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Does a unit heal back to full health during cleanup after taking damage from a spell (Super Mega Death Rocket) that doesn't kill it?
Ruling: Units do not heal during cleanup. Units heal after each combat and at the end of turn.
Nuances:
- Cleanup is not a reset of everything; it's a cleanup of game state where dead units are removed and the state of attack/defend effects and other passives is adjusted
- All units heal after each combat (not just units that participated in that combat)
- Units also heal at the end of turn
Does a unit heal damage taken from a spell outside of combat if it survives due to a reaction spell?
Ruling: No, the unit does not heal. Damage from spells persists on the unit until specific timing points.
Sequence:
- Spell damage is applied to the unit
- Damage remains on the unit after spells resolve
- Damage is only removed at the end of Combat Showdown or at the end of turn
Does a unit heal damage when moving to an empty battlefield?
Ruling: Units do not heal when moving to an empty battlefield. Going to an empty battlefield is a showdown but not combat, and units only heal after combat or at the end of the turn.
Nuances:
- Moving to an empty battlefield counts as a showdown
- A showdown is not the same as combat
- Units heal after combat
- Units also heal at the end of the turn
Does a unit in an enemy battlefield heal when you attack an empty battlefield, and how does priority work with Yasuo and Reaver's Row triggers?
Ruling: Units only heal after a Combat Showdown and at the end of the turn. Attacking an empty battlefield is a regular showdown, not a combat showdown, so no units will heal.
Sequence: (for Yasuo attacking on Reaver's Row)
- Combat showdown starts and units are designated as attackers/defenders
- Turn player's triggers go on chain first (Yasuo targets something - CL1)
- Next player's triggers go on chain second (Reaver's Row targets something - CL2)
- Player who controls the next chain item gets priority to react first
- Chain resolves in reverse order: Reaver's Row resolves first, then Yasuo
- After each item resolves, there's a new opportunity to react and add more to the chain
Nuances:
- If Reaver's Row targets the same unit that Yasuo targeted and moves it back to base, Yasuo's ability does nothing since the unit is no longer "here"
Does a unit keep its buffs when it is returned to hand?
Ruling: When a unit leaves play, it loses everything on it, including buffs.
Nuances:
- This applies regardless of how the unit leaves play (e.g., being returned to hand by effects like Guff)
Does a unit on an enemy base heal combat damage at the end of a combat showdown that occurs at a battlefield?
Ruling: Yes, units on the enemy base will heal combat damage at the end of a combat showdown, even if that combat showdown occurs at a different location (the battlefield).
Does a unit played via Thrill of the Hunt count toward the number of cards played in a turn for abilities that trigger on playing the second card?
Ruling: Yes. When Thrill of the Hunt resolves and instructs you to play a unit, that counts as playing a card for the turn. Whether abilities like Darius, Trifarian's "second card" trigger depends on the order.
Sequence:
- If Thrill of the Hunt is your first card: The spell resolves, you play the unit as your second card, and "second card" abilities trigger.
- If Thrill of the Hunt is your second card: The unit becomes your third card played, missing the "second card" window.
Nuances:
- The unit's triggered ability cannot resolve while Thrill of the Hunt is still executing, so it pends until afterward.
- Playing a card via a spell effect still counts toward your card-play count for the turn.
Does a unit played with Gentleman's Duel get healed after the card resolves?
Ruling: No, units are not healed after Gentleman's Duel resolves. Units are only healed after combat finishes and at the end of turn.
Nuances:
- Combat specifically refers to when two players are at the same battlefield and do a showdown, not just units damaging each other
Does a unit that enters Ready receive the +1 Might from Pirate's Haven?
Ruling: No, a unit entering ready does not count as readying the unit, so it does not trigger Pirate's Haven's +1 Might bonus.
Nuances:
- This is consistent with how other effects work - for example, Accelerate still functions even when Mageseeker Warden is present, because entering ready is different from being readied
Does a unit that has taken damage but not died still attack with its full might value when defending?
Ruling: Yes, damage does not reduce might. A unit will attack with its full might value regardless of how much damage it has taken, unless an effect specifically reduces its might.
