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Does hiding Fight or Flight to play it as a reaction allow it to avoid being countered by Defy?
Ruling: No, hiding Fight or Flight does not allow it to avoid Defy. Defy can still counter hidden cards because a hidden spell is still played, and Defy is also a reaction.
Nuances:
- The commentator's suggestion was based on a misunderstanding of the game state (thinking the player had all 3 FoF in hand when one was already played)
- The actual strategic consideration was about playing around multiple counterspells with energy management, not about avoiding Defy through hiding
Does hiding a card enable legion (i.e., can you hide a card then play a legion spell for its effect)?
Ruling: Hiding a card does not enable legion. Hiding is not the same as playing a card.
Nuances:
- Legion requires playing a card, not just hiding one
Does hiding a card grant it Reaction?
Ruling: Yes, cards that are hidden gain Reaction when face down.
Nuances:
- A card that gains Reaction from being hidden cannot react in the same turn it was hidden, only in future turns.
Does hiding a card satisfy Legion?
No, hiding a card does not satisfy the Legion condition.
According to **Rule 737.1.c.1**, "Hide is not a subset of Play." Because the Legion ability specifically requires you to have "played" a Main Deck card (Rule 738.1.c.1), the act of placing a card face-down (Hiding) does not count toward this requirement.
**Summary of the interaction:**
* **Hiding a card:** This is a Discretionary Action, not the act of playing a card. It does not trigger Legion.
* **Playing a card from Hidden:** Once you flip a face-down card over to play it on a subsequent turn, that action **does** count as playing a card and will trigger Legion effects for any cards played afterward that turn.
This is confirmed by multiple RiftJudge FAQs (e.g., FAQ #8466, #5902, and #8500), which explicitly state that hiding a card does not enable Legion.
Does hiding a card trigger Legion?
No, hiding a card does **not** trigger Legion.
According to the official rulings and the Comprehensive Rules:
* **Hiding is not Playing:** Rule 737.1.c.1 states that "Hide is not a subset of Play." Because Legion specifically requires you to have "played another Main Deck card" (Rule 738.1.c.1), the act of placing a card face-down does not satisfy the condition.
* **No Chain:** Rule 737.1.c.2 notes that "Hiding a card does not open a chain," further distinguishing it from the act of playing a card.
* **Playing from Hidden:** While the act of *hiding* the card doesn't trigger Legion, **playing** that card from its face-down state on a subsequent turn **does** count as playing a card and will trigger Legion effects for other cards played afterward that turn.
**Summary:**
* **Hiding a card:** Does not trigger Legion.
* **Playing a card from Hidden:** Does trigger Legion.
Does hiding and revealing a card count as playing a card?
Hiding a card and playing a card from hidden are two distinct actions in Riftbound.
**1. Hiding a card does NOT count as playing it.**
According to **Rule 737.1.c.1**, "Hide is not a subset of Play." When you pay 1 Power to place a card facedown at a battlefield, you are performing a "Discretionary Action" called Hide, not the action of playing a card. This means hiding a card will not trigger "When you play" abilities or count toward Legion requirements.
**2. Playing a card from hidden DOES count as playing it.**
When you flip the card over and resolve its effects (usually on a subsequent turn), you are officially **playing** that card.
* **Rule 737.1.c.3** states: "Playing a card from facedown (or 'from Hidden') does open a chain."
* An official FAQ confirms: "Flipping over hidden cards does count as them being played... Only if you activate the effect of the hidden card does it count as played."
**Summary of the Sequence:**
* **Hiding:** Pay 1 Power $\rightarrow$ Place facedown. (Not played).
* **Playing from Hidden:** Pay 0 $\rightarrow$ Reveal and resolve. (Played).
Does me leaving a battlefield end Showdown?
No, leaving a battlefield does not end a showdown.
