If Sett Brawler is buffed and conquers Monastery of Hirana, can you spend the buff to draw a card and then buff him again from the conquer trigger?
Ruling: Yes, you can spend the buff to draw a card and then buff Sett Brawler from the conquer trigger.
Sequence:
- Both triggers happen at the same time when Sett Brawler conquers Monastery of Hirana
- As the controller of both abilities, you choose the order to put them on the chain
- You can order them so the buff from conquering resolves first, then spend that buff to activate Monastery's draw ability
If Sett Brawler spends his buff (decreasing his Might from 5 to 4) to increase his Might to 8, does this trigger Fiora's Legend ability which triggers when a unit becomes Mighty?
Ruling: Yes, this triggers Fiora's Legend ability.
Sequence:
- Sett pays the cost of his ability, reducing his Might from 5 to 4 (ceasing to be Mighty)
- The ability resolves, increasing his Might to 8 (becoming Mighty again)
- Fiora's Legend ability triggers when Sett becomes Mighty
If Sett already has a buff, can you stack the triggers so Monastery of Hirana draws a card and then Sett's trigger refunds the buff?
Ruling: Yes, you can stack the triggers. When both Sett and Monastery of Hirana trigger simultaneously on conquest, you choose the order. You can resolve Hirana's trigger first (drawing a card and removing Sett's buff), then resolve Sett's trigger (which will buff him since he's no longer buffed).
Sequence:
- Both Sett's conquer trigger and Hirana's conquer trigger go on the chain simultaneously
- You choose to place Sett's trigger on the chain first, then Hirana's trigger
- Hirana's trigger resolves first, drawing a card and removing Sett's buff
- Sett's trigger resolves second, buffing Sett since he is no longer buffed
Nuances:
- Sett's trigger is added to the chain even if he is already buffed; it simply won't do anything if he's still buffed when it resolves
- Buffed units can always be targeted by buff effects (unless a card specifies non-buffed units), even if the effect won't do anything to them
If Sett dies and is saved by the legend ability (which spends Sett's buff), does orange Sett get the +4 Might from its ability?
Ruling: No. Orange Sett's ability is an activated ability that requires you to actively declare and pay the cost to gain the +4 Might. It is not a triggered ability that automatically happens when the buff is spent.
Nuances:
- Triggered abilities use "When" or "At" in their text and happen automatically when their condition is met
- Activated abilities use ":" in their text and work like spells - you must actively pay for them and can only play them at the proper timing
- The legend ability spending Sett's buff does not automatically trigger orange Sett's ability because it is an activated ability, not a triggered one
If Sett has 5 Might (with a buff) and 4 damage marked on him, and I activate his ability with no opponent response, will Sett survive (not die during Cleanup)?
Ruling: Yes, Sett will survive. A Cleanup occurs after an item on the Chain resolves, but since Sett's ability resolves and no other Chain items are added (opponent doesn't respond), no Cleanup occurs that would kill him.
Nuances:
- The opponent can force a Cleanup by responding with any ability (like tapping a rune for energy or recycling a rune), which would cause a Cleanup after that ability resolves and kill Sett.
- Moving a unit causes a Cleanup to occur, but Cleanups do not clear damage from units.
- Only combat resolution and end of turn clear damage from units.
If Sett is buffed to 8 Might with Call to Glory after taking 6 damage from Falling Stars, then gets hit by Smokescreen (which reduces Might by 4 to minimum 1), does Sett die?
Ruling: Yes, Sett dies. Damage and Might are tracked separately - damage counts up from 0, while Might can be increased or decreased. When a unit's Might falls below its accumulated damage, the unit dies.
Sequence:
- Falling Stars hits Sett twice, giving him 6 damage counters
- Call to Glory buffs Sett to 8 Might (he now has 8 Might with 6 damage)
- Smokescreen reduces Sett's Might by 4, bringing him to 4 Might
- Sett still has 6 damage counters, which is now greater than his 4 Might
- Sett dies because his damage (6) exceeds his Might (4)
Nuances:
- Damage does not reduce Might - only effects that specifically reduce Might (with the Might symbol) affect Might
- Damage and Might are completely separate values that are not directly related
- Healing removes damage counters (sets damage back to 0) but does not affect Might
- Any time non-zero damage is greater than or equal to Might, the unit dies
If Sett is buffed, does he get +1 from the buff and +1 from his ability (total +2), or just +1 from the buff only?