Nuances:
- A unit only needs to be assigned damage equal to its remaining health to die, not its full might value
- Damage and might reduction are two different mechanics
- Only effects that specifically state they "reduce might" will lower a unit's might value
Does a unit with 0 Might die, or does it need damage marked on it to be killed?
Ruling: A unit can have 0 Might and survive on the board. It needs damage marked on it equal to or exceeding its Might to be killed.
Nuances:
- A unit's Might cannot go below 0; if it would, it is treated as 0 for all purposes
- In Set 2, many Might reduction effects no longer have the minimum limit of 1
- The limit of 1 Might in earlier versions was mainly to avoid corner cases at the start
Does a unit with 0 or less Might automatically die?
No, units can stick around on the board with 0 (or less!) Might. They will die if they take any damage, but “0” is not a valid amount of damage, so it takes 1 damage to kill a unit with 0 or less Might. We realize that this is a little weird, but it’s important to us that cards like Frigid Touch can’t be used to actually kill units, only weaken them.
Does a unit with Assault gain its bonus during a non-combat showdown at an uncontrolled battlefield?
Ruling: A unit with Assault does not gain its bonus during a non-combat showdown because it is not an attacker and there is no defender.
Sequence: (if an opponent later joins the showdown)
- The initial non-combat showdown at the uncontrolled battlefield finishes first without conquering
- A new combat showdown then starts
- At that point, the unit becomes an attacker and Assault activates
Nuances:
- Assault only activates when a unit has the Attacker designation, which requires a combat showdown with a defender
- If an opponent moves a unit into an open showdown (e.g., with a spell), this triggers a new combat showdown rather than converting the existing non-combat showdown
Does a unit with Tank (like Dropboarder) still get the +1 Might bonus from Doran's Shield equipment, even though Tank prevents it from being assigned combat damage?
Ruling: Yes, the unit receives the +1 Might bonus from Doran's Shield. The Might bonus from equipment is separate from the effect text and is always granted to the equipped unit.
Nuances:
- The opponent may have been confusing this with how the Shield keyword works
- Might bonuses from attached cards are handled separately from other effect text on the card
Does a unit with a buff that is recalled by Zhonya lose its buff?
Ruling: A unit that is recalled keeps all of its buffs and modifications. The unit stays exactly as it is, just moved to its controller's base.
Nuances:
- Recall does not trigger abilities that normally trigger on movement
- Buffs like extra might from cards such as Discipline are also retained
Does a unit with negative Might contribute negative damage to my Might total in combat?
No. Negative Might is treated as 0 Might for the purposes of dealing damage, but as its true value for raising it back above 0. So a unit with -3 Might would contribute 0 damage in combat, would die if it was dealt 1 or more damage, and would require +4 Might to get it back up to 1 Might.
Does a unit's 'when this unit dies' effect trigger when returned to hand by Zhonia?
Ruling: The effect does not work because the unit does not actually die when returned to hand by Zhonia. Deathknell effects only trigger when their trigger condition (the unit dying) is met.
Nuances:
- The unit being returned to hand is not the same as dying, so death-triggered effects do not activate
Does a unit's defend ability (and related Legend bonuses) apply when targeted by a spell outside of showdown?
Ruling: No, the unit would die. Defend triggers and passives only apply during a combat showdown, not when spells are cast outside of showdown.
Nuances:
- A combat doesn't end immediately when one player runs out of units at a battlefield; it only ends when the showdown ends (all players pass focus in a row)
- Until the showdown ends, units are still in combat and attack/defend passives continue to apply, even if only one player has units remaining at the battlefield
Does activating Zhonya's force a player to save a unit that gets assigned damage first with Tank, or can they choose which unit to save when multiple units die simultaneously?
Ruling: Although Tank requires assigning lethal damage to that unit first, all damage is dealt simultaneously, so all units die at the same time. Zhonya's controller can choose which unit to save.
Nuances:
- Zhonya's is a replacement effect, not a trigger
- You must flip Zhonya's before the unit dies
- Location is irrelevant - if a unit dies at any location, you can use Zhonya's to save a unit anywhere because the gear comes out from hidden and is played to the base
- If Zhonya's is hidden and a unit dies, it does not automatically trigger the hidden Zhonya's
Does activating a Repeat on a card count as playing it twice?
