own death effect, even if it dies simultaneously with other units during combat. Sequence: - All combat damage is dealt simultaneously - Units that die are removed from the board - Units that died cannot trigger their own on-death effects - Only units that survive can trigger effects based on other units dying Nuances: - This ruling comes from developer confirmation rather than explicit rules text - A new Comprehensive Rules Document is expected before English release that may formalize this
Does Xin Zhao count himself as one of the two units required in your base for him to enter ready?
Ruling: Xin Zhao does not count himself. The card specifically says 'other' units, so you need two other units in your base besides Xin Zhao for him to enter ready.
Does Yasuo - Remorseful's 'When I attack' ability trigger when moved to an enemy-occupied battlefield using Yasuo's legend ability?
Ruling: Yes, 'when I attack' abilities trigger when a unit moves to an enemy-occupied battlefield, regardless of how it got there or whose turn it is. When your unit is moved to an enemy-occupied battlefield, you're the attacker. Sequence: - Move triggers happen first when a unit moves to a battlefield - Combat showdown starts when two players have units on the same battlefield - 'When I attack' and 'when I defend' triggers are the first things to trigger when a combat showdown starts (they fill the initial chain) Nuances: - 'When I attack' (triggered ability) is not synonymous with 'while I'm an attacker' (passive ability). The difference is 'when' (triggered) versus 'while' (passive) - There is no 'declare an attacker' step in Riftbound - combat starts automatically when two players have units on the same battlefield
Does Yasuo - Remorseful's ability trigger when he arrives at an enemy battlefield using his legend ability, or only when moving there with unit movement?
Ruling: Yasuo - Remorseful's ability triggers whenever he arrives at an enemy controlled battlefield and becomes designated as an attacker, regardless of how he got there (legend ability or unit movement). Sequence: - Yasuo's ability typically triggers in the first chain of Combat Showdown (the Initial Chain) - The trigger can also occur if Yasuo shows up mid-combat - The trigger gets added to the chain anytime Yasuo becomes designated as an attacker for the first time during a combat Nuances: - The battlefield does not have to be controlled by the opponent when Yasuo arrives - If Yasuo moves into an empty battlefield and an enemy unit moves in during the showdown, Yasuo's player will be the attacker since they applied Contested to the empty battlefield first, and the ability will still trigger - The ability trigger gets put on the chain even in cases of surprise defense
Does Yasuo Remorseful deal damage twice - once from his attacker trigger and once from regular combat damage?
Ruling: Yes, Yasuo Remorseful deals damage twice - first from his attacker trigger effect, then from regular combat damage. Sequence: - You attack into battlefield - Yasuo's attacker trigger goes on the chain and you declare a target unit at the battlefield - Both players pass priority - Yasuo deals his might to that target unit - Both players pass priority - Cleanup occurs and Yasuo deals might and takes damage in the combat damage step Nuances: - The damage from Yasuo's attacker trigger lingers (it is not healed immediately) - Damage is only healed at end of turn or at end of combat - This means you can deal damage with the attacker trigger to a unit and then hit it again during the combat damage step
Does Yasuo Remorseful moving to a battlefield trigger Fight or Flight to his ability (which I believe is possible), and does this stop Yasuo's ability going off?
Yes, you can stop Yasuo, Remorseful's ability from dealing damage, but only if you play *Fight or Flight* as a [Reaction] in response to his ability on the chain. If you play *Fight or Flight* as an [Action] from your hand during an open state, it is too late; Yasuo's ability will have already resolved. ### Why this works According to **RiftJudge FAQ #3371** and **FAQ #8014**: * Yasuo's "When I attack" ability triggers and is placed on the Initial Chain when he moves to a battlefield. * Because the ability is on the chain, you can respond to it with a [Reaction]. * *Fight or Flight* can be played as a [Reaction] from a hidden state while the chain is active. * When *Fight or Flight* resolves, it moves Yasuo to his base. * When Yasuo's ability subsequently resolves, it checks for the target "here" (at the battlefield). Since Yasuo is no longer at the battlefield, the ability fails to resolve (it "mistargets"). ### The Sequence 1. **Yasuo moves to the battlefield:** This triggers his "When I attack" ability. The ability is placed on the Initial Chain. 2. **You play *Fight or Flight* as a [Reaction]:** You must play it from its hidden state in response to Yasuo's ability. 3. **Chain resolves (LIFO - Last In, First Out):** * *Fight or Flight* resolves first, moving Yasuo to his base. * Yasuo's "When I attack" ability attempts to resolve. It checks for the target "here." Because Yasuo is no longer at the battlefield, the ability has no valid target and fails to deal damage. ### Important Distinction As noted in **FAQ #3371**, if you attempt to play *Fight or Flight* as an [Action] from your hand during an open state (after the Initial Chain has already resolved), Yasuo's ability will have already triggered and resolved, dealing its damage before you have the opportunity to move him. You must use the [Reaction] timing to interrupt the ability before it resolves. Note: I could not fully verify the claim that "[Hidden]" is a keyword on the card, only that the card can be played as a reaction from a hidden state.