Ruling: If Sett is buffed and at a battlefield, he gets +2 total: +1 from the buff and +1 from his ability. Sett's ability counts himself because the text says "each buffed friendly" and not "each other buffed friendly unit."
Nuances:
- Units cannot trigger their own death effects unless specified (like Deathknell)
- Wraith of Echoes does not see itself die because it is already in the trash when death abilities are checked, and abilities need the unit to be on board to resolve
If Sett with 5 might and a buff gets Smoke Screened, and the buff is removed to save him (bringing him to 0 might), will he die at 0 might given the new errata that Sett replacement heals?
Ruling: Sett will not die at 0 might. A unit only dies from 0 might if they also have damage on them.
Sequence:
- Sett gets Smoke Screened while at 5 might with a buff
- Buff is removed to save him, bringing him to 0 might
- Sett replacement effect heals him to 0 damage
- Sett survives at 0 might and 0 damage
Nuances:
- 0 might alone does not kill a unit; they must have both 0 might AND damage to die
If Sett without a buff conquers Sunken Temple, can he order his conquer trigger to pay and get the draw?
Ruling: No, Sett cannot trigger Sunken Temple's ability if he is not mighty when he conquers it.
Nuances:
- Because the mighty condition on Sunken Temple is before the comma, it is part of the trigger condition and will not trigger if no unit is mighty during the conquer
- If the condition was after the comma, it would trigger any time you conquer and only check for mighty at resolution (like Loose Cannon)
If Sett's Legend Ability saves a unit with a replacement effect, does Viktor, Leader (Viktor Champion) still spawn a recruit unit token?
Ruling: No, Viktor, Leader will not spawn a recruit unit token when Sett's Legend Ability saves a unit, because the unit doesn't die.
Nuances:
- Sett's ability is a replacement effect that prevents the death from occurring
- Viktor, Leader's ability only triggers when units actually die
If Sett's The Boss ability saves a unit by removing its buff, and that unit has -4 might from Smoke Screen, does the unit die again with 0 max might?
Ruling: The unit does not die. Units only die when they have non-zero damage equal to or greater than their might. A unit with 0 might and 0 damage does not meet the lethal damage condition.
Sequence:
- The Boss's effect replaces death with not death
- The buff is removed from the unit
- The -4 might from Smoke Screen remains as a continuing effect
- The unit survives at 0 might because it has 0 damage (non-zero damage is required for lethal damage)
Nuances:
- Healing removes damage, but does not remove continuing might modification effects
- Recall moves units to base, but does not remove continuing effects
- The Boss only replaces the death itself, it does not remove other continuing effects
If Sett's leader ability saves a unit during combat cleanup, does the Sett leader ready from conquering that happens afterward?
Ruling: Yes, the Sett leader readies after conquering. Conquering happens after combat cleanup, which is when units dying to combat damage can be saved by Sett's leader ability.
Sequence:
- Step 1: Special cleanup occurs (units die or are healed from combat damage)
- Step 2: Sett's leader ability can exhaust to save a dying unit during this cleanup
- Step 3: Control is established and conquering occurs
- Step 4: Sett leader readies from the conquer
Nuances:
- The saved unit that was recalled won't be at the battlefield when conquering occurs, so its "when I conquer" abilities won't trigger
If Sett's replacement effect prevents a unit from being killed by Baited Hook, does Baited Hook still work?
Ruling: No, Baited Hook does not work if Sett prevents the unit from being killed. You still look at the top 5 cards, but you don't play anything since there's no killed unit to compare its might to.
Nuances:
- The variable (X) becomes null (not zero) when no unit is killed, so you cannot grab something with 0 or 1 power
- This is different from Hidden Blade targeting your own creature - in that case, you can use Sett to recall the unit and still draw two cards because Hidden Blade doesn't specifically reference a "killed" unit, only requiring the target to be valid during resolution
If Sett, Brawler is buffed on the battlefield, gets targeted by Smokescreen (giving it -4 until end of turn), then is recalled to base using The Boss legend ability (spending the buff), does it die in base due to having 0 or negative Might?