No, activating **Repeat** on a card does not count as playing it twice.
According to **Rule 746.3.a**: "Regardless of the number of times a spell's instructions are executed with this keyword, the spell is only Played once."
When you pay the **Repeat** cost, you are paying an additional cost to execute the spell's instructions an additional time as part of the same chain item. Because the card is only played once, it only counts as one "played" event for the purposes of any game effects that trigger when a card is played.
Does activating a Seal's tap ability trigger Legion?
Ruling: Legion only triggers when a card is played, not when an ability is activated. Tapping an already-played Seal does not trigger Legion.
Nuances:
- Playing the Seal card itself does trigger Legion
- Only the act of activating the Seal's tap ability after it's already in play does not trigger Legion
Does amateur Recital must pay deflect cost if I target an enemy unit with deflect?
Yes, you must pay the Deflect cost if you choose to target an enemy unit with Deflect using the ability of **Amateur Recital**.
### Reasoning:
* **Targeting:** Although the text of **Amateur Recital** says "you may move a unit," the game rules interpret abilities that require you to select a specific unit as a target as "choosing" that unit.
* **Deflect Application:** According to **Rule 809.1.c**, the Deflect keyword is functionally short for: *"Spells and abilities an opponent controls that choose me cost an amount of Power equal to [Deflect Value] more to play as an additional cost for each time they choose me."*
* **Mandatory Cost:** Per **Rule 356.2.a.2**, the cost imposed by Deflect is a **Mandatory Additional Cost**. You must pay this cost during the process of finalizing the ability on the chain. If you cannot or do not pay the Deflect cost, you cannot choose that unit as a target.
This is consistent with **RiftJudge FAQ #8505**, which clarifies that abilities requiring selection of a target incur the Deflect cost, even if the word "choose" does not appear in the card text.
Does ambush require Conquere Battlefield?
No, **Ambush does not require you to conquer a battlefield.**
According to **Rule 822.1.b**, Ambush is a passive ability that allows you to play a unit to any battlefield where you **already control units**. It does not require that you be in the process of conquering that battlefield, nor does it require you to conquer it after playing the unit.
### Key Points:
* **Valid Location:** Ambush simply expands the valid locations where you can play a unit. As long as you have at least one unit already present at a battlefield, that battlefield becomes a valid location to play a unit with Ambush (Rule 822.1.c).
* **Reaction Timing:** Ambush grants the unit the **[Reaction]** keyword while being played to such a location, allowing you to play it even if the game state is **Closed** (such as during a Showdown or Combat).
* **No Conquer Requirement:** You can use Ambush to join an ongoing combat, to reinforce a battlefield you already hold, or simply to place a unit at a location where you already have a presence. It is not tied to the act of conquering.
This is confirmed by **RiftJudge FAQ #8743**, which clarifies that you do not need to control the battlefield itself to use Ambush; you only need to control units at that location.
Does an Irelia Defiant get +1 Might for being chosen from the Reavers Row trigger if she doesn't move back to base?
Yes, **Irelia, Fervent** will gain +1 Might for being chosen by the **Reaver's Row** trigger, even if you ultimately decide not to move her when the ability resolves.
According to **RiftJudge FAQ #8628**:
* **Choosing is distinct from resolving:** You choose the target (Irelia, Fervent) when you place the Reaver's Row trigger on the chain. Because she has been "chosen," her ability triggers immediately, granting her +1 Might.
* **"May" decisions happen at resolution:** The decision of whether or not to move the unit to base is an optional ("may") effect that occurs only when the Reaver's Row ability resolves.
**Sequence of events:**
1. You defend at Reaver's Row, triggering its ability.
2. You place the trigger on the chain and choose Irelia, Fervent as the target.
3. Irelia, Fervent's ability triggers because she was chosen, and she gains +1 Might.
4. When the Reaver's Row ability resolves, you make the "may" decision: you can choose to move her to base, or you can choose not to move her. Regardless of this decision, the +1 Might she gained from being chosen remains for the turn.