According to **RiftJudge FAQ #7670**, **#3405**, and **#976**, a showdown only ends when both players pass priority (Focus) consecutively without starting a new chain (playing a spell or activating an ability). It does not matter if one or both players no longer have units present at that battlefield.
### Key points regarding this:
* **Ongoing Showdown:** If a showdown has already begun, it continues until both players pass focus in a row, even if all units are removed from the battlefield before damage calculation.
* **Play Opportunities:** Players may continue to play spells, actions, and reactions during the ongoing showdown, even if no units remain on the battlefield.
* **Combat Resolution:** If it is a combat showdown, it will proceed to damage calculation and combat cleanup regardless of whether units are still present.
If you have specific concerns about how the showdown state is managed on your battlefield, feel free to share the details!
Does might reduction stay on a unit for the entire turn even if it is saved by Sett Legend, or does Sett Legend heal debuffs like Smokescreen when saving the unit?
Ruling: Might reduction and other temporary status effects (buffs and debuffs) remain on the unit when saved by Sett Legend. Debuffs cannot be healed.
Nuances:
- Sett's ability recalls the unit from one board zone to another, so they remain the same Game Object affected by abilities they have been granted
- Recall is not a move
Does mirror image token get stunned if enemy Vex Apathetic is on a battlefield?
Yes, the Reflection token created by **Mirror Image** will be stunned if your opponent has **Vex, Apathetic** at a battlefield.
### Reasoning
1. **Trigger Condition:** **Vex, Apathetic** has the ability: *"When an opponent plays a unit while I'm at a battlefield, [Stun] it."*
2. **Playing a Unit:** **Mirror Image** explicitly states: *"Play a ready Reflection unit token to your base."* Because the effect uses the word "play," it satisfies the trigger condition for Vex's ability.
3. **Interaction:** As established in **RiftJudge FAQ #8758**, tokens created via effects that use the word "play" trigger Vex, Apathetic's ability. Since the Reflection token is being "played" to your base, Vex's ability will trigger and stun that token.
Does moving a readied unit with an effect like Charm or Ride the Wind cause the unit to become exhausted?
Ruling: Only the Standard Move has an implicit exhaust cost. When card effects move units (like Charm or Ride the Wind), they only do what they say and do not exhaust the unit unless explicitly stated.
Nuances:
- "Standard Move" is a proper noun and is not equivalent to "generally moving"
- All units have an implicit ability "exhaust: move me to or from your base" which is the Standard Move
- If you aren't using that Standard Move ability to move a unit, you just do what the card ability says
- Ride the Wind includes "and then Ready it" to provide additional benefit (e.g., moving an already-exhausted unit and then readying it, or readying a unit that was already ready to enable additional moves)
- Card effects that move units work regardless of the unit's exhaust state
Does moving a ready unit from a battlefield back to your base start a chain that allows reactions?
Ruling: No, moving a unit does not start a chain or use the chain at all.
Nuances:
- Moving to a location you already control does not create a showdown
Does moving a ready unit with Yasuo's legend ability exhaust the unit?
Ruling: Yasuo's legend ability does not exhaust units. Spells and abilities that move units do not change their exhaust/ready position unless they specify.
Nuances:
- A ready unit moved to a battlefield can still use abilities like Ganking to move again in the same turn
Does moving a unit cause it to become an invalid target if the targeting card doesn't specify the zone?
Ruling: Moving a unit does not make it an invalid target if the targeting effect has no location restrictions. Target legality is checked again on resolution, which includes location-based restrictions.
Nuances:
- If an effect specifies a zone (like Void Seeker which targets the void), moving the unit to a different zone makes it invalid
- If an effect has no zone restriction (like Singularity), moving the unit keeps it as a legal target as long as it remains on the board
Does moving a unit into an uncontrolled/open battlefield (with no enemy units) trigger a Showdown?
Ruling: Yes, moving a unit into any battlefield that you don't control starts a Showdown, even if the battlefield is uncontrolled/open with no enemy units present.