Ruling: Units do not die from having 0 Might. Units only die if they are damaged and the amount of damage equals or exceeds their Might.
Nuances:
- Having 0 or negative Might from debuffs alone does not kill a unit
- A unit must take damage that meets or exceeds its Might value to die
If Shakedown's target unit is removed from the board (e.g., by Retreat) before Shakedown resolves, what happens?
Ruling: Shakedown still resolves and goes to trash, but its effect does nothing. Since the unit is no longer on the board, there is no legal target to deal 6 damage to, and the unit's controller cannot be determined so no one can choose to let you draw instead.
Sequence:
- Shakedown is played and targets a unit
- Opponent plays Retreat (or similar) to remove the unit from the board
- Shakedown resolves but has no legal target
- The damage cannot be dealt (no target)
- No one can make the draw choice (controller cannot be determined)
- Shakedown goes to trash
Nuances:
- The spell still counts as having been played and resolved for effects that care about spells being played (like Ravenbloom Student and Legion)
- The target is chosen when the card is played and cannot be changed on resolution
- Having no legal target does not prevent a spell from resolving; only the parts that rely on that target fail to apply
If Shen (with buff, 4 might) and Sett, Kingpin (with buff from Shen, 6 might) both have Tank and are assigned lethal damage (4 to Shen, 5 to Sett) during a showdown, does Sett die when Shen dies and loses his buff?
Ruling: During combat damage step and cleanup in a showdown, units die and damage is healed immediately one after the other, so Shen dying does not cause Sett to die because damage is healed before Sett is reevaluated with his new might.
Sequence:
- Units with lethal damage are killed and placed in Trash
- Damage is healed from all units
- If an event during cleanup qualifies for another cleanup, it occurs after the first completes
Nuances:
- Outside of showdowns (e.g., with a spell like Singularity), there is no heal until end of combat, so Shen dying would cause Sett to be reevaluated with reduced might and his current damage, potentially killing him in the subsequent cleanup
If Shen is played as a reaction to an opponent entering an empty battlefield, what is his Might value and does the player score a conquest point if they win?
Ruling: You cannot play Shen as a reaction to a battlefield you don't control. However, if Shen could somehow be played in this scenario, he would have 3 Might during the initial non-combat showdown, then 5 Might during the subsequent combat showdown. Winning the combat would conquer the battlefield and score a conquest point, even as the defender.
Sequence:
- Initial non-combat showdown occurs where Shen has 3 Might (Shield doesn't apply)
- Non-combat showdown ends, battlefield remains contested
- Combat showdown begins where Shen has 5 Might (Shield now applies)
- If Shen wins the combat, the player conquers the battlefield and scores a point
Nuances:
- Shen can only be played as a reaction to battlefields you control
- A defender can conquer a battlefield on the opponent's turn and score a conquest point
If Singularity deals 6 damage to an 8 might unit before a showdown, does it reduce the unit's might to 2, or does the unit still have 8 might?
Ruling: Damage does not reduce might. The unit still has 8 might but has 6 damage marked on it, meaning it only needs 2 more damage to be killed. Damage persists until the end of a combat showdown or end of turn.
Sequence:
- Singularity deals 6 damage to the 8 might unit
- The unit now has 8 might with 6 damage marked on it
- During a showdown, the unit still deals 8 damage to attackers
- The unit will die if it takes 2 or more additional damage
- Marked damage is removed at the end of a combat showdown or at the end of turn
Nuances:
- Non-combat showdowns do not heal units
- Effects that reduce might explicitly state they reduce might
- Track damage marked on units separately from their might value
If Singularity targets both Karthus, Eternal (which has an ability that triggers twice when units die) and Machine Evangel (which has Deathknell), does Evangel's Deathknell trigger twice since they die together?
Ruling: No, Evangel's Deathknell will not trigger twice. When units die simultaneously, they are placed in the trash before any death triggers are checked. Karthus is already in the trash when Evangel's Deathknell triggers, so Karthus's ability does not see Evangel die.