Does an attached equipment with Temporary still get killed? (e.g., an attached Long Sword gets targeted by Fading Memories)
Ruling: No, an attached equipment with Temporary does NOT get killed while attached. Temporary is part of the equipment's Rules Text, which becomes Inactive while attached, preventing it from triggering.
Sequence:
- Fading Memories gives the attached Long Sword Temporary
- While attached, the Long Sword's Rules Text (including Temporary) is Inactive
- Temporary cannot trigger while Inactive
- If the equipment later becomes detached, its Rules Text becomes Active again
- Temporary will then trigger at the start of the next Beginning Phase
Nuances:
- Rules Text vs Effect Text is critical: Rules Text becomes Inactive when attached, Effect Text becomes Active when attached
- This applies to all Rules Text abilities on equipment (Equip, Temporary, etc.), not just Temporary
- The equipment must become detached before Temporary can trigger
Does an effect that affects everything (like Thousand Tailed Watcher) trigger Deflect?
Ruling: No, effects that affect everything do not trigger Deflect. Deflect only activates when a player makes a choice to target something.
Nuances:
- If no choice is possible in the effect, then there is no target
- The effect must involve a targeting choice made by the player for Deflect to activate
Does an enemy unit die on Frozen Fortress if I have Elder Dragon in my base?
### Ruling
No, the enemy unit will not be killed by Elder Dragon's ability when taking damage from Frozen Fortress.
### Reasoning
1. **Source of Damage:** The ability on Frozen Fortress reads: "At the start of each player's Beginning Phase, deal 1 to each unit here." According to Rule 187.6, the controller of a battlefield controls its abilities. Damage dealt by a battlefield's ability is considered to be dealt by the battlefield, not by you personally.
2. **Elder Dragon's Condition:** Elder Dragon's ability states: "Any amount of **your damage** is enough to kill enemy units."
3. **Interaction:** Because the damage from Frozen Fortress is dealt by the battlefield's ability and not by you, it does not qualify as "your damage." Therefore, Elder Dragon's ability does not apply, and the unit will take 1 damage normally rather than being killed instantly.
### Summary of Sequence
* The Beginning Phase begins.
* Frozen Fortress's triggered ability is placed on the chain.
* The ability resolves, dealing 1 damage to each unit at that battlefield.
* Because this damage is not "your damage," Elder Dragon's ability does not modify the lethal threshold. The unit is only killed if the 1 damage is equal to or greater than its current Might.
Note: I could not fully verify this ruling against the retrieved rules.
Does an initial chain get created if no units have 'When I attack' or 'When I defend' abilities?
Ruling: If there are no "When I attack" or "When I defend" abilities, there is no initial chain and combat goes straight into a showdown, giving the attacker focus to start a chain.
Sequence:
- Check for "When I attack" or "When I defend" abilities
- If none exist, skip initial chain
- Proceed directly to showdown
- Attacker receives focus to start a chain
Does an open showdown only happen the first time a unit moves onto an open battlefield, or does it happen again if a second unit moves there on the same turn?
Ruling: An open showdown only happens when a battlefield is being contested. If your first unit successfully conquered the battlefield, a second unit moving there afterwards does not contest it and therefore does not trigger another showdown.
Sequence:
- First unit moves to uncontrolled battlefield → Open showdown happens
- If first unit successfully conquers the battlefield, it is now controlled
- Second unit moving to that same (now controlled) battlefield → No showdown occurs
Nuances:
- There are three scenarios: (1) Moving to a battlefield you already control = no showdown, (2) Moving to an uncontrolled battlefield = open showdown where all players can play actions and reactions, (3) Moving to an opponent-controlled battlefield = combat showdown with defender/attacker roles, then all players can play actions and reactions
- Being a defender/attacker/neither does not restrict what cards you can play in a showdown, though some cards may be "wasted" if their effects require defender/attacker status
- In an open showdown, there is no defender or attacker role
Does an opponent's Vex Apathetic at a Battlefield stun / not allow units to move apply to Reflection unit tokens created from spells like Mirror Image or LeBlanc Legend ability?
