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Riftbound Frequently Asked Questions

Search verified questions and answers.

Can I activate Sett Brawler on defense?
No, you cannot activate Sett, Brawler's ability while defending. According to the established rulings for Sett, Brawler: * **Timing Restriction:** Sett, Brawler's ability does not have the **ACTION** or **REACTION** keywords. Therefore, it can only be activated during your turn and when there is no chain present and you are outside of a Showdown. * **Defense:** Because the ability is restricted to your turn and outside of Showdowns, it cannot be used while you are defending. While Sett, Brawler does gain a buff when he conquers (which can happen when attacking or defending), you must wait until your own turn to spend that buff to grant him the +4 Might.
Can I activate Sett Brawler to give him +4 for the cost of the buff when my opponent is playing Singularity in his turn, targeting my Sett Brawler?
No, you cannot activate Sett, Brawler's ability in response to your opponent playing Singularity. According to **RiftJudge FAQ #7445** (related to Sett, Brawler), Sett's ability ("Spend my buff: Give me +4 might this turn") does not have the **[ACTION]** or **[REACTION]** keyword. Therefore, it is a standard-speed ability. Standard-speed abilities can only be activated during your own Main Phase when the state is open (i.e., when there is nothing on the chain). Because your opponent has played Singularity, it is currently on the chain, meaning the state is closed. You cannot activate standard-speed abilities while the chain is not empty.
Can I activate Super Mega Death Rocket's ability to add it to my hand if I have no cards to discard?
Ruling: No, you cannot activate Super Mega Death Rocket's ability if you have no cards to discard. The "discard to" wording indicates that discarding is a cost that must be paid when the ability resolves. Nuances: - The key distinction is "discard TO" versus "discard THEN" - the "to" wording makes it a cost that must be paid - You can still add the ability to the chain at 0 cards (e.g., stacking it with other effects), but when it resolves, if you cannot discard a card, you cannot recover the Death Rocket to hand - If it said "discard then" instead, you would not be required to discard if you had no cards
Can I activate Voidreaver Kha'Zix legend abilities during Showdown if I have Focus?
No, you cannot activate the legend abilities of **Voidreaver** during a showdown. **Ruling:** Activated abilities that do not have the **Action** or **Reaction** keyword can only be activated during your turn when the game state is Open (the chain is empty). Because the legend abilities of Voidreaver lack these speed keywords, they cannot be used during a showdown, regardless of whether you have focus or are attacking or defending. **Reasoning:** * **Ability Timing:** According to Rule 347 and the standard rules for activated abilities, an ability must have an **Action** or **Reaction** keyword to be used during a showdown. Since the abilities on Voidreaver ("Spend 1 XP, [T]..." and "Spend 2 XP, [T]...") lack these keywords, they are not legally timed for the restricted environment of a showdown (Rule 344). * **Showdown State:** Even if you possess focus, you are limited to taking Discretionary Actions that are legally timed for the showdown state. Activated abilities without speed keywords do not qualify. This interpretation is supported by RiftJudge FAQs 9120, 8584, and 9157, which clarify that legend abilities lacking speed keywords cannot be used during a showdown.
Can I activate Wages of Pain from hidden to target a Ruin Runner attacking me?
No, you cannot target an opponent's **Ruin Runner** with **Wages of Pain**. **Ruin Runner** has the ability: *"I can't be chosen by enemy spells and abilities."* Because **Wages of Pain** is a spell that requires you to choose a target ("Deal 3 to a unit at a battlefield"), it is blocked by the protection ability on **Ruin Runner**. As established in **RiftJudge FAQ #4624** and **#8581**, spells that require choosing or targeting a unit cannot be used against a **Ruin Runner** controlled by an opponent.
Can I activate a Hidden card (Consult the Past) on battlefield A when my opponent moves to conquer battlefield B, or does the action need to be on my battlefield?
Ruling: You can flip any Hidden card whenever you could legally react, regardless of which battlefield it's on. Moving itself doesn't give you an opportunity to react, but moving to start a Showdown does. If your opponent plays an Action anywhere, you can react to that and flip any Hidden cards. Sequence: - Moving alone does not trigger a reaction opportunity - Moving to start a Showdown (because the battlefield is controlled by an opponent or no-one) gives you something to react to - Playing an Action anywhere gives you an opportunity to react Nuances: - Hidden spells and effects that target must target things at the battlefield they are played to (where it makes sense) - Consult the Past doesn't target anything, so this restriction doesn't apply to it
Can I activate gear effects already on my field after my opponent plays Brynhir Thundersong?
Ruling: Yes, you can activate gear abilities that are already on the board even after Brynhir Thundersong's effect has fully resolved. Brynhir only prevents opponents from "playing cards," and activating a gear ability is not the same as playing a card. Nuances: - "Playing a card" means taking a card from your hand or hidden zone and putting it on the chain - "Activating a gear ability" means using an ability of a gear already on the board - Brynhir prevents playing cards from hand and playing hidden cards (flipping them face-up) - Brynhir does not prevent activating abilities of gear already on the board, triggered abilities that automatically go on the chain, or passive abilities
Can I add an action speed card to the chain if the last card added was an action speed card?
No, you cannot add an Action speed card to a chain if there is already a card on the chain. According to **RiftJudge FAQ #2855**: "Only reaction cards can be played in response to action cards. Action cards cannot be played in response to other action cards." Furthermore, **RiftJudge FAQ #4042** clarifies that "Actions can only start chains... They cannot be played while there is already a chain in progress." ### Key Rules for Timing: * **Action Cards:** Can only be played to *start* a chain when the game state is "Open" (i.e., no chain currently exists). * **Reaction Cards:** Can be played to start a chain OR added to an existing chain (in response to other cards or effects). * **Chain Progression:** Once an Action card is played to start a chain, the state becomes "Closed." While the chain is active, only Reaction cards may be added to it. You must wait for the current chain to resolve completely before you can play another Action card to start a new chain.