Nuances:
- This allows opponents to play Action cards that specify "use only in your turn or in showdowns" (like Blast of Power) in response to the movement
- This mechanic enables players to attempt to stop opponents from gaining points
Does moving a unit to a battlefield you already control cause a showdown?
Ruling: Moving a unit to a battlefield you already control does not cause a showdown.
Sequence:
- If you control a battlefield with a unit and move another unit there, no showdown occurs
- If you leave a battlefield (making it unoccupied) and then move back in with a different unit, a showdown does occur
Nuances:
- The opponent does not get priority when you move a unit from base to a battlefield you control, unless the moving unit has a move trigger (like Merchant)
- Shen can only be played to a battlefield you control, so it cannot be used to react to an opponent moving to their own controlled battlefield
Does moving a unit to a battlefield you already control start a showdown? Can you re-conquer a battlefield you already scored from to trigger on-conquer effects?
Ruling: Moving a unit to a battlefield you already control does not start a showdown. You cannot re-conquer a battlefield you have already scored from this turn to trigger on-conquer effects.
Sequence:
- When you contest a battlefield and win the showdown, you gain control
- If you have not scored on that battlefield this turn (either from holding or a conquer), the game state also adds conquered status on top of control, which gives you the +1 score
- If you move back and win the showdown again, you only get control again but conquer does not happen because you already scored
- Without the conquer status, on-conquer abilities do not trigger
Nuances:
- You can only score 1 point per battlefield per turn
- Scoring is part of the requirement for conquer
- The exception is when you are at 7 points and cannot score off that conquer, where you draw the card instead
Does moving a unit to a conquered battlefield allow my opponent to react? Does he get priority?
Ruling: Moving a unit to a battlefield you own does not allow your opponent to react or start a chain. Movement by itself does not start a chain. However, if you move to a battlefield controlled by your opponent, that starts a showdown where they can react.
Sequence:
- If movement causes any abilities to trigger, it creates a chain allowing the opponent to react
- However, your unit would already be at the battlefield before they can react to the triggered ability
- During a showdown (when moving to opponent's battlefield), the opponent can react normally
Nuances:
- Moving to an empty battlefield you don't control starts a non-combat showdown
- Playing or moving a unit to a battlefield you already control does not start a showdown
- You cannot react to units being played, only to their "When You Play Me" triggered abilities
- All "When" abilities are triggers that create or go on a chain, allowing reactions
- Triggered abilities resolve even if the unit that triggered them is removed
- Moving a unit from battlefield to base does not give opponent opportunity to react
Does moving a unit to an empty battlefield cause a showdown?
Ruling: Yes, moving a unit to an empty battlefield causes a showdown if you don't control that battlefield.
Sequence:
- When you move a unit to a battlefield you don't control, that battlefield becomes contested
- A showdown will be opened
Nuances:
- Control becomes contested when a unit is moved to a battlefield whose controller doesn't control the battlefield
Does moving a unit to an empty battlefield count as an attack for triggering effects like Mask's +1 buff?
Ruling: Moving to an unoccupied battlefield is not attacking and does not trigger attack-related effects. However, if an opponent later moves a unit to that battlefield during the Showdown (such as with a spell), you will be designated the attacker since you were the first player to make that battlefield contested.
Nuances:
- If you already have a unit at a battlefield and then Charm an opponent's unit to that battlefield, you will be defending and will get the Mask buff as a defender.
Does moving a unit to an empty battlefield trigger a showdown with a window for the opponent to gain focus and take actions?
Ruling: Yes, moving to an open battlefield causes a showdown to open, which gives the opponent a window to gain focus and take actions.
Nuances:
- Players may shortcut through the showdown if the opponent has all runes exhausted or verbally agrees to pass focus
- Shortcuts like immediately scoring the point are acceptable if the opponent doesn't interrupt or ask them not to do it
Does moving a unit to your own battlefield start a chain (when there are no on-play effects, move effects, or end phase effects)?