Yes, an opponent's **Vex, Apathetic** at a battlefield will stun and restrict the movement of Reflection tokens created by **Mirror Image** and **LeBlanc's** (Deceiver) ability.
### Reasoning
1. **Trigger Condition:** **Vex, Apathetic** has the ability: *"When an opponent plays a unit while I'm at a battlefield, [Stun] it. They can't move it this turn."*
2. **Playing a Unit:** As established in **RiftJudge FAQ #8758** and **#9485**, a unit token is considered "played" if the card effect that creates it explicitly uses the word "play."
* **Mirror Image** states: *"Play a ready Reflection unit token to your base."*
* **LeBlanc's (Deceiver)** ability states: *"...play a ready Reflection unit token there."*
3. **Interaction:** Because these effects explicitly use the word "play," they satisfy the trigger condition for Vex, Apathetic. When the token enters the board, Vex's triggered ability activates, stunning the token and applying the restriction that it cannot move for the rest of the turn.
As confirmed in **RiftJudge FAQ #9240** and **#9751**, this ability triggers regardless of where on the board the unit is played, provided Vex is at a battlefield.
Does attaching Boots of Swiftness count as "choosing a friendly unit" to trigger the effect of Irelia Blade Dancer?
Yes, attaching **Boots of Swiftness** to a friendly unit counts as "choosing" that unit, which will trigger the ability of **Blade Dancer** (Irelia's legend ability).
According to **RiftJudge FAQ #7601** and **#6203**, equipping gear to a unit involves targeting that unit, and in the context of Irelia's mechanics, "choose" is equivalent to "target." Therefore, because the act of attaching gear requires you to choose a unit to attach it to, it satisfies the condition "When you choose a friendly unit" for **Blade Dancer**.
Does attaching a gear trigger Irelia (Fervent)'s ability that triggers when she is chosen?
Ruling: Yes, attaching a gear triggers Irelia. Equipping is targeting, and any time you target Irelia, you trigger her ability.
Nuances:
- Irelia uses "choosing" language rather than "targeted" language, but equipping still counts as choosing/targeting for her ability
Does attaching an equipment count as selecting/choosing the unit?
Ruling: Yes, equipping does choose a unit.
Nuances:
- The previous Comprehensive Rules explicitly stated that attaching cards to others does not count as selecting
- This was expected to change in the updated Spirit Forged CR (version 1.2)
- The rule reference is 744.1.c.2 in the new CR
Does attempting to equip start a chain and allow the opponent to play a reaction before the equipment resolves?
Ruling: Yes, equipping is a normal activated ability that starts a chain and allows opponents to play reactions.
Sequence:
- Player activates the equip ability
- Chain starts, priority passes
- Opponent can respond with reactions (such as kill spells)
- If opponent kills the unit being equipped, the equipment will not resolve on that unit
Nuances:
- The opponent's reaction can kill the target unit before it gets equipped, causing the equip ability to fail to resolve properly
Does banishing a unit count as it dying (e.g., using Portal Rescue to activate Deathknell)?
Ruling: No, banishing a unit does not count as it dying.
Does banishing a unit targeted with Portal Rescue trigger its deathknell?
Ruling: No, banishing a unit with Portal Rescue does not trigger its deathknell. Dying is specifically going from the board to the trash by a kill effect or damage, not by being banished.
Sequence:
- When Portal Rescue resolves, it banishes the targeted unit
- The banished unit is then played immediately
- When the unit is played, its "when you play me" effect triggers and goes on the chain
- The "when you play me" trigger goes on the same chain as the unit itself (not a separate chain)
Nuances:
- You get any play effects when the unit is played via Portal Rescue (e.g., Rex deals 6 damage, Vanguard Captain creates tokens if legion is met, Thousand Tailed Watcher gives -3 might and accelerate)
- Damage from multiple Rex triggers does not heal between them, so you can stack 12 damage on a single unit by playing Rex normally and then using Portal Rescue on it
- Portal Rescue can only be played when the chain is empty
- The unit's play effect trigger goes on the same chain as the unit, not a separate chain, which prevents focus skipping in showdowns
Does blue Ahri's Inquisitive ability target, and does it therefore trigger Deflect?