Can I ambush a unit alone if arachnlod horror is in my base? Or does ambush only give reaction while I have a unit there?
No, you cannot use **Ambush** in that situation. According to **Rule 822.1.b** and **RiftJudge FAQ #9444**, the **Ambush** keyword provides two things: 1. Permission to play the unit to a battlefield where you **already control units**. 2. The **[Reaction]** timing required to play that unit while the game state is **Closed** (such as during a showdown). Because **Arachnoid Horror** is in your base and not at the battlefield, you do not control any units at that location. Therefore, you do not meet the requirement to use the **Ambush** keyword, and you cannot play the unit there using that ability. Ambush does not grant you the ability to play a unit to an empty battlefield; it specifically requires you to already have a presence (a unit) at the target location to "ambush" from.
Can I ambush during a showdown at reaction speed with Rengar Trophy Hunter if I am not involved in the showdown in a three player game?
No, you cannot play *Rengar, Trophy Hunter* to a battlefield that is currently in a showdown between two other players. ### Reasoning 1. **Unit Presence and Showdowns:** According to RiftJudge FAQ #5108, a battlefield that is already hosting a showdown between two players is not a legal destination for a third player's unit. The rules prevent units from three players from occupying the same battlefield at once. 2. **Legal Play Location:** While *Rengar, Trophy Hunter*'s unique card text allows him to be played to a battlefield with enemy units (even if you control none there), this ability does not override the fundamental game rule that prohibits a third player from joining an ongoing two-player showdown at that location. 3. **Ambush Keyword vs. Unique Ability:** As clarified in the retrieved FAQs (e.g., FAQ #9992), *Rengar, Trophy Hunter*'s ability to be played to an enemy-occupied battlefield is a unique permission distinct from the *Ambush* keyword. However, this permission is still subject to the general limitations regarding board state and player counts in a showdown. In a three-player (FFA3) game, there are three battlefields (Rule 482.4), but the restriction on interfering with an existing showdown between two other players remains in effect regardless of how many battlefields are in play.
Can I assign damage to units in any order I choose, or must I assign lethal damage to one unit before moving to the next?
Ruling: You can choose any unit to assign damage to first, but once you choose a unit, you must assign lethal damage to it before you can assign damage to another unit. You cannot overkill units (assign excess damage beyond lethal) during combat resolution. Sequence: - Choose which unit to assign damage to - Assign lethal damage to that unit - Only then can you assign damage to the next unit - Repeat until all damage is assigned Nuances: - You cannot assign excess damage beyond lethal to a unit unless it is the last unit receiving damage (e.g., cards like Tryndamere allow overkill only on the final unit)
Can I attach Gear to a Sprite token?
Yes, you can attach gear to a Sprite token. According to **Rule 182.1.d**, a token unit is a unit and follows all rules for its type unless otherwise specified. Since Sprite tokens are unit tokens, they are valid targets for any effect or action that allows you to attach gear to a unit. Please note that if a Sprite token leaves the board (for example, if it is killed or returned to your hand), it will immediately cease to exist (Rule 720/FAQ 720). Per **Rule 422.4.b**, the gear attached to it will not be destroyed or sent to the trash; instead, it will detach and remain at the last board location the unit occupied.
Can I attach Warmog's Armour to an unbuffed unit, conquer Monastery of Hirana, and sequence the two conquer triggers so the unit gains a buff from Warmog's first, then spend it with Monastery to draw 1?
No. Under the Unleashed rules update, "may" triggered abilities with costs within instructions (like Monastery of Hirana's "spend a buff to draw 1") require you to pay the cost when placing the ability on the chain, not when it resolves. At the time of conquering, your unit doesn't have a buff yet (Warmog's Armour hasn't resolved), so you cannot put Monastery's triggered conquer ability onto the chain at all. You can no longer sequence these triggers to get both effects.
Can I attack a battlefield from ganking moving from the other battlefield and from base at the same time?
Yes, you can move units from your base and units with **Ganking** from another battlefield to the same destination simultaneously. According to **Rule 143.3**: > "Players may perform multiple Units' standard move simultaneously... When a Move like this is declared by a player, the units' Destination must be the same... the Origins do not need to be the same." ### How it works: 1. **Declare the Move:** You choose the destination battlefield. 2. **Select Units:** You select the unit(s) at your base and the unit(s) with Ganking at your other battlefield. 3. **Pay Costs:** You exhaust all units involved in the move simultaneously. 4. **Arrival:** All units arrive at the destination at the same time. If this causes the battlefield to become contested, a single Showdown/Combat is triggered for the entire group rather than separate ones. **Key Nuance:** Ganking is not a separate "special move" action; it is a passive ability that adds a new permission to a unit's **Standard Move** (Rule 736.1.c). Because both the unit at base and the unit with Ganking are performing a Standard Move to the same destination, they can be grouped together into one simultaneous action.
Can I attack and cast an action spell in response before passing priority to my opponent, preventing them from playing action spells since mine is on the stack?