Does Yasuo Remorseful's attack trigger occur before or after Master Yi's defense bonus applies?
Ruling: Master Yi's defense bonus applies before Yasuo's attack trigger resolves. Yi's effect is a passive that activates instantly when defender status is assigned, while Yasuo's trigger must go on the chain and resolve. Sequence: - Units receive attacker/defender status - Yi's passive defense bonus applies immediately (not a trigger) - Yasuo's attack trigger goes on the chain - Yasuo's trigger resolves Nuances: - Yi's defense bonus is not a trigger but a passive effect, similar to Assault/Shield - Yi's bonus only applies when you have exactly one defending unit - In general, attacker triggers go on the chain first, then defender triggers, resolving in reverse order (but Yi's effect bypasses this as it's not a trigger)
Does Yasuo Remorseful's damage resolve before combat damage is dealt, potentially killing units before they can deal their combat damage?
Ruling: Yes, Yasuo Remorseful's damage resolves before combat damage is dealt. Units killed by Yasuo's damage will not deal their combat damage. Sequence: - Combat starts and attack/defend triggers go on the chain - Defend triggers resolve first (including Yasuo's damage) - Players exchange focus/priority - When all players pass, combat resolution occurs with remaining units - Special cleanup happens Nuances: - In the example given, the 6 might + 4 unit would only deal 4 damage to Yasuo (from the defend trigger) before being killed by Yasuo's damage, so it would not deal its 6 might as combat damage
Does Yasuo with Svellsongur equipped deal damage twice (6 damage each time) when he attacks, or does the second trigger deal 0 damage?
Ruling: Yasuo with Svellsongur equipped will trigger his attack ability twice, dealing 6 damage each time for a total of 12 damage to potentially two different units. The equipment's text is granted to the attached unit, so both triggers use the unit's full might. Sequence: - Yasuo attacks with Svellsongur equipped - First attack trigger resolves, dealing 6 damage - Second attack trigger resolves, dealing 6 damage Nuances: - Svellsongur grants +0 might but copies the unit's text and grants it back to the unit - This works the same way equipment with Shield would grant Shield to the attached unit - The equipment itself doesn't have might that deals damage; it grants the text to the unit which uses the unit's total might
Does Yasuo's 'When I Attack' ability trigger when he enters combat via Ride the Wind after normal attack triggers?
Ruling: Yes, Yasuo's 'When I Attack' ability will trigger when he enters an ongoing combat via Ride the Wind. His triggered ability will go on the same chain as the effect that moved him (the ability will be pending on the chain as the move effect resolves). Sequence: - The move effect (Ride the Wind) resolves and moves Yasuo to the battlefield - Yasuo's 'When I Attack' triggered ability becomes pending on the same chain - The triggered ability is finalized and resolves on that chain Nuances: - If a unit like Miss Fortune has an 'On Journey' trigger that happens when moving to a battlefield, that trigger goes on the chain before combat even begins. Combat cannot begin while there's an item on the chain, so that trigger must resolve first before the combat starts and the initial chain (with attacking/defending triggers) is populated. - The move trigger and combat triggers are not simultaneous events - the move trigger resolves first, then combat is staged, then combat begins which populates the initial chain with attacking/defending triggers.
Does Yasuo's 'When I attack, deal my might as damage to a unit' ability trigger and resolve before combat damage in a showdown, and can it kill the defending unit before combat occurs?