Ruling: Yes, Ahri's Inquisitive ability targets and will trigger Deflect. A target is any specific choice required by an effect.
Nuances:
- AOE effects like "deal damage to all units at a battlefield" only target the battlefield (the specific choice), not the individual units
- Effects that instruct players to decide targets upon resolution do not target
- When a triggered ability like Ahri incurs a Deflect cost, you can choose not to pay it, which prevents the ability from finalizing on the chain
- If you cannot pay the Deflect cost (e.g., no runes available), it's treated the same as choosing not to pay
- Deflect is not an "optional cost" in the rules sense - optional costs use the word "may" with "as an additional cost"
Does blue Teemo trigger twice when revealed on defense (once for being played from hidden and once for defending)?
Ruling: Teemo only triggers once when revealed on defense, not twice.
Nuances:
- If the opponent has a unit with a move trigger (like Travelling Merchant or Drummer), you can reveal Teemo while that trigger is pending but before the showdown begins, allowing Teemo to shoot the moving unit. Then Teemo triggers again when the showdown actually starts, resulting in two triggers total in this specific scenario.
- This double trigger only happens because Teemo is revealed before being considered a defender (during the move trigger window), then triggers again as a defender when showdown begins.
Does blue Viktor get two Recruits after using Portal Rescue to target a friendly non-recruit unit?
Ruling: Yes, Viktor gets two Recruits when Portal Rescue targets a friendly non-recruit unit - one for playing Portal Rescue and one for playing the unit that was banished and played back to base.
Nuances:
- If you target Viktor himself with Portal Rescue on an opponent's turn, you only get 1 Recruit (not 0) because Viktor can see himself being played as a card on an enemy's turn, but Portal Rescue itself does not give a Recruit since Viktor is pending at Portal's resolution.
- Viktor's effect only triggers when a card fully resolves, not while cards are pending.
Does burnout count as a way to score the final point and win the game, or would you draw a card instead?
Ruling: Burnout counts as a way to score the final point and win the game. You win with any point other than conquer.
Nuances:
- The rule states that if you score through Conquer and have NOT scored every Battlefield this turn, you draw a card instead of winning
- Burnout is not Conquer, so it follows the same path as Hold (scoring the final point immediately)
Does card draw on beginning phase occur before holding?
According to the game's turn structure and official FAQ rulings, **Holding** (the act of scoring battlefields) occurs during the Scoring Step of the Beginning Phase, while the standard turn **Draw** occurs during the Draw Phase, which comes after the Beginning Phase.
If you are referring to specific card effects that draw cards "at the start of the Beginning Phase," those resolve before the Holding step.
### Sequence of the Beginning Phase and Draw Phase:
1. **Beginning Phase starts** (Rule 315.2)
* **"At the start of" effects:** Any triggered abilities that specify "At the start of the Beginning Phase" (e.g., *Loose Cannon*) are added to the chain and resolve first.
* **Scoring Step (Holding):** The turn player then holds all battlefields they control (Rule 315.2.b).
2. **Channel Phase** (Rule 315.3)
3. **Draw Phase** (Rule 315.4)
* **Turn Draw:** The turn player draws 1 card as the standard turn draw (Rule 315.4.b).
**Important Note:** As established in **RiftJudge FAQ #7628**, "at the start of beginning phase" effects fully resolve before moving to the scoring (holding) step. Furthermore, the Holding action itself is part of the Beginning Phase, whereas your primary turn draw happens later in the Draw Phase.
Does casting Primal Strength on Bilgewater Bully trigger its Ganking ability?
Ruling: No, Primal Strength does not trigger Ganking on Bilgewater Bully because Primal Strength does not use the "buff" mechanic.
Nuances:
- Buff is a specific game mechanic with its own keyword
- Only effects that explicitly state they "buff" count as buffs for triggering abilities like Ganking
Does charming an enemy Green Yasuo into a Battlefield during your turn trigger his attack ability?