Ruling: You can attack and cast an action spell, but after that chain resolves, your opponent can still play an action spell. Both players must pass priority (say they're not playing anything anymore) before moving on. Sequence: - You attack and cast an action spell - Opponent cannot play an action spell in response to your action - The chain resolves - Opponent can play an action spell after the chain resolves - Both players must pass priority before proceeding to the next phase Nuances: - Unlike MTG, the opponent gets another opportunity to play action spells after your initial chain resolves, before the phase ends - The phase only ends when both players pass priority
Can I attack with Ezreal dashing, then the opponent buffs their unit from 3 to 5 might with Discipline, and then play Discipline to go from 3 to 5 might to make Ezreal ability deal 5?
Yes, you can do this. Because Ezreal's ability is a triggered ability that deals damage equal to his Might **at the time of resolution**, you can respond to his attack trigger by playing *Discipline* to increase his Might. ### The Sequence 1. **Ezreal attacks:** He moves to the battlefield and becomes the Attacker. His "When I attack" ability triggers. 2. **Chain starts:** You place Ezreal's attack trigger on the chain. 3. **Opponent reacts:** Your opponent plays *Discipline* on their unit. This goes on top of the chain. 4. **You react:** You play your own *Discipline* targeting Ezreal. This goes on top of the chain. 5. **Resolution (LIFO - Last-In, First-Out):** * **Your *Discipline* resolves:** Ezreal gets +2 Might (total 5). * **Opponent's *Discipline* resolves:** Their unit gets +2 Might. * **Ezreal's attack trigger resolves:** It checks Ezreal's current Might (which is 5) and deals 5 damage to the target. According to **RiftJudge FAQ #259**, there is no mechanism that "locks in" the Might value when the trigger goes on the chain; the ability checks the unit's Might value only when the ability actually resolves.
Can I banish Time Warp with Virtuoso (Jhin's Legend card)?
Ruling: No, you cannot use Virtuoso's ability to banish Time Warp. Virtuoso's "when you play a spell" trigger only occurs after the spell has resolved, at which point Time Warp has already banished itself as part of its own resolution. Sequence: - You play Time Warp and it goes on the chain - Time Warp resolves, executing its text from top to bottom - Time Warp queues an extra turn and banishes itself - After Time Warp finishes resolving, Virtuoso's trigger condition is met - Virtuoso's ability triggers, but Time Warp is already in the Banishment zone and cannot be targeted Nuances: - "Play" effect triggers occur after a card is resolved, not when it is initially placed on the chain - Time Warp's self-banishment is part of its resolution, not a separate effect - The chain resolves in Last-In, First-Out order, but this doesn't apply here since Virtuoso's trigger happens after resolution
Can I banish units from the trash?
Yes, you can banish units from the trash. According to **Rule 414.1**, "Banishing is the action of placing a card from any zone to Banishment." Since the trash is a zone, cards (including units) located there are valid targets for banish effects, provided the specific card or ability you are using explicitly instructs you to banish from the trash. For example, **Rule 414.5** explicitly lists "Banish 2 cards from your trash" as a valid format for a game effect. **Important considerations:** * **Targeting:** While units in the trash are treated as cards and cannot be affected by spells that target "units" (which defaults to units on the board per **Rule 140.1.b.2**), they can be affected by effects that specifically target or reference the trash zone (see **Rule 140.1.b.3**). * **Characteristics:** Per **Rule 711**, units in the trash are evaluated based on their inherent might (the printed value), regardless of any buffs or debuffs they had while on the board.
Can I capture/conquer a battlefield twice in one turn by leaving it and then moving back to it?
Ruling: You can only score a battlefield once per turn. Since both holding and conquering a battlefield count as scoring, you cannot score it again even if you leave and return to it in the same turn. Sequence: - If you conquer a battlefield, you score it - If you move your base away and then move back to the same battlefield, you gain control of it again - However, you cannot score it a second time because you already scored it once this turn (either through hold or conquer) Nuances: - You can gain control of a battlefield multiple times in a turn, but the second time won't count as a conquer for scoring purposes
Can I cast Arcane Shift without an enemy at a battlefield?
No, you cannot cast Arcane Shift without an enemy unit at a battlefield. According to **RiftJudge FAQ #378**, Arcane Shift requires valid targets for both parts of the effect—a friendly unit to blink AND an enemy unit to deal 3 damage to—in order to be played on the chain. You cannot play it if there is no enemy unit at a battlefield.
Can I cast Defy targeting a spell that costs more than 4 energy to get a spell cast trigger, either by targeting an invalid spell or by having Defy target itself?
Ruling: You cannot cast Defy targeting a spell that costs more than 4 energy, nor can you have Defy target itself. Defy requires a valid target with energy cost ≤4 and power cost ≤1 to be cast, and spells cannot target themselves. Sequence: - Defy must have a valid target to be cast (energy cost ≤4 and power cost ≤1) - If no valid target exists, you cannot cast Defy at all - Even if a valid target exists, Defy cannot target itself Nuances: - This differs from Magic: The Gathering where you can cast spells like Counterspell on uncounterable spells just to get cast triggers - In Riftbound, Defy works like Red Elemental Blast (can only target valid spells), not Pyroblast (can target any spell but only counters if valid)
Can I cast Hidden Blade if my opponent casts Thrill of the Hunt, and can I still target the same unit?