Ruling: When a showdown is initiated, triggered abilities go on the chain starting with the attacker's "When I attack" triggers, then the defender's "When I defend" triggers. After reactions are played and the chain resolves, combat occurs. A unit killed by Yasuo's ability during the initial chain will not be present for combat and does not contribute damage. Sequence: - Attacking player activates their "When I attack" triggers in their desired order - Defending player activates their "When I defend" triggers in their desired order - Players can activate reactions in sequence, passing priority back and forth - After each item on the chain resolves, a cleanup occurs - After the initial chain fully resolves, the attacking player gains focus to play Action spells - Players alternate playing actions until both pass - Combat damage calculation is performed Nuances: - If a defending unit survives Yasuo's damage due to a "When I defend" ability or reaction that increases its might, it remains in combat with damage on it - If you were unable to react to Yasuo's trigger and your unit was defeated by it, it will not be there for combat - You can activate reactions during the initial chain, which will resolve before attack and defend abilities - Even if all defending units are removed, players can still play actions before combat would occur
Does Yasuo's Unforgiven ability (which moves him) cause attack triggers?
Ruling: Yes, if you use the ability to move Yasuo into a battlefield occupied by your opponent, it causes attack triggers. Nuances: - Any time a unit moves to a battlefield occupied by the opponent, regardless of how the move is made, they are contesting the battlefield and therefore are the attacker.
Does Yasuo's ability trigger and resolve before the showdown starts, and can Actions be played in response to it?
Ruling: Yasuo's "when I attack" ability triggers as part of the Initial Chain at the start of the showdown, not before it. Only Reactions can be played in response to the Initial Chain; Actions cannot be played until after the Initial Chain resolves and the attacker gains Focus. Sequence: - When Yasuo moves to contest a battlefield, he becomes an attacker - The showdown begins with the Initial Chain - "When I defend" triggers are added to the Initial Chain first - "When I attack" triggers (like Yasuo's) are added to the Initial Chain second - Only Reactions can be played in response to abilities on the Initial Chain - After the Initial Chain resolves, the attacker gains Focus and can play Actions or Reactions Nuances: - Movement triggers (like Traveling Merchant) resolve before the Initial Chain if moving to an enemy-occupied battlefield, and Reactions can be played in response to them - Action speed cards like Challenge cannot be played during the Initial Chain - Reaction speed cards like Shakedown can be played in response to Yasuo's ability on the Initial Chain
Does Yasuo's ability trigger when attacking only, or when defending too?
Ruling: Yasuo's ability only triggers when he attacks, not when defending.
Does Yasuo's attacker ability trigger and resolve before Fiora's Peerless defender ability doubles her might?
Ruling: No, Fiora's might doubles before Yasuo's ability resolves. When combat begins, both attacker and defender triggers go on the chain with defender triggers on top, so Fiora's defender trigger resolves first. Sequence: - Combat showdown begins and attacker/defender designations are handed out - Attacker triggers (Yasuo's ability) and defender triggers (Fiora's might doubling) go on the chain in that order - Defender triggers resolve first (Fiora's might doubles) - Then attacker triggers resolve (Yasuo deals damage based on his might) Nuances: - The combat showdown stage where attacker/defender designations happen is considered part of combat, not a separate pre-combat phase - Yasuo can still kill Fiora if his might is increased to be more than double Fiora's base might, or if Fiora has no might increases at all
Does Yasuo's leader ability to move a unit trigger Move abilities, and if Yasuo moves an exhausted unit to a battlefield, does it trigger combat?
Ruling: Yasuo's leader ability does trigger Move abilities. When moving a unit to a battlefield, it triggers a showdown if you don't control the battlefield, or combat if an opponent is already there, regardless of whether the moved unit is ready or exhausted. Nuances: - Yasuo's move ability does not exhaust the unit being moved (only standard moves exhaust units) - The readiness state of the unit being moved does not affect whether combat/showdown is triggered
Does Yasuo's legend ability give Irelia - Fervent +1 attack?
Ruling: Yes, Yasuo's legend ability gives Irelia - Fervent +1 attack because Yasuo chooses her as the unit he moves. Nuances: - The +1 attack is granted because Irelia is the unit being chosen and moved by Yasuo's ability
Does Yasuo, Windrider score once or twice when he moves six times in one turn?