Ruling: Moving a unit to a battlefield you already control does not start a chain, and your opponent does not get priority to react.
Sequence:
- Moving does not use the chain
- Since you aren't contesting the battlefield, no showdown starts
- The opponent doesn't get priority at any time during this process
Nuances:
- Focus is only relevant during showdowns, not during the moving process
- This applies specifically when moving to a battlefield you currently control (not contesting it)
Does moving an enemy to a battlefield I control with mutated Mouser by using Evelyn, Charm, or Blitzcrank all designate my Mouser as defender or attacker?
When you use **Evelynn, Entrancing**, **Charm**, or **Blitzcrank** (assuming "Blitzcrank" refers to Blitzcrank, Impassive) to move an enemy unit to a battlefield you already control that contains your **Mutated Mouser**, the enemy unit becomes the **attacker**, and your **Mutated Mouser** becomes a **defender**.
According to **RiftJudge FAQ #5394**, **#7275**, **#8263**, and **#10761**, when you move an enemy unit into a battlefield you control, that enemy unit is the one applying the "Contested" status to that location. Because they are the unit applying the contested status, they are designated as the **attacker**, and you (the controller of the battlefield) are the **defender**.
### How this affects Mutated Mouser:
* **Designation:** Because you are the defender in this combat, your **Mutated Mouser** is designated as a **defender**.
* **Shield 2:** Mutated Mouser’s [Shield 2] ability is active because it is a defender, granting it +2 Might for the duration of the combat.
* **Tank:** Mutated Mouser’s [Tank] ability also remains active, which will force the attacking player to assign combat damage to it first during the Combat Damage step (per Rule 460.2.c.5).
This ruling is consistent regardless of which card (Evelynn, Charm, or Blitzcrank) is used to move the enemy unit, as the outcome is determined by which unit applies the contested status to your battlefield.
Does moving an enemy unit to a different battlefield cause a showdown?
Moving an enemy unit to a different battlefield causes a showdown only if that move makes the battlefield **contested**.
A battlefield becomes contested when a unit moves to a location not controlled by that unit's controller (Rule 445). Therefore, a showdown occurs if the unit moves to an uncontrolled battlefield or a battlefield controlled by a different player, but it does not occur if the unit moves to a battlefield already controlled by its own controller (FAQs 4407, 8066, 5980).
Does moving count as choosing for Irelia's legend ability?
Ruling: No, the standard ability of units to exhaust themselves to move does not count as choosing for Irelia's legend ability.
Does moving to a battlefield you control start a showdown or give the opponent an opportunity to act/react?
Ruling: No, moving to a battlefield you control does not start a showdown or give the opponent an opportunity to act/react.
Does moving to an empty battlefield start a showdown where you can play kill spells and activate abilities?
Ruling: Yes, moving to an empty battlefield does start a showdown. These are called non-combat Showdowns and occur when an empty battlefield is contested.
Nuances:
- Non-combat Showdowns are distinct from regular showdowns
- During these showdowns, you can play kill spells and activate abilities
Does moving to an unoccupied battlefield start a showdown to enable reactions?
Ruling: Moving to an unoccupied battlefield begins a non-combat showdown, which allows both players the opportunity to play actions.
Sequence:
- The player who contested the battlefield gets the first opportunity to play an action to open a chain
- The other player also gets the chance to play an action
- The showdown ends when both players pass in order
Nuances:
- Moving to a battlefield you already control (where only you have units) does not start a showdown
- This is a non-combat showdown, not a combat showdown
Does multiple Forecasters on the field trigger Bison multiple times?
Yes, multiple **Forecasters** on the field will cause **Vision** to trigger multiple times when you play a Mech.
According to **RiftJudge FAQ #84**:
* **Ruling:** Multiple Forecasters do stack, so playing a Mech with multiple Forecasters in play will trigger Vision multiple times.