To answer your question, we need to look at the timing of when targets are locked in for spells. According to **Rule 355.14.b** and the general rules for targeting, targets for a spell are chosen and locked in when the spell is finalized and added to the chain. Here is the sequence of events: 1. **You play Hidden Blade:** You choose a target unit at a battlefield and add Hidden Blade to the chain. At this point, the target is locked. 2. **Opponent reacts with Thrill of the Hunt:** Your opponent plays Thrill of the Hunt in response to your Hidden Blade. 3. **Thrill of the Hunt resolves:** Thrill of the Hunt banishes the friendly unit and then its owner plays it to a battlefield. 4. **Hidden Blade attempts to resolve:** When Hidden Blade attempts to resolve, it checks the legality of its target. Because the unit was banished and then re-played, it is considered a new game object. Therefore, the original target is no longer present at the battlefield (it has moved zones and returned as a new object), making the target illegal. **Result:** Because the target is no longer legal, Hidden Blade will "mistarget" (as described in **Rule 359.3.e.9**). The instruction to kill the unit cannot be followed, and the effect will not resolve. Consequently, no unit is killed and no cards are drawn. In short: **No, you cannot "re-target" the unit.** Once the target is locked on the chain, you cannot change it, and because the unit left the battlefield and returned as a new object, the original target is no longer valid.
Can I cast Meditation during showdown and as an attacker, exhaust my only attacking unit to draw 2?
Yes, you can cast **Meditation** as an attacker during a showdown and exhaust your only attacking unit to draw 2 cards. ### Explanation and Sequence According to the **RiftJudge FAQ #9927**, Meditation is a [Reaction] spell that allows you to exhaust a friendly unit as an additional cost to its effect. 1. **State:** During a showdown, the state is either "Open" (when focus is passed and no chain exists) or "Closed" (when a chain exists). Because Meditation is a [Reaction] spell, it can be played in either state. 2. **Cost:** When you play Meditation, you choose whether to pay the additional cost of exhausting a friendly unit. As an attacker, you control your units in that battlefield, so you may choose to exhaust your attacking unit. 3. **Resolution:** Because it is a [Reaction], it is placed on the chain. Per the **LIFO (Last-In, First-Out)** rule (Rule 342.1), the Meditation will resolve before the Showdown continues. Once it resolves, you draw 2 cards. 4. **Combat Impact:** Note that even though your unit becomes exhausted, it remains in the battlefield and continues to participate in the showdown. However, per **Rule 414.1.c**, it cannot be exhausted again, and since it is already attacking, its status as an "Attacker" is unchanged. If the unit had an ability that required it to be ready, exhausting it might prevent that ability from triggering later, but it does not remove the unit from combat. **Important Considerations:** * **Controlling the Battlefield:** While **FAQ #10112** notes that you cannot play *new* units to an opponent-controlled battlefield as an attacker, you are absolutely permitted to use abilities and cast spells on the units you already have present at that location during a showdown. * **Showdown Persistence:** As clarified in **FAQ #8012**, a showdown does not end just because a unit becomes exhausted or even if a unit dies; it continues until all players pass priority.
Can I cast Tactical Retreat on a unit in base to save it from a kill spell or damage?
Yes, you can cast **Tactical Retreat** on a unit that is already in your base to "save" it from a kill spell or damage. ### Why this works: 1. **Targeting:** **Tactical Retreat** requires you to "Choose a friendly unit." It does not contain any restriction stating the unit must be at a battlefield. Therefore, it is a legal target whether the unit is on a battlefield or in your base (as confirmed by the principles in RiftJudge FAQ #9929). 2. **Replacement Effect:** When **Tactical Retreat** resolves, it creates a replacement effect for that unit: "The next time it would die this turn, heal it, exhaust it, and recall it instead." 3. **Interaction with Kills/Damage:** If a kill spell or lethal damage would cause that unit in your base to die later in the turn, the replacement effect will intercede. Instead of the unit being sent to the trash, it will be "healed, exhausted, and recalled" (sent to your base). Since it is already in your base, the "recall" effect simply confirms its current location, and it will effectively "survive" the event that would have killed it. ### Important Note: While you can protect a unit in your base this way, remember that **Tactical Retreat** only creates a "shield" for the *next* time that specific unit would die this turn. Once it has been triggered and the unit is healed/recalled, the effect is consumed.
Can I cast Void Assault if I don't want to move a friendly unit, only an enemy unit?
No, you cannot cast **Void Assault** if you do not want to move a friendly unit. According to the card's text, the ability is: "Move a friendly unit, **then** move an enemy unit." In Riftbound, when a spell or ability contains instructions connected by "then," those actions are mandatory steps of the effect. Because the spell requires you to move a friendly unit as the first part of its instruction, you must be able to perform that action to initiate the spell. If you have no friendly units that you are able or willing to move, you cannot fulfill the requirements of the card, and therefore cannot cast it.
Can I cast a Hidden Back off into a different battlefield?
No, you cannot use a hidden **Back Off** to target a unit at a different battlefield. According to **Rule 811.1.d.2**: "If a hidden spell or a play effect of a hidden permanent chooses any targets, those targets must be chosen from among options at that battlefield, unless the ability explicitly restricts targeting in a way that makes this impossible." Because **Back Off** is a spell that targets a unit, and it does not contain a targeting restriction that *forces* it to target another battlefield, you are required to choose a target at the same battlefield where the card was hidden.
Can I cast a reaction (En Garde) as my opponent passes focus in a showdown, without actually receiving focus yet, and then doing nothing and passing focus when it is given to me so that the showdown resolves immediately?