Ruling: Yasuo, Windrider scores only once when he moves six times in a turn. The ability triggers specifically on the third movement, not on every third movement. Sequence: - Movement 1 & 2: No points scored - Movement 3: Yasuo's ability triggers, score 1 point - Movements 4, 5, & 6: No additional points scored Nuances: - Points earned from Yasuo's ability are not restricted by the standard scoring limits that apply to Conquer or Hold - Yasuo can score the winning point even if you haven't conquered every battlefield that turn - Being Recalled (bounced to base) does not count as a movement toward the ability trigger
Does Yellow Leona's attack trigger activate if she attacks an open battlefield and the opponent uses RTW (Return to War) to bring a unit into the battlefield?
Ruling: Yes, Yellow Leona's attack trigger will activate, but only during the second showdown after the RTW unit enters. Sequence: - When Leona moves into the open battlefield, a non-combat showdown begins (no attacker status yet, so no trigger) - If opponent uses RTW to bring a unit to the battlefield during this showdown, a combat showdown is staged - Once the first non-combat showdown resolves, the combat showdown immediately begins - During this second showdown, Leona gains attacker status and her trigger activates Nuances: - The game remembers that you originally applied contested to the battlefield, which is why you become the attacker in the second showdown - If Leona can't kill the opponent's stunned unit, she'll be recalled back to base and the opponent will score even though it's your turn - You're not considered to be attacking unless there's going to be a combat
Does Yellow Soraka's ability save a unit token with the Temporary keyword?
Ruling: Yes, Soraka's ability saves tokens with Temporary. Soraka replaces death, so tokens are healed, exhausted, and recalled instead of leaving the board. Nuances: - The token will still have the Temporary keyword after being saved by Soraka
Does Yi's buff (+2 health and +1 might for defending) apply to a Stalwart Poro defending alone when targeted by removal spells like Gust or damage spells like Bullet Time outside of a showdown?
Ruling: Outside of showdowns, units do not have the Defender status, so Yi's abilities that buff defenders are not active. You can target and remove the unit with spells like Gust, and damage spells will only see the unit's base stats. Nuances: - Spells do not initiate showdowns - Only moving a unit to a battlefield (occupied or unoccupied) initiates a showdown - The Defender status only exists during showdowns
Does Yone's conquer ability trigger when using Void Assault to move him to a battlefield that becomes uncontrolled?
Ruling: Yes, Yone's conquer ability triggers in both scenarios where Void Assault results in him conquering a battlefield that was uncontrolled. Sequence: Version 1 (Clearing an enemy-controlled battlefield): - Void Assault moves Yone to an enemy-controlled battlefield (applying Contested status) and moves the last enemy unit out - During cleanup, before the showdown opens, the opponent loses control per Rule 187.4.c because no combat/showdown is ongoing yet - The battlefield becomes uncontrolled - The non-combat showdown resolves and Yone establishes control, triggering his ability Version 2 (Moving into an uncontrolled battlefield with a surprise defender): - Void Assault moves Yone into an uncontrolled battlefield (applying Contested status), then pulls an enemy unit there - A combat opens with Yone as attacker and the enemy as surprise defender - The battlefield remains uncontrolled throughout the combat - If Yone wins and establishes control, his ability triggers Nuances: - Simply moving units into a battlefield does not establish control - The surprise defender does not make the battlefield controlled by their owner
Does Yone's kill effect trigger when holding Reckoner's Arena?
Yes, your **Yone, Blademaster**'s ability will trigger when you hold at **Reckoner's Arena**, provided the specific conditions of Yone's ability are met. According to the official FAQ (FAQ ID 8501): 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 447**, a player may only Score from a battlefield once per turn. If you have already Scored (Conquered or Held) 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 448.2.c).
Does Yone, Blademaster's ability trigger if you use Void Assault to move him into a battlefield while simultaneously moving the only enemy unit out?
Ruling: Yes, Yone's ability will trigger. When Void Assault moves the enemy unit out and Yone in, the battlefield loses its controlled status during cleanup before the showdown begins, becoming uncontrolled. When Yone then conquers the now-uncontrolled battlefield in the resulting showdown, his ability triggers. Sequence: - Void Assault resolves, moving Yone in and the enemy unit out - The battlefield becomes contested - During cleanup (before the showdown begins), the opponent loses control per Rule 187.4.c because they have no units there and no showdown is yet ongoing - The battlefield becomes uncontrolled - The non-combat showdown opens and Yone conquers the uncontrolled battlefield - Yone's ability triggers Nuances: - The key is that showdowns are only staged (not yet ongoing) during the cleanup phase, so Rule 187.4.c applies to remove control before the showdown actually begins - This same logic applies if using Void Assault to move Yone into an already uncontrolled battlefield while pulling an enemy unit there
Does Yordle Explorer count additional costs (like Accelerate or Repeat) when checking if a card costs 2 power?