* **Sequence:**
1. Each instance of Vision triggers separately.
2. When each trigger resolves, you look at the top card of your deck.
3. For each trigger, you choose whether or not to recycle that card.
**Nuances:**
* If you do not recycle the top card and no other game actions occur between the resolution of the triggers, each instance of Vision will see the same card.
* This allows you to look at the same card multiple times in a row or, if you choose to recycle, cycle through multiple cards in your library.
Does multiple Trinity Forces stack hold points if they are equipped to the same unit and it holds?
Yes, multiple **Trinity Force** cards stack their effects when equipped to the same unit.
According to the rules of equipment, when you attach an equipment card to a unit, its effect text is appended to that unit's rules text (RiftJudge FAQ #225). Because each **Trinity Force** provides its own triggered ability ("When I hold, score 1 point"), a unit equipped with two copies of **Trinity Force** will have two separate instances of that triggered ability.
When you hold a battlefield, both instances will trigger, allowing you to score 1 point for each **Trinity Force** attached to the unit.
Does my Deathknell of Scuttle Crab resolve after conquering or before?
To answer your question, your *Scuttle Crab*'s **Deathknell** effect will resolve **before** you establish control of the battlefield and potentially conquer it.
### The Reasoning
The timing for these events is determined by the specific steps of a Combat or non-combat Showdown's resolution:
1. **Deathknell Triggering:** When a unit with **Deathknell** dies (for example, due to lethal damage in combat), its trigger is added to the chain as a **Pending Item** during the cleanup process (Rule 808.1.d.2).
2. **Resolution:** The game returns to the standard process to resolve the chain (the **FEPR** process). Your *Scuttle Crab*'s Deathknell effect resolves during this step (Rule 808.1.d.3).
3. **Conquering:** According to the combat/showdown resolution flow, establishing control and conquering a battlefield happens **after** the resolution of chain items and combat cleanup tasks have been completed (see Rules 348.2.a and 461.5.d).
### Summary of the Sequence:
1. **Combat/Showdown Cleanup:** Units take damage; if *Scuttle Crab* is dealt lethal damage, its **Deathknell** triggers and is added to the chain.
2. **Resolution of Chain:** The game processes the chain items. Your *Scuttle Crab*'s **Deathknell** resolves, and your opponent reveals their hand.
3. **Establish Control/Conquer:** Once the chain is empty and the combat/showdown cleanup is finished, the remaining player at the battlefield establishes control and performs the **Conquer** action (if they haven't already scored that battlefield this turn).
Therefore, the Deathknell effect occurs before the battlefield conquer is finalized.
Does my Sett, the Boss's ability trigger when I use Deathgrip on my own buffed unit?
Yes, Sett, The Boss's ability can be used when you play **Deathgrip** on your own buffed unit.
### Ruling
Sett, The Boss's ability is a replacement effect that modifies the "Kill" event. When you play **Deathgrip**, it contains a "Kill a friendly unit" instruction. If that unit is buffed, Sett's ability can intercede during the resolution of that instruction to replace the death with a recall.
### Sequence of Events
1. **Playing Deathgrip:** You play **Deathgrip** targeting your buffed 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, The Boss's replacement effect applies. You pay the cost (exhaust Sett and pay [C]), and the unit is recalled to your base instead of being killed.
4. **Remaining Instructions:** Because the replacement effect only changes the "death" event to a "recall" event, the rest of the **Deathgrip** spell continues to resolve.
* *Note:* According to FAQ #8401, if you do not actually kill the unit (because the death was replaced), you do not give the Might bonus to the second unit. However, you still draw the card.
### Important Nuances
* **Replacement, Not Trigger:** Sett's ability is a replacement effect, not a triggered ability. It does not use the chain and cannot be responded to once the cost is paid (FAQ #100, FAQ #5828).