To answer your question, we need to clarify how priority and focus function during a showdown. According to **Rule 313.4**, "A player may not make discretionary actions with Focus unless they also possess Priority." Additionally, as clarified in the **RiftJudge FAQ (id 7484, 8470)**, focus and priority are distinct: focus is the "home base" permission to start a chain in an open state, while priority is the right to act on the current chain. Here is the breakdown of your situation: ### The Ruling You **cannot** cast *En Garde* if your opponent is in the process of passing focus to you, because you must have priority to play a card. If your opponent passes priority/focus, you receive it, and you are then the player who can either act or pass back. You cannot "pre-cast" a reaction before you actually hold priority. However, once focus/priority is passed to you, you **can** cast *En Garde* as your action. After that chain item resolves (or if you play it as a reaction to something else), the state will return to **Open**, and focus will pass back to your opponent. The showdown only ends when **both players pass priority/focus consecutively** (Rule 348). ### Step-by-Step Sequence (The "Immediate Resolution" attempt) If you are trying to force the showdown to resolve immediately: 1. **Opponent has focus and priority:** They pass. 2. **You receive focus and priority:** You now have the right to play. If you play *En Garde* now, you have opened a **Closed State**. 3. **Closed State:** You now hold priority on the chain you just started. If you pass priority to your opponent, they have the opportunity to respond. 4. **Opponent passes:** If they pass, the chain (your *En Garde*) resolves. 5. **Return to Open State:** Once the chain is empty and the state returns to **Open**, focus automatically passes to your opponent (unless it was an initial chain). 6. **Opponent's Turn:** Your opponent now has focus and can choose to play an action or pass back to you. ### Key Takeaways * **You cannot "force" an immediate end:** The showdown only ends when both players pass consecutively while the state is **Open**. Even if you play a card, your opponent will get a chance to act again before the showdown ends, unless they *choose* to pass when they receive focus. * **Passing is not permanent:** According to **RiftJudge FAQ 201**, passing focus does not lock you out. If you pass, and your opponent plays a card, you will receive focus again after their chain resolves and have another chance to act. * **Timing:** You can only play *En Garde* when you have priority. You cannot play it while waiting for the game to hand you priority. In summary, if you want the showdown to end, you should **Pass**. If your opponent also passes, the showdown ends immediately (Rule 347.3.a). If you play *En Garde*, you are intentionally keeping the showdown going by adding an item to the chain.
Can I cast a spell without legal targets (like Stupefy) just to draw a card?
Ruling: No, if a spell needs a target, you can't cast it without a valid target. Nuances: - If there is a valid target when you cast the spell, but the target becomes invalid before resolution, you'll still draw the card - You cannot cast a spell with mandatory Deflect cost and decline to pay it (you can only decline Deflect for triggered abilities)
Can I cast an action speed spell in response when my opponent casts Void Seeker on my Kai'sa that's on the battlefield?
Ruling: No, you cannot cast an action speed spell in response. You can only play actions while the chain is empty, and on other players' turns, you don't have the option of playing actions outside of showdown. Nuances: - You can never play an action "in response" - actions can only be played while the chain is empty - On your own turn, you could play actions while the chain is empty, but not on opponent's turns unless during showdown
Can I charm an enemy to my battlefield where I have a unit then use Ride the Wind to go to the other battlefield?
Yes, you can perform this sequence of plays. Here is how it works under the game rules: ### Sequence of Play 1. **Play *Charm*:** You play *Charm* from your hand while the state is **OPEN**. You target an enemy unit at a battlefield you do not control and move it to a battlefield you currently occupy. 2. **Trigger Showdown:** Moving the enemy unit to your battlefield forces a **Showdown** because units controlled by different players are now present at the same location (Rule 446). 3. **Use *Ride the Wind*:** Once *Charm* resolves and the state returns to **OPEN** (or if you have focus during the ensuing Showdown), you can play *Ride the Wind*. You target a friendly unit at your current battlefield and move it to the other battlefield. ### Important Rules Clarifications * **Movement Restrictions:** Per the RiftJudge FAQs for both *Charm* and *Ride the Wind* (FAQs #1188, #2933, #9843, #7631), these card effects are not restricted by the "Ganking" rules that apply to Standard Moves. They are permitted to move units between battlefields freely. * **Showdown Timing:** Per the <showdown_flow> guidelines, once the enemy unit arrives, a Showdown is initiated. Since *Ride the Wind* is an [Action] card (and can be played in Showdowns), you can use it once you have the focus, or if you choose to play it before the Showdown fully locks in (depending on who has priority). * **Control:** Moving the enemy unit onto your battlefield makes it contested. As long as you have a unit there, you remain the defender (or attacker, depending on who moved) until the showdown resolves, but you are free to use your movement spells to relocate your own units as you described. This is a legal maneuver that allows you to reposition your forces while using *Charm* to disrupt your opponent's board state.
Can I check my own hidden cards once they are on the battlefield?
Ruling: Yes, you can check your own hidden cards on the battlefield. Hidden cards are private information and can be viewed by their owner. Nuances: - This applies when you have multiple hidden cards on the same battlefield and need to identify which is which (e.g., Fox Fire vs Consult the Past both hidden by Bandletree)
Can I choose not to move a unit with something like Ride the Wind or Charm (for example, to keep it in the same spot)?
No, you cannot choose not to move a unit if you play a spell like *Ride the Wind* or *Charm*. When you play a spell that includes an instruction to "move a unit," that move is a mandatory part of the spell's resolution. According to **Rule 356.3.e.11**, instructions that can be followed must be followed. Because "moving" a unit is an action the game can perform, you must execute the move if a valid destination exists. Furthermore, **Rule 425** defines moving by its Origin and Destination. If you play a card that instructs you to move a unit, you must select a valid destination for that unit. You cannot choose to "move" it to its current location to effectively keep it there, as a move requires a change in position (Rule 424.1). If there are no valid destinations available for the unit (for example, if all potential destinations are invalid due to game state restrictions like those in Rule 425.2.a), the instruction to move would be ignored as per **Rule 356.3.e.6**, but you cannot voluntarily choose to ignore the instruction if a valid move is possible.