Ruling: No, Yordle Explorer only looks at the printed power cost of a card. Additional costs from keywords like Accelerate or Repeat are not counted. Nuances: - Cards like Orange Miss Fortune with Called Shot that cost 2 power when including Accelerate/Repeat will not trigger Yordle Explorer's effect because their printed cost is different
Does Yordle Explorer make you draw a card when you cast Called Shot with Repeat?
No, **Yordle Explorer** will not trigger when you play **Called Shot**, even if you pay the Repeat cost. According to the official FAQs regarding Yordle Explorer: * **Yordle Explorer** only checks the **printed Power cost** of a card (the number of Power symbols in the upper left corner). * Additional costs, such as those from the **Repeat** or **Accelerate** keywords, are not included in this check. Since **Called Shot** has a printed Power cost of 1, it does not satisfy the "2 Power or more" requirement for Yordle Explorer's draw trigger, regardless of whether you pay the additional Repeat cost.
Does Yordle Explorer trigger to draw a card when you play Switcheroo from Hidden (which has a printed power cost of 2 but costs 0 when played from Hidden)?
Ruling: Yes, Yordle Explorer will trigger and draw a card when you play Switcheroo from Hidden. Nuances: - Cards that check costs look at the printed value on the card, not the actual amount paid to play it - You don't have to pay the full cost for the trigger condition to be met - This works the same way as Lux triggering on discounted spells
Does Zenith Blade let you move exhausted cards?
Ruling: Yes, Zenith Blade can move exhausted cards. The exhaust cost only applies to the standard move action, not to moving from other effects. Nuances: - Moving an exhausted unit still deals combat damage in a showdown
Does Zenith Blade target a friendly unit?
Ruling: Yes, Zenith Blade targets a friendly unit. Even though the card uses "you may" language, it still targets a friendly unit according to the targeting rules, meaning you cannot play Zenith Blade without a friendly unit on the board. Nuances: - The "may" wording does not change the targeting requirement - you still need a valid friendly unit target to play the card, even if you choose not to move it - This is similar to how Salvage worked before it received errata - The card targets both an enemy unit and a friendly unit
Does Zhonya save temporary unit from its death once?
Yes, **Zhonya's Hourglass** will save a unit with the **Temporary** keyword from dying, but only for that specific turn. According to the FAQ and Rule 366.1: * **Zhonya's Hourglass** is a replacement effect that alters the execution of a "die" event. When the **Temporary** trigger attempts to kill the unit at the start of the beginning phase, Zhonya's replaces that death with a recall effect. * The unit is recalled to base and exhausted, but it **retains the Temporary keyword**. * Because the unit still has the Temporary keyword, it will die again at the start of the next turn's beginning phase when the Temporary trigger occurs again. **Sequence:** 1. At the start of the beginning phase, the **Temporary** trigger is added to the chain to kill the unit. 2. **Zhonya's Hourglass** (a replacement effect) intercedes, replacing the "die" instruction with "heal, exhaust, and recall." 3. The unit is saved for the current turn. 4. At the start of the next turn's beginning phase, the **Temporary** trigger occurs again, and the unit will die unless another effect saves it. *Note: This is based on the FAQ entry: "Zhonya's Hourglass will protect the unit for the current turn by replacing its death with recall, but the unit retains the Temporary keyword and will die at the beginning of the next turn."
Does Zhonya's recall effect cancel might reduction effects like Smoke Screen, or does the might reduction remain until end of turn?
Ruling: Might reduction effects remain until end of turn. Zhonya's recall only clears damage done to the unit, not stat modifications. Nuances: - Zhonya's recall specifically clears damage, not other effects like might reduction
Does Zhonya's save a unit in base from being killed, even though Zhonya's requires the unit to be recalled exhausted?
Ruling: Zhonya's protects units in base from being killed, even though the recall instruction cannot be followed. The owner chooses which unit to save if multiple units would be killed. Sequence: - When multiple units would be killed (one in base, one at battlefield), the owner chooses which unit Zhonya's saves - The chosen unit is saved even if it's in base - If the unit is in base, the recall instruction is ignored since it cannot be followed Nuances: - Instructions that can be partially followed are followed as much as possible and ignored otherwise, so the inability to recall a unit from base doesn't prevent Zhonya's from saving it
Does Zhonya's trigger automatically when the next friendly unit dies, and can you choose not to trigger it?