* **Buff Removal:** As part of Sett's ability, the buff on the unit is spent (removed) (FAQ #5629).
* **Deathknell:** Because the unit was recalled and never actually sent to the trash, any "Deathknell" abilities on that unit will not trigger (Rule 734.1.d.1).
Does my Star Crossed resolve or not if I play it and my opponent plays Thrill of the Hunt on that unit?
To determine whether your *Star-Crossed* resolves, we must look at the rules regarding targeting and zone changes.
### The Ruling
Yes, your *Star-Crossed* will still resolve, but its effect on the unit targeted by *Thrill of the Hunt* will fail.
According to **Rule 359.3.e.8**, if a spell has more than one target and one of them becomes unavailable, the spell resolves as much as possible, operating on the remaining valid targets. However, when a unit is moved to a non-board zone (like Banishment), it ceases to be the same game object (**Rule 10035**). Because *Thrill of the Hunt* moves the unit to a non-board zone and then plays it back as a "new" game object, the targeting relationship between your *Star-Crossed* and that specific unit is severed.
### Sequence of Events
1. **You play *Star-Crossed*:** You target your unit and an enemy unit. *Star-Crossed* is added to the chain.
2. **Opponent plays *Thrill of the Hunt*:** They target the enemy unit you chose. This is added to the top of the chain as a [Reaction].
3. **Chain State (Top to Bottom):**
* [Top] *Thrill of the Hunt*
* [Bottom] *Star-Crossed*
4. **Resolution (LIFO - Last-In, First-Out):**
* ***Thrill of the Hunt* resolves first:** The unit is banished and played to a battlefield as a new game object. Because it moved to a non-board zone, the targeting relationship from *Star-Crossed* is severed.
* ***Star-Crossed* resolves second:** It checks for its targets.
* The enemy unit is no longer a legal target (it is a new object, not the one originally targeted).
* Your friendly unit remains a legal target.
* The spell proceeds to return your friendly unit to your hand, while the instruction to return the enemy unit is ignored as it mistargeted (**Rule 359.3.e.5**).
This is consistent with **RiftJudge FAQ #10035**, which explains that moving a unit to a non-board zone severs the targeting relationship.
Does my chosen champion always have to match my legend?
To clarify your question, we need to distinguish between "chosen champion" legality for deck building and the rules regarding matching your Legend.
According to **RiftJudge FAQ #3966** and **Rule 103.2.a.2**:
* **Your Chosen Champion must share a character tag with your Champion Legend.**
* For example, if your Champion Legend is "Lux, Illuminator" (tag: Lux), you must choose a Champion Unit that also has the "Lux" tag (like "Lux, Dawnbringer" or "Lux, Star Guardian").
* **You do NOT have to play the same specific card as your Legend.**
* The "Chosen Champion" is a specific slot in your deck construction. The unit you put there must share the character tag of your Legend, but it does not have to be the exact same card name.
**Important Nuance:**
Per **RiftJudge FAQ #6279**, while your *Chosen Champion* (the one in the Champion Zone) must match your Legend's character tag, you are allowed to include other Champion units in your main deck that do *not* match your Legend's character tag, provided they fit within your deck's Domain Identity (the colors determined by your Legend).
Does my opponent's weapon get returned if I play Thrill of the Hunt on Akshan?
To answer your question: **No, your opponent's gear is not returned to them just because you used *Thrill of the Hunt* on your *Akshan*.**
Here is the breakdown of why this interaction happens this way:
1. **Thrill of the Hunt's Effect:** When you use *Thrill of the Hunt* to banish your *Akshan* and play him again, you are effectively "resetting" that specific *Akshan* unit.
2. **Akshan's Control Effect:** The control-change effect created by *Akshan* states that you control the stolen gear "until I leave the board." When you banish your *Akshan* via *Thrill of the Hunt*, he leaves the board, and the control-change effect he created ceases to apply.