Can I choose not to trigger Star Spring when I play a non-token unit there?
Yes.
Can I choose to assign non-lethal damage? If I have a 4 might unit and I'm fighting two enemy 3 might units, could I choose to assign 2 damage to each or am I forced to kill one before assigning damage to another?
No, you cannot choose to assign non-lethal damage in that manner. You are forced to assign lethal damage to one unit before you can assign any remaining damage to another. According to **Rule 443.1.d.3**: > "Units must have lethal damage assigned to them in full before damage is assigned to a different Unit. > Example: If a player has 5 damage to distribute among four 3 Might units, they may not choose to assign 2 damage to one of the units and 1 damage to each of the remaining 3. They must assign at least 3 damage to one, and the remaining 2 to another." Additionally, the FAQ in your retrieved context confirms this: > "Ruling: You can choose any unit to assign damage to first, but once you choose a unit, you must assign lethal damage to it before you can assign damage to another unit. You cannot overkill units (assign excess damage beyond lethal) during combat resolution." ### Your Scenario If you have a unit with 4 Might and are attacking two enemy units that each have 3 Might: 1. **Assigning Damage:** You must assign 3 damage to the first chosen enemy unit (this constitutes lethal damage). 2. **Remaining Damage:** You have 1 Might remaining. You may then assign that 1 remaining damage to the second enemy unit. 3. **Result:** The first unit receives 3 damage (lethal) and is killed. The second unit receives 1 damage (non-lethal). You cannot choose to split the 4 damage as 2 and 2, because you would not have assigned lethal damage (3) to the first unit before moving to the second.
Can I choose to recycle runes at any point during my or my opponent's turn even without having to pay to play something? For a concrete example, if I don't have anything to play but I want to get the Sivir +2 Might from recycling 2 runes on my opponent's turn, can I just recycle two runes?
Yes, you can absolutely recycle runes at any time you have priority, even if you are not currently paying for a card or ability. According to **Rule 163.2.b** and the **RiftJudge FAQ #404**, recycling a rune is a [Reaction] ability that adds power to your resource pool. Because it is a [Reaction] ability, you can activate it whenever you have priority. Regarding your concrete example: * **Yes, you can do this.** You do not need to be in the middle of playing a card to use this ability. * **The timing:** Since you want to do this on your opponent's turn, you can activate this [Reaction] whenever you have priority. This includes when your opponent passes priority to you, or in response to a spell or ability they have placed on the chain. **Important details to remember:** 1. **Priority:** You must have priority to activate the ability. You cannot do this while a spell or ability is already resolving, or while a player is in the middle of the "Play a Card" process (unless they have passed priority back to you). 2. **Resource Persistence:** As noted in **RiftJudge FAQ #3736** and **Rule 166**, your rune pool (the energy and power you generated) empties at the end of each player's turn. If you generate power on your opponent's turn, you must spend it during that turn, or it will be lost when the turn ends. 3. **Sivir:** If you are referring to a card effect that triggers off of recycling (like a hypothetical "whenever you recycle..."), that trigger will go on the chain and resolve normally. Essentially, you can "float" power at any time you have priority by recycling your runes, provided you use that power before the turn ends!
Can I conquer an open battlefield twice in the same round and still win the points?
Ruling: You can only score a battlefield once per turn. If you conquer a battlefield, lose control, then gain control again in the same turn, you don't conquer it again. Nuances: - A battlefield is only considered conquered if you can score from it - You can move to the same battlefield multiple times in a turn - The once-per-turn scoring limit applies to each battlefield separately
Can I conquer with Phoenix with Assault, then on conquer use Reksai Legend, can I then use Sacrifice on Phoenix as a reaction to Reksai Legend to kill Phoenix, draw cards from Sacrifice, and then reveal from Legend? Or do I lose Assault before I can do all that?
To clarify your scenario, let's break down the timing and the game mechanics involved: ### 1. Does the Assault bonus expire? **No, your Assault bonus remains for the duration of the combat.** According to **Rule 807.1.d.1**, Assault remains in effect as long as the unit maintains the Attacker designation. Even after the showdown transitions from the "Initial Chain" (where you conquered) to an "Open" state, you are still in the combat phase. The Attacker designation expires during the "Combat Cleanup" step, which occurs after both players pass priority in the combat showdown. ### 2. Can you use *Sacrifice* as a reaction? Yes, you can, but there is an important timing constraint: * **The Chain:** When you conquer, your "When I conquer" trigger (or any conquer effect) goes on the chain. * **Reaction Timing:** You are allowed to play *Sacrifice* as a reaction to the Rek'Sai ability (if it was added to the chain) or as a response to the conquer event itself, provided you have focus. * **Resolution Order:** Because Riftbound uses LIFO (Last In, First Out) for the chain, if you play *Sacrifice* after the Rek'Sai ability is on the chain, *Sacrifice* will resolve first. ### 3. Will this work as you intended? There are two critical issues with your proposed sequence: * **The "Reveal" Timing:** According to **Rule 424.3** and the related FAQs, when you use a "Reveal" effect (like the Rek'Sai legend), the reveal happens as part of the resolution of that ability. If you kill the Phoenix with *Sacrifice* before the Rek'Sai ability resolves, that is fine; however, you cannot "wait" to reveal the cards until after *Sacrifice* finishes and *then* decide to reveal. The Reveal is an instruction within the Rek'Sai ability. * **Ordering Triggers/Effects:** If you are the controller of both the Conquer event and the Rek'Sai ability, you choose the order they go on the chain (RiftJudge FAQ #9838). If you put the Rek'Sai ability on the chain *first*, then the Conquer trigger *second*, the Conquer trigger will resolve first. You cannot insert an action in the middle of resolving a single chain item. ### Summary Ruling 1. **Assault:** You **do not** lose your Assault bonus until the Combat Cleanup step (which happens after all chain interactions are finished). You are safe to perform your actions. 2. **Sacrifice and Rek'Sai:** You can play *Sacrifice* to kill your Phoenix as a reaction. The Phoenix will trigger its "Deathknell" (if it has one) or allow you to use its recursion ability (as confirmed by RiftJudge FAQ #10252, if the conditions are met). 3. **The Reveal:** You must resolve the Rek'Sai legend ability in its entirety once it hits the top of the chain. You cannot "pause" the resolution of the Rek'Sai ability to play *Sacrifice* halfway through its instructions. You must play *Sacrifice* while the Rek'Sai ability is **waiting** on the chain. **Important Note:** As per RiftJudge FAQ #9215 and #9823, remember that when you play a card revealed by the Rek'Sai legend ability, you **must pay its full cost.** *This is my interpretation based on the mechanics of the chain and combat phases. No official FAQ exists for this exact multi-card interaction.*
Can I continue to look at my opponent's hand throughout the entire turn with Scuttle Crab Deathknell? So if he plays a secret after the Deathknell trigger, can I re-look at his hand?