Sequence:
- Singularity resolves, killing both Karthus and Evangel
- Both units are placed in the trash
- The game checks for death triggers
- Evangel's Deathknell triggers once from the trash
- Karthus is no longer on the board to see Evangel die, so it does not trigger twice
Nuances:
- Deathknell abilities trigger from the trash because "When I die" describes the unit being placed in the trash
- Units with "when units die" abilities (like Yellow Viktor or Wraith of Echoes) do not see themselves or other units that die at the same time, because they must be on the board to observe deaths
- Units don't see themselves die unless they have Deathknell or similar abilities that explicitly allow them to
If Singularity targets two units and one is Retreated before Singularity resolves, can the Singularity player retarget another unit?
Ruling: No, targets cannot be retargeted once chosen. When Singularity is played onto the chain, its two targets are locked and cannot be changed. If one target is Retreated by the time Singularity resolves, the other target still takes damage but no retargeting occurs.
Nuances:
- You can Retreat a unit in response to Singularity before it resolves (using priority)
- If you Retreat before target selection (in response to a reflexive trigger that creates Singularity), the opponent can choose targets after your Retreat resolves, potentially to their benefit
If Siphon Power is played to buff recruits, does Ahri's effect reduce them back to 1 might, and when does each effect apply?
Ruling: The effects apply in the order they resolve on the chain. If Siphon Power resolves before Ahri's trigger, recruits go to 2 might then back to 1 might when Ahri resolves. If you want recruits to stay at 2 might, wait to play Siphon Power after Ahri's trigger has resolved.
Sequence:
- When you move and start a showdown, Ahri's "when attacking" ability triggers and goes on the chain
- If Siphon Power is played before this (e.g., chained to a move trigger), it resolves first, bringing recruits to 2 might
- Then Ahri's ability resolves, reducing them back to 1 might (minimum 1)
- After Ahri's trigger resolves, you can start a new chain and play Siphon Power with focus, which will bring recruits to 2 might and they'll stay there
Nuances:
- Ahri's ability triggers during the initial "when attacking/when defending" chain at the start of showdown
- Siphon Power targets a battlefield, not individual units, so it applies to all units present at that battlefield for the turn
- The "to a minimum of 1" clause means Ahri's effect reduces might by 1 at the time of resolution, not as a lingering conditional effect
If Sky Splitter is played for 0 might, and an opponent reacts to reduce the player's might (which would make the cost 3 that they can't pay), does Sky Splitter get negated?
Ruling: No, Sky Splitter does not get negated. Once a card is on the chain, you never go back to paying the cost - the cost is paid once at the beginning during the process of playing the card, before opponents can respond.
Sequence:
- The card is removed from its zone and put onto the chain
- The cost is calculated and paid
- The process of playing the card completes
- Only after the active player passes priority can opponents play reactions
Nuances:
- The card enters the chain before the cost is calculated, but this does not give opponents priority - the entire process of playing a card (including cost payment) must complete before opponents can respond
- The active player retains priority after playing a card and may play further reactions before passing
- Opponents cannot get priority before the cost has been paid
If Sky Splitter's energy cost is reduced to 0 by Anvivia, can Defy negate it since the cost is below 4, or does Defy look at the printed cost?
Ruling: Defy looks at the printed cost of the card, not the reduced cost. You cannot use Defy to negate Sky Splitter even if its cost has been reduced to 0 by Anvivia, because Sky Splitter's printed cost is 8.
Nuances:
- Cost reductions don't change the cost of a card for the purposes of effects that check cost; they just give you a discount when paying
- This same principle applies to other cost-checking effects like Kai'sa's conquer ability with Eager Apprentice
- However, Might reductions (like from Ahri) do actually change the Might value that cards see, because they modify the stat itself rather than just providing a discount
If Skysplitter's cost is reduced, can it be countered by Defy?
Ruling: No, Skysplitter cannot be countered by Defy even if its cost is reduced. Defy checks the cost printed on the card, not the actual cost paid.
Nuances:
- Cost reductions do not change what Defy can target
- Defy always references the printed cost on the card
If Smoke Screen reduces Fiore to 1 Might, and she takes damage and dies, then the opponent removes the Smoke Screen buff to save her, will she still die?
Ruling: Fiore will not die. Units do not die simply from being at 0 Might - they must be dealt damage while at 0 Might to die.