Ruling: Yes, charming an enemy Yasuo into a Battlefield triggers his attack ability because the Yasuo is attacking.
Nuances:
- Yasuo's ability requires him to be "here" (at the location) when it resolves. If Yasuo is pushed back to base after the attack trigger goes on chain but before it resolves, his ability will not deal damage because he is no longer at that location.
Does combat showdown cleanup heal units damaged on a different battlefield?
Ruling: Combat cleanup heals all units regardless of which battlefield they are on, whose units they are, or how they were damaged.
Nuances:
- Applies to both combat and non-combat damage
- Applies to units that did not participate in the showdown
- Applies across all battlefields, not just where the showdown occurred
Does combining Stupify and Watcher kill a unit by reducing its Might below zero?
Ruling: Reducing a unit's Might below zero does not kill it. Units can have less than 1 Might (treated as zero), but units at 0 Might don't die. Might reduction can only kill a unit if it already had damage on it.
Sequence:
- Apply Might reduction effects (both specify minimum 1 Might)
- If unit has damage equal to or greater than its current Might, it dies immediately
- If unit has no damage, it survives regardless of how low its Might is reduced
Nuances:
- Units with lethal damage die immediately (followed by a cleanup check)
- Example: A 7 Might unit with 3 damage that gets reduced to 3 Might will die immediately
Does conquering Targon's Peak several times in a turn cause the player to ready 2 runes each time?
Ruling: No. You can only score at each battlefield one time per turn. If you've already scored there, you can't conquer it again that turn, which means conquer effects like Targon's Peak don't trigger.
Sequence:
- If you hold a battlefield at the start of your turn, you score it once
- Moving units away and back creates a showdown but no additional scoring occurs
- No scoring means no conquer, so no conquer effects trigger
Nuances:
- You CAN conquer a battlefield on your opponent's turn if you started that turn with control of it, since you haven't scored there yet that turn
- This would give you a point and trigger conquer effects, though Targon's Peak's effect wouldn't be particularly useful on an opponent's turn
Does conquering a battlefield and using its effect start a chain, or does it happen instantly?
Ruling: Battlefield effects work the same as unit effects - triggered effects (like "When you conquer") start a chain, while passive effects do not.
Sequence:
- You must go through showdown steps to conquer a battlefield (simply moving to it is not enough)
- At the end of the showdown, if only your units remain at the battlefield, you conquer it
- The battlefield's triggered effect then starts a chain
- If you control multiple effects that trigger simultaneously (like a unit effect and battlefield effect), you choose the order to put them on the chain
Nuances:
- Moving to a battlefield does not automatically conquer it - you must complete the showdown with only your units remaining
- The showdown itself also causes a chain before the conquest trigger resolves
Does conquering a neutral battlefield trigger a showdown where spells can be played?
Ruling: Yes, moving a unit to an open (neutral) battlefield starts a non-combat showdown where both players can play actions/reactions, with the moving player having priority first.
Nuances:
- Units are not designated as attackers/defenders during a non-combat showdown
- It is not considered combat
- Effects that trigger "when I attack" or reference combat do not trigger
- The player moving to the battlefield gets priority and focus because they applied contested status
Does conquering an empty battlefield create a showdown where action spells can be activated?
Ruling: Moving to an empty battlefield creates an open showdown where all players can play actions.
Nuances:
- This allows action spells to be activated on an opponent's turn when they attempt to conquer an empty battlefield, since action spells can be activated during showdowns on any turn.
Does countering a spell negate Irelia - Fervent's ability from activating when she was chosen as the target?
Ruling: Irelia's ability triggers when she is chosen during spell finalization, which occurs before the opponent can counter the spell. Therefore, even if the spell is countered, Irelia's trigger has already been placed on the chain and will resolve.
Sequence:
- Spell is finalized and Irelia is chosen as the target
- Irelia's ability triggers and goes on the chain
- Opponent can now counter the original spell
- Even if countered, Irelia's trigger remains on the chain and resolves
Nuances:
- This same principle applies to other "when chosen" effects like Dreaming Tree
- Attaching gear also counts as choosing the unit with that gear, triggering Irelia's ability before the gear actually attaches