No, you cannot continue to look at your opponent's hand throughout the entire turn following the resolution of **Scuttle Crab**'s *Deathknell* effect. According to **Rule 424.3** and RiftJudge FAQs #9700 and #10164, revealing an opponent's hand is a one-time, temporary action. The reveal only lasts as long as it takes for the players present to clearly read and understand the information in the hand. Once that information is understood, the reveal action is complete, and the opponent's hand returns to being private information. It does not stay revealed for the remainder of the turn, and you cannot re-examine it later if they draw or play new cards. Regarding your question about "facedown cards," **Scuttle Crab**'s *Deathknell* ability explicitly contains two separate effects: 1. **"They reveal their hand."** (This is the temporary reveal described above). 2. **"You can look at their facedown cards this turn."** While the hand reveal is temporary, the second part of the ability specifically grants you permission to look at your opponent's facedown cards (such as Hidden units or gear) **for the remainder of that turn**. This allows you to check those specific cards at any time until the turn ends, even if the opponent plays new facedown cards later in the same turn. **Summary:** * **Opponent's Hand:** You only see it once, briefly, upon the resolution of the *Deathknell*. You cannot re-look at their hand later if they draw new cards. * **Opponent's Facedown Cards:** Because the card text explicitly grants you this permission "this turn," you may continue to look at any of their facedown cards on the battlefield at any time for the remainder of that turn. Note: I could not fully verify the interpretation regarding the "facedown cards" portion of the effect against the retrieved rules.
Can I counter Cull the Weak with Not So Fast?
No, you cannot use **Not So Fast** to counter **Cull the Weak**. According to the official rulings for these cards: * **Not So Fast** can only counter a spell or ability that "chooses a friendly unit or gear." * **Cull the Weak** does not target or choose any units when it is played. The instruction to kill a unit is performed by each player during the resolution of the spell, rather than being a targeted choice made when the spell is played. Because **Cull the Weak** does not meet the requirement of choosing a friendly unit or gear, it is not a valid target for **Not So Fast**.
Can I counter Hostile Takeover with Not So Fast?
Yes, you can counter **Hostile Takeover** with **Not So Fast**. According to the official FAQ for **Hostile Takeover**: > "Hostile Takeover does choose a target... You must pay Deflect costs to play Hostile Takeover on an enemy unit with Deflect." Because **Hostile Takeover** is a spell that chooses (targets) a unit, it meets the requirement for **Not So Fast**, which states: > "Counter an enemy spell or ability that chooses a friendly unit or gear." **Key Details:** * **Timing:** You must play **Not So Fast** while **Hostile Takeover** is still on the chain (before it resolves). * **Effect:** If countered, **Hostile Takeover** does nothing and is placed in the Trash. The energy spent to play it is not refunded (Rule 412.1).
Can I counter any spell played on chain or just the last one?
Ruling: Any spell on the chain is a legal target for counter spells. Nuances: - In open game state, any opponent can counter your spell regardless of whether they are the target - In combat showdowns, only players involved in combat can initially act, but they may invite other players to act
Can I counter my opponent's hidden card when they reveal it?
Ruling: You can only counter spells. Units and gear cannot be countered because they enter and immediately exit the chain without lingering on it. Nuances: - Triggered abilities cannot be countered - Counter effects in the game specifically target spells only
Can I cull the weak my enemy's ruin runner?
Yes, you can play **Cull the Weak** even if your opponent controls a **Ruin Runner**. Here is the breakdown of why this interaction works: * **Cull the Weak does not target:** As established in multiple RiftJudge FAQs, **Cull the Weak** does not target or choose any units when it is played. The instruction to kill a unit is performed by each player during the resolution of the spell. * **Ruin Runner's protection:** **Ruin Runner** has the ability: "I can't be chosen by enemy spells and abilities." Because **Cull the Weak** does not "choose" or "target" units, it does not violate the protection ability of the **Ruin Runner**. * **Resolution:** When **Cull the Weak** resolves, each player must kill one of their own units. If your opponent has a **Ruin Runner** and no other units, they will be forced to choose the **Ruin Runner** to satisfy the spell's effect, as the spell's effect is mandatory and does not rely on targeting.