Nuances:
- Removing the Smoke Screen buff after damage is dealt can save the unit by restoring their Might above 0
- Being reduced to 0 Might alone does not cause death
If Smoke Screen reduces a 4 Might unit to 1 Might (a -3 reduction), and later the opponent uses Discipline to gain 2 Might, does the unit end up at 2 Might (reduction still applies fully) or 3 Might (reduction was snapshotted)?
Ruling: The Might reduction from Smoke Screen is snapshotted at the time of application. If a 4 Might unit is reduced to 1 Might (a -3 reduction), and later gains 2 Might from Discipline, the unit will end up at 3 Might total.
Sequence:
- Smoke Screen reduces 4 Might unit to 1 Might (reduction of -3 is calculated and applied)
- The reduction is clamped at -3 Might and does not adjust when the base Might changes
- Discipline adds 2 Might to the unit
- Final result: 1 + 2 = 3 Might
Nuances:
- The reduction amount is determined only at the time Smoke Screen is applied, not continuously recalculated
If Smoke Screen reduces a unit's Might to 1, and that unit has Assault 2, does their Might become 3 when they attack, or does Smoke Screen's effect prevent Assault from working?
Ruling: Assault 2 still works after Smoke Screen. The unit's Might would be 3 when attacking (1 from Smoke Screen + 2 from Assault 2).
Nuances:
- Smoke Screen is a one-time reduction effect, not a continuous lock on the Might value
- Assault modifies Might while the unit is an attacker, which happens after Smoke Screen's reduction has already been applied
If Smokescreen is cast on attacking Vayne (reducing her from 5 Might to 1 Might), and she survives by removing the defender, then moves to another battlefield with Ride the Wind where there's a defender, what is Vayne's Might in the new combat?
Ruling: Vayne will be 1 Might in the new combat. Smokescreen snapshots the Might reduction as -4 when cast and applies it continuously for the rest of the turn, regardless of whether Vayne's Might calculation temporarily goes negative.
Sequence:
- Smokescreen is cast on attacking Vayne (5 Might: 2 base + 3 Assault)
- Smokescreen snapshots -4 Might reduction and applies continuously
- Vayne leaves combat, losing Assault bonus: 2 (base) - 4 (Smokescreen) = -2 Might (treated as 0)
- Vayne moves to new battlefield with Ride the Wind and becomes attacker again
- Vayne gains Assault bonus again: 2 (base) + 3 (Assault) - 4 (Smokescreen) = 1 Might
Nuances:
- The -4 Might from Smokescreen does not change once snapshot, even if the unit's calculated Might goes below 0
- When a unit's Might is less than 0, it is treated as 0 for all purposes, but the underlying value remains negative for calculation purposes
- A unit with negative Might won't die unless it takes damage
If Smokescreen reduces a 2 might unit to 1 might (due to the minimum of 1 requirement), and then Discipline is cast to increase might, does the unit become 3 might or does Smokescreen's -4 reapply?
Ruling: One-time might modifications like Smokescreen are snapshotted at resolution. If Smokescreen gives -1 might when it resolves (due to the minimum of 1 might requirement), it will always give -1 might for the duration of the effect, even if the unit's might increases later.
Sequence:
- 2 might unit exists
- Smokescreen resolves, reducing might by 4 but capped at minimum 1, so unit becomes 1 might (effectively -1 from Smokescreen)
- Discipline resolves, adding +2 might
- Unit is now 3 might (1 base + 2 from Discipline - 1 from Smokescreen's snapshotted effect)
Nuances:
- Smokescreen does not retroactively recalculate its effect after it has resolved
- The -4 from Smokescreen is calculated once at the point it resolves based on the minimum of 1 might rule
- Might changes are applied increases first, decreases last
If Snapvine targets a unit (Kai'Sa) but the target is removed with Retreat before resolution, does Snapvine retarget another unit?
Ruling: No, Snapvine does not retarget. Once a trigger has finalized and the target is chosen, it cannot be changed regardless of what happens to either unit.
Nuances:
- This applies even if other valid targets are available on the battlefield
- The targeting decision is locked in when the trigger finalizes, before resolution
If Sona's trigger is already on the chain and she leaves the battlefield (e.g., by activating Fight or Flight in response), do you still untap 4 runes when the trigger resolves?
Ruling: No, you do not untap the runes. The "if I'm at a battlefield" condition is attached to the effect and is only checked at resolution, not when the trigger occurs.