Ruling: Zhonya's triggers automatically when the next friendly unit would die. There is no choice - you cannot choose not to trigger it. Nuances: - Zhonya's triggers when a friendly unit dies, so if an opponent's Super Mega Death Rocket targets an enemy unit, it would not trigger Zhonya's unless the SMDR effect causes your own unit to die - This applies even if Zhonya's is on your base
Does Zhonyas Hourglass's effect of saving a unit use the chain, and can you respond to it with a reaction like Gust?
Ruling: Zhonyas Hourglass uses a replacement effect which does not use the chain, so you cannot respond to it with reactions. Nuances: - Replacement effects happen immediately without using the chain - You cannot respond to a unit being saved by Zhonyas with reactions like Gust
Does a "when I attack" effect resolve if the attacking unit is killed by a reaction before combat?
Ruling: If a unit with a "when I attack" effect is killed by a reaction before combat, the effect still resolves unless it requires the unit to be in a specific location (uses "here"). Nuances: - Effects that target or reference "here" will fail if the unit is removed from that location before resolution (e.g., Twisted Fate's red ability) - Effects that don't require the unit to be in a specific location will still work (e.g., Twisted Fate's blue or yellow abilities) - Actions cannot interrupt attack triggers since they can't be played during that timing window
Does a 2 Might unit kill two units at a Battlefield if Elder Dragon is on the board?
Yes, a 2-might unit can kill two units at a battlefield if you control Elder Dragon. According to the Elder Dragon's ability, **"Any amount of your damage is enough to kill enemy units."** This effectively changes the definition of lethal damage to "any non-zero amount" for damage you are responsible for. During the combat damage step, when you assign damage to enemy units: 1. **Rule 460.2.c.3** requires that you assign "lethal damage" to a unit before moving to the next one. 2. Because Elder Dragon is on the board, 1 damage is considered "lethal" for your damage. 3. As long as your total attacking might (2) is sufficient to cover the lethal requirement for each unit (1 damage each), you can assign 1 damage to the first unit (killing it) and 1 damage to the second unit (killing it). This interaction is confirmed by **RiftJudge FAQ #8762**, which states that with Elder Dragon in play, you only need to assign 1 damage to enemy units to kill them, allowing you to distribute your total might across multiple targets.
Does a 3 power unit with Assault 2 count as a mighty unit for Sunken Temple?
Ruling: A 3 power unit with Assault 2 does not count as a mighty unit for Sunken Temple purposes. Sequence: - The unit gains +2 power from Assault 2 during combat (becoming 5 power) - The attacker/defender designation is removed before the battlefield is conquered - When checking for mighty status (4+ power), the unit has reverted to its base 3 power - Therefore it does not qualify as mighty
Does a 3-Might Mech token with Assault (making it 4 Might when conquering) reduce the cost by 4 when recycled with Rumble, Hotheaded's ability?
Ruling: Yes, when you recycle a unit as a cost for an ability like Rumble's, the ability "looks back" at the unit's characteristics immediately before it left the board, including any Assault bonuses. A 3-Might Mech with Assault active will reduce the cost by 4. Sequence: - Your Mech has 4 Might on the board (3 printed + 1 from Assault) when you activate Rumble's ability - You recycle the Mech as a cost, moving it from the board to your deck - The ability "looks back" at the unit's state immediately before it changed zones - The cost reduction uses the Might value the unit had on the board (4), not just its printed value (3) Nuances: - The "look back" rule applies specifically when an ability moves something to a different zone as part of its cost or effect - Assault bonuses remain active during Conquer triggers because the Attacker designation persists through combat resolution - This interaction works because the recycling happens as a cost while the unit still has its board-state characteristics
Does a 5 might unit die if it takes 4 damage from Void Seeker and then is reduced by 1 might from Stupefy?