Can I deathgrip a unit and save it with Sett legend power?
Yes, you can use Sett's legend ability to save a unit targeted by **Deathgrip**, but the Might bonus will not be applied to the second unit. According to **RiftJudge FAQ #9246**, this interaction works as follows: 1. **Playing Deathgrip:** You play **Deathgrip** targeting a buffed friendly unit. 2. **Resolution:** As **Deathgrip** resolves, it attempts to execute its "Kill a friendly unit" instruction. 3. **Replacement:** Because the unit is buffed and would die, Sett's ability (a replacement effect) triggers to intervene. You pay the cost (exhaust Sett and pay [C]), and the unit is recalled to your base instead of being killed. 4. **Condition Check:** Because the replacement effect prevents the unit from actually dying, the "If you do" condition for the Might bonus in **Deathgrip** is not met. Therefore, you do not give the Might bonus to another unit. 5. **Finalization:** You still draw 1 card, as the card draw is not contingent on the kill. **Important Nuances:** * **Replacement, Not Trigger:** Sett's ability is a replacement effect, not a triggered ability. It modifies the event as it happens and does not use the chain. * **Buff Spent:** As part of the cost for Sett's ability, the buff on the unit is spent (removed). * **Identity:** Because the unit is recalled to your base rather than sent to the trash, it does not "die," so any "Deathknell" abilities the unit may have had will not trigger.
Can I defy Bullet Time if he pays 6 power?
No, you cannot Defy a *Bullet Time* after the opponent has already paid 6 power for it. According to **RiftJudge FAQ #4175**: * **Ruling:** You cannot Defy a *Bullet Time* after the opponent has paid power for it. Paying power is part of *Bullet Time*'s effect, and once the power is paid, it is too late to Defy. ### Why this is the case: 1. **Timing:** *Bullet Time* must be Defied while it is on the chain, *before* the opponent pays any power. The payment of power happens during the resolution of the spell, not when it is played. 2. **Response Window:** Players must provide a response window after playing *Bullet Time* but before they specify or pay any power. If your opponent has already paid the 6 power, they have moved past the window where you could have responded with *Defy*. 3. **Cost Checking:** While *Defy* can target *Bullet Time* (because it checks the card's printed cost, not the amount of power paid during resolution), it must be played while the spell is still on the chain waiting to resolve. Once the resolution process begins and the power is paid, the opportunity to counter the spell has passed.
Can I discard a card from my Champion Unit Location?
Ruling: No, you cannot discard a card from your Champion Unit Location because the card in the champion location is not in your hand. Nuances: - Cards must be in your hand to be discarded
Can I discard a card to Unlicensed Armory with no friendly units in play?
Ruling: No, you cannot activate Unlicensed Armory with no friendly units in play. For all effects that target, you must have a legal target to activate the ability, even if the effect itself is not mandatory. Nuances: - The targeting requirement is not optional, even though the save effect itself is optional - You also cannot activate Unlicensed Armory with no cards in hand, since "Discard 1" is a cost that must be paid to activate the ability
Can I distribute damage any way I want with Elder Dragon in base and kill 2 units with 1 damage each?
Yes, you can. With **Elder Dragon** in play, its passive ability ("Any amount of your damage is enough to kill enemy units") modifies the definition of lethal damage for damage you are responsible for. Here is how this works: * **Lethal Damage Modification:** Normally, lethal damage must equal or exceed a unit's Might (Rule 460.2.c.2). Elder Dragon changes this to "any non-zero amount." * **Combat Assignment:** According to **Rule 460.2.c.3**, you must assign "lethal damage" to a unit before moving on to the next one. Since Elder Dragon makes 1 damage "lethal," assigning just 1 damage to a unit satisfies this requirement. * **Distributing Damage:** Because you only need to assign 1 damage to kill a unit, you can assign 1 damage to the first unit (killing it), and then proceed to assign 1 damage to the second unit (killing it), provided your total combat Might is at least 2. This interaction is confirmed by **RiftJudge FAQ #8762** and **FAQ #10071**, which explicitly state that with Elder Dragon in play, you can distribute 1 damage each to multiple units to clear them from the board.
Can I draw with Sunken Temple if the unit got mighty because of Assault?
No, you cannot draw a card with Sunken Temple if your unit is only Mighty because of the Assault keyword. According to the official rulings for Sunken Temple: * **Assault bonus is lost before the conquer:** The Attacker and Defender designations are removed during the combat cleanup phase, which happens *before* you conquer the battlefield. * **Mighty status is lost:** Because the Assault bonus is tied to the Attacker designation, the unit loses that bonus during cleanup. If the unit's Might drops below 5 as a result, it is no longer considered "Mighty" at the moment the conquer occurs. * **Trigger condition:** Sunken Temple's ability checks for a Mighty unit at the exact moment you conquer. Since the unit has already lost its Assault bonus and is no longer Mighty, the ability does not trigger.
Can I equip a gear with Temporary (like Spinning Axe) before my Beginning phase to prevent it from being destroyed?
Ruling: No, you cannot equip before your Beginning phase. Equip is an activated ability without the action or reaction keyword, so it can only be used at base speed during your action phase. Temporary triggers at the start of your Beginning phase, which occurs before the action phase. Sequence: - Beginning phase starts - Temporary triggers and destroys the gear - Action phase begins (when you could normally equip) Nuances: - Quick-draw allows equipping at reaction speed, but still requires paying the equipment cost - Quick-draw uses "attach" which doesn't imply a cost, while "equip" implies both cost and the attach result - Weaponmaster is different from quick-draw in how it handles equipment costs
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