Sequence:
- Sona's ability triggers at the end of your turn (the trigger is time-based only)
- The trigger goes on the chain
- If Sona leaves the battlefield before the trigger resolves, the "if I'm at a battlefield" condition fails at resolution
- You do not get the untap effect
Nuances:
- The trigger always happens at the end of your turn regardless of Sona's location
- The location requirement ("if I'm at a battlefield") is an "intervening if" that is part of the effect, not the trigger condition
- This means it is only checked when the ability resolves, not when it triggers
- All triggers in Riftbound are time-based, with additional stipulations being resolution-based
If Soulgorger plays Magma Wurm, does the Magma Wurm enter the board before Soulgorger, allowing Soulgorger to enter ready?
Ruling: No. When Soulgorger's ability goes on the chain, Soulgorger is already on board exhausted. There is no window where Magma Wurm would hit the board before Soulgorger.
Sequence:
- Soulgorger enters the board exhausted
- Soulgorger's ability goes on the chain
- Magma Wurm is played and resolves
- Soulgorger remains exhausted
If Soulgorger's on-play effect brings out a Magma Wurm, does Soulgorger enter the battlefield ready or exhausted?
Ruling: Soulgorger enters exhausted. The "when I'm played" effect triggers after Soulgorger is already on the battlefield exhausted, so Magma Wurm enters after Soulgorger is already in play.
Sequence:
- Soulgorger is played and enters the battlefield exhausted
- Soulgorger's "when I'm played" effect triggers
- Magma Wurm enters the battlefield from the effect
Nuances:
- "When I'm played" effects trigger when a unit touches the table anywhere, not just when played to the battlefield
If Spinning Axe has its temporary trigger on the stack during beginning phase, and you cast Angle Shot to attach it to a unit before the trigger resolves, does the equipment get destroyed when temporary resolves?
Ruling: Yes, Spinning Axe will be destroyed when the temporary trigger resolves, even if it was attached to a unit before the trigger resolved.
Nuances:
- Reminder text is not rules text, so the "if this is unequipped" reminder text doesn't affect how temporary works
- Attaching the equipment turns off its rules text, but this happens too late to affect the trigger that's already on the chain
- If there were an awakening trigger (like Irelia, Fervent while sealed), you could attach the equipment before the trigger goes on the chain to avoid temporary
- Another option is to wait for your opponent to play something after they kill the equipped unit, allowing you to re-attach in response
If Stacked Deck reveals Nocturne, does it trigger Nocturne's ability to play him for 1 power?
Ruling: Yes, revealing Nocturne with Stacked Deck triggers his ability and allows you to play him for 1 power.
Nuances:
- Nocturne's text "if you don't draw" refers to not drawing Nocturne itself, not other cards
- Drawing is different from revealing or looking at cards
- The card must be banished to use the ability
If Stand United is played Hidden from one battlefield, does its global effect (+1 to all buffs) apply to units on the opposite battlefield?
Ruling: Yes, the second effect of Stand United (+1 to all buffs) is global and affects all friendly units on both battlefields.
Nuances:
- When played from Hidden, Stand United's targeting effect (placing the buff token) has an added "here" restriction and must target a unit on the same battlefield
- The global +1 effect does not target, so it is not restricted by the "here" limitation and applies to all friendly units regardless of battlefield
If Stormbringer's damage doesn't occur because the target unit isn't there, does the friendly unit still move to the battlefield?
Ruling: Yes, the friendly unit still moves to the battlefield even if the damage doesn't occur because the target isn't there. Stormbringer targets the battlefield, not the units on it.
Nuances:
- You choose both the friendly unit and the battlefield when Stormbringer enters the chain, not at resolution
- The friendly unit choice counts as targeting and is locked in before resolution
If Strategist Teemo is defending and triggers to find Nocturne, can Nocturne be played directly to the battlefield being defended?
Ruling: Yes, you can play Nocturne directly to the battlefield you're defending because you're still controlling it until combat ends.
Nuances:
- If you're defending with Teemo via surprise defense and don't actually control the battlefield, then you cannot play Nocturne to that battlefield.
If Sun Disc is activated and then The Harrowing is played (which plays units from the graveyard), can Sun Disc be activated between the units being played so they enter ready?