Ruling: Yes, the unit dies. After Stupefy resolves, there is a cleanup step where the unit is at 4 might with 4 damage marked on it, which triggers lethal damage removal. Sequence: - Void Seeker deals 4 damage to the 5 might unit (unit is now 5 might with 4 damage) - Stupefy reduces might by 1 (unit is now 4 might with 4 damage) - Cleanup step occurs, removing units with damage equal to or greater than their might - Unit dies because 4 damage equals 4 might Nuances: - There is no separate HP stat in Riftbound, only Might - The order of playing Void Seeker and Stupefy doesn't matter for this outcome - Stupefy cannot kill a unit on its own (reduces might to minimum of 1) - Cleanup steps occur after conquering a battlefield or at end of turn
Does a Gold Gear count for the Legion keyword?
No, playing a **Gold** gear token does **not** count toward the **Legion** keyword. According to **Rule 738.1.c**, the Legion condition specifically checks if you have played a **Main Deck card** this turn. Because Gold is a **Token**, it is not considered a Main Deck card. ### Relevant Rules & Rulings: * **Rule 738.1.c.1:** "On spells and on play effects of permanents, [Legion] is functionally short for 'If you have played another **Main Deck card** before this one already this turn...'" * **Official FAQ:** "Does playing a token (such as from activating Herald of the Arcane) count towards the Legion ability? Ruling: No, playing a token does not count towards Legion ability. 'Card' only counts Main Deck cards, and Runes and Tokens are not cards." While a Gold token is a "Gear" and can trigger abilities that look for Gear (like *Pit Crew* or *Ornn, Forge God*), it fails the "Main Deck card" requirement for Legion.
Does a Jinx with Assault 2 survive combat when attacking an occupied battlefield with a 5 Might defender, if Jinx starts at 4 Might?
Ruling: Yes, Jinx will survive. Jinx gains 2 Might as the attacker (from Assault 2), bringing it to 6 Might total, which is enough to survive the 5 damage from the defender. Sequence: - Jinx starts at 4 Might - Jinx gains 2 Might as attacker (Assault 2) - Jinx now has 6 Might total - Combat damage is dealt simultaneously - Jinx takes 5 damage and survives with 1 Might remaining
Does a Reflection token also copy buffs on a unit, or any Might changes prior to copying?
No, a **Reflection** token does not inherit buffs, gear, or any "appended or granted" modifications (such as might counters) from the unit it copies. According to the **Patch Notes (2026-03-30)** and consistent **RiftJudge FAQs (e.g., #9410, #10200, #10239)**, copy effects only apply to the target's **"copyable traits,"** defined as the unit's printed characteristics (such as base Might and Rules Text). ### Key Rules and Mechanics: * **"Nothing appended or granted":** Because buffs and gear are separate objects attached to a unit, they are not part of the unit's copyable traits. When a Reflection token copies a unit, it ignores these additions entirely. * **Base Characteristics Only:** The Reflection token enters as a 0 [M] unit, then becomes a copy of the target's base, printed characteristics. Any current might increases or modifiers that have been applied to the original unit (e.g., via a buff or an arithmetic effect) do not carry over to the token. * **Copying Definition:** Per the Patch Notes: *"In order to support these copy effects, rules have been implemented clarifying what traits a copy effect is allowed to copy... Nothing appended or granted will be seen by the copy effect."* In summary, the token will reflect the base state of the target unit as it exists on the card, without any temporary or external modifications currently affecting that target.
Does a Showdown still occur at a scored battlefield when a player moves a unit there after moving all their units out?
Ruling: Yes, a Showdown always happens if a unit applies contested to a battlefield. Sequence: - Player holds battlefield and scores a point - Player moves all units out (no one controls it) - Player moves another unit in - Showdown occurs (though no point is scored again) Nuances: - A Showdown is triggered whenever a unit moves to a battlefield they don't currently control, regardless of whether the battlefield has already been scored
Does a Unit retain damage marked on it after a Non-Combat Showdown ends?
Ruling: Yes, damage marked on a Unit during a Non-Combat Showdown remains on the Unit after the Showdown ends. Nuances: - Healing only occurs during the End phase and during Combat Cleanup - Combat Cleanup only happens when a Combat has occurred - A Non-Combat Showdown does not trigger Combat Cleanup, so damage is not cleared
Does a buffed unit lose its buff when it is recalled from the battlefield to base by Zhonyas?
Ruling: No, the unit retains its buff. Units only lose temporary characteristics like buff counters when they change zones, not when they change locations. Nuances: - Changing locations (battlefield to base via recall) does not reset buffs - Changing zones (going to trash or back to hand) would reset buffs - A unit that is recalled never died, so it never changed zones
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