Ruling: Sun Disc can only be activated at base speed when there is no chain present. Once The Harrowing begins resolving and playing units, there is no opportunity to activate Sun Disc between those units because a chain is present the entire time until all units resolve.
Sequence:
- Activate Sun Disc before playing The Harrowing
- The next unit played (whether from hand or from The Harrowing) will enter ready
- All subsequent units from The Harrowing will enter exhausted
- No activation window exists between units being played by The Harrowing
Nuances:
- If you have 2 Sun Discs active, only the first unit played will benefit from both effects (both see the same "next unit"), so it's better to activate one Sun Disc before each unit you want to enter ready
- Units in Riftbound instantly resolve when finalized to the chain, leaving no window to react even if Sun Disc were reaction speed
- When an effect instructs you to play a card, you play it when that effect is resolving and at no other time
If Sun Disc is already on the field and Phoenix is in the trash, can you exhaust Sun Disc first, then use a spell like Rocket to kill a unit and get Phoenix back readied directly?
Ruling: No, you cannot. Sun Disc does not have Reaction, so if you play your first card and that leads to triggers that would play a unit (like Phoenix from trash), there is no window to use Sun Disc and have the unit enter ready. You must play a card to activate Legion before using Sun Disc's ability.
Sequence:
- You must play a card first to activate Legion
- Then you can exhaust Sun Disc to set up its effect
- Then play/trigger the unit (it will enter ready)
- If Sun Disc itself is the first card you play this turn, you can exhaust it immediately and your next unit will be readied
Nuances:
- Sun Disc can use its Legion ability if itself was played this turn (counts as the card played to activate Legion)
- On subsequent turns, you cannot activate Sun Disc's ability if you don't have Legion active yet
- Sun Disc is a Delayed Passive Ability, not a Delayed Trigger
- Because Sun Disc lacks Reaction timing, you cannot activate it in response to triggers that would play units
If Sun Disk is the first and only card played during a turn, can it trigger its own Legion ability to enter ready?
Ruling: Yes, Sun Disk can trigger its own Legion ability even when it's the first card played that turn. The card itself and its ability are treated as separate entities.
Nuances:
- The rules as written use the word "another" which could be interpreted to mean Sun Disk shouldn't work this way, but the intent is clear that it does work
- When the ability activates, it checks if you've played another card (meaning "other than this ability"), and playing Sun Disk itself satisfies this requirement
- The rules text may need clarification in future updates to make this interaction more explicit
If Svellsongur grants Shield +1 to a Poro that already has Shield +1, does the Poro have Shield +2?
Ruling: Yes, when a unit with Shield is granted Shield by an additional source, the Shield values are summed together.
Nuances:
- This applies to any unit that has Shield from one source and receives Shield from another source
- The Shield keyword values stack additively
If Tasty Faefolk dies at a battlefield with Zhonya's hidden, can you flip Zhonya's in reaction to the Deathknell trigger to save the Zhonya's proc?
Ruling: You can flip Zhonya's in response to Deathknell, but this only saves the Zhonya's proc (prevents it from being trashed) - it does not save the Faefolk itself, which is already dead. Whether this works depends on if the battlefield is contested.
Sequence:
- If Faefolk dies during combat (contested battlefield): Deathknell triggers, you still have control of the battlefield during the chain, you can flip Zhonya's in response to save the proc
- If Faefolk dies outside combat (not contested): You immediately lose control of the battlefield when Faefolk dies, Zhonya's is trashed before you can react to Deathknell
Nuances:
- The key factor is whether the battlefield is contested, not whether death was caused by combat damage vs ability
- If Faefolk dies by ability mid-showdown (while contested), you can still save Zhonya's because control is locked until contested is removed
- Control is locked during combat until the contested state is cleared, even if you have no units remaining
- Flipping Zhonya's before Faefolk dies would save the unit but prevent the Deathknell trigger entirely
If Tasty Faefolk is defending alone with Zhonya's face down, and dies to combat damage, does the Tasty Faefolk player get to benefit from both the deathreel trigger and Zhonya's being flipped up and going to base?
Ruling: Yes, the Yi player gets to benefit from both Zhonya's being in base and Tasty Faefolk's deathreel trigger.
Sequence:
- Tasty Faefolk takes lethal damage in combat
- Yi player allows Tasty to die
- Deathreel triggers, creating a chain
- Zhonya's flips up and goes to base
- Both effects resolve for the Yi player's benefit
If Tasty dies outside of a Showdown and it's your only unit, can you still reveal/activate Zhonya's in response to Tasty's Deathknell trigger?
Ruling: No, you cannot reveal Zhonya's after Tasty dies if it was your only unit on the battlefield outside of Showdown. The hidden card is removed during cleanup before players get priority.
Sequence:
- Tasty takes lethal damage and dies
- Cleanup notices Tasty has lethal damage and kills it
- Follow-up cleanup for Tasty leaving the field
- Game notices you no longer control the battlefield and attempts to put Deathknell trigger on the chain
- Another cleanup removes Zhonya's because the battlefield status changed from controlled to uncontrolled
- Players get priority with Deathknell on the chain (but Zhonya's is already gone)
Nuances:
- You must activate Zhonya's before Tasty dies to have it do something (which would likely prevent Tasty from dying)
- In a Showdown, the rule is different: control of the battlefield doesn't change until the end of Showdown, so you CAN play Zhonya's after your unit dies to save the hidden card
- In a Showdown with Tasty specifically, you could play Zhonya's either before or after the Deathknell trigger
If Teemo (Strategist) reveals Nocturne on his defend ability, can Nocturne be summoned to the Teemo battlefield?
Ruling: Yes, Nocturne can be summoned to the Teemo battlefield when revealed by Teemo's defend ability.
Nuances:
- This assumes the Teemo player controls that battlefield, which is almost always true when the defend trigger happens
- A corner case exists where Strategist wouldn't control the battlefield: active defense where you use an effect like Ride the Wind to move Teemo into an open showdown
If Teemo Strategist is hidden and played during a showdown, does his ability trigger twice (once for playing from hidden and once for being declared defender)?
Ruling: With the original printed text and current core rules, the ability would trigger twice - once when played from hidden and once when declared as a defender.
Nuances:
- The card has received errata that changes this interaction
- The printed text does not explicitly say "or when I'm played from hidden"
- Under current official play, the errata'd version should be used, which would only trigger once when defending
If Teemo Strategist is hidden in a Bandle Tree controlled by a player, and that player has a unit on their opponent's battlefield, can Teemo be revealed and played to the opponent's battlefield in a later turn?
Ruling: No. Hidden units must be played to the battlefield they were hidden in.
Nuances:
- This restriction also prevents playing the hidden unit to your base
- The hidden unit can only be played to the specific battlefield where it was originally hidden
If Teemo Strategist is revealed as a defender during a showdown and the opponent uses Gust to return him to hand before his 'When I defend' ability resolves, does the ability still trigger and resolve?
Ruling: The 'When I defend' ability triggers as soon as Teemo becomes a defender and remains on the chain even if Teemo is returned to hand. You can still look at the top 5 cards, but you won't deal any damage since Teemo is no longer at the battlefield.
Sequence:
- Teemo is revealed as a defender at the battlefield
- Teemo's 'When I defend' ability triggers and goes on the chain
- Opponent can react by playing Gust to return Teemo to hand
- The triggered ability remains on the chain and resolves
- You look at the top 5 cards as per the ability
- No damage is dealt because Teemo is no longer 'here' at the battlefield
Nuances:
- Triggered abilities are separate entities from the unit that triggered them, so removing the unit doesn't remove the ability from the chain
- The only way to remove an ability from the chain is to counter it
- You cannot prevent the ability from triggering in the first place since units resolve immediately when played/revealed, which immediately triggers their abilities
- You do as much as possible when resolving the ability even if the source unit is gone
If Teemo Strategist reveals Nocturne from the top of the deck, can Nocturne be played with his ability, or does Teemo's effect override it and recycle Nocturne?
Ruling: When Teemo Strategist reveals Nocturne from the top of your deck, you can play Nocturne with his ability instead of recycling him.
Sequence:
- Reveal Nocturne with Teemo Strategist
- Play Nocturne with his effect
- You can shortcut by setting Nocturne aside to play after resolving Teemo, instead of bottoming him and then retrieving him from the bottom