3. **Recalculation:** Because your control-change effect has ended, the game recalculates control of the gear. If there are no other active control-change effects affecting that gear (e.g., if you haven't stolen it with another card), control of the gear will revert to its original owner.
4. **Important Nuance:** As established in **RiftJudge FAQ #9043** and **#10186**, while you lose control and the gear reverts to your opponent, the gear **does not automatically detach or return to their base**. It remains attached to whichever unit it was currently on.
While you no longer control the gear and cannot use its activated abilities, it stays on the board attached to its current unit until your opponent moves it or the unit it is attached to leaves the battlefield.
***
*This is my interpretation based on the rules for control-change effects and the precedents established in RiftJudge FAQs #9043 and #10186. No official FAQ exists for this specific interaction with Thrill of the Hunt.*
Does not "So Fast" negate all of Icathian Rain?
Yes, **Not So Fast** negates the entire **Icathian Rain** spell.
According to a RiftJudge FAQ regarding this specific interaction:
> **Q: When my opponent plays Icathian Rain and I play Not So Fast on one of the targeted units, is the whole spell cancelled or just the damage to that one unit?**
> **A: Ruling: The entire Icathian Rain spell is countered. Not So Fast counters the spell itself, not just individual instructions. If Icathian Rain targets at least one of your units, you can play Not So Fast to counter it, preventing all six instances of 2 damage regardless of what they were targeting.**
### Why this happens:
1. **Countering:** Per Rule 425.1.a, a card that is countered does nothing and is cleared from the chain.
2. **Scope:** *Not So Fast* targets the spell itself, not the individual damage instances. Because *Icathian Rain* is a single spell on the chain, countering it removes the entire object from the chain, preventing all of its instructions from executing.
3. **Condition:** As long as *Icathian Rain* chooses at least one friendly unit or gear as a target, the condition for playing *Not So Fast* is met.
Does not So Fast work against Adaptatron?
To determine if **Not So Fast** can counter **Adaptatron**'s ability, we must analyze whether the ability "chooses" or "targets" a friendly unit or gear.
### Ruling
**Yes, you can use Not So Fast to counter Adaptatron's ability.**
According to the card text, **Adaptatron**'s ability reads: *"When I conquer, you may kill a gear. If you do, buff me."*
* **Not So Fast** requires the spell or ability it counters to "choose a friendly unit or gear."
* **Adaptatron**'s ability requires the selection of a gear to be killed. Under Rule 352.10.c, an ability that requires the controller to select a specific object to be affected (such as "kill a gear") constitutes targeting. Because the ability requires a target to be chosen upon resolution, it meets the requirement for **Not So Fast**.
### Reasoning
1. **Targeting vs. Selection:** Rule 352.10.c clarifies that abilities requiring the selection of a specific object, such as "kill a gear," function as targeting effects. Because **Adaptatron** requires the selection of a gear to be destroyed, it is considered to be targeting that gear.
2. **Not So Fast Requirement:** As established in **FAQ #5930**, abilities that require a valid target to be selected are subject to counter-effects that interact with targeting. Since **Adaptatron** targets a gear, it is a legal target for **Not So Fast**.
*Note: I could not fully verify this ruling against the retrieved rules.*
Does not at fast work against Harnessed Dragon ability?
To determine whether *Not So Fast* can counter *Harnessed Dragon's* "When you play me" triggered ability, we must address the apparent contradiction in the provided context.
### Ruling
**Yes, *Not So Fast* can counter *Harnessed Dragon's* "When you play me" triggered ability.**
### Addressing the Contradiction
The confusion stems from the general nuance in FAQ #3684, which states, "No current cards can counter unit abilities." However, **FAQ #9377** and **FAQ #11128** provide specific, governing rulings for the interaction between *Not So Fast* and triggered abilities originating from units (such as *Elder Dragon*).
In the context of *Riftbound* rulings:
1. **Specificity overrides generality:** While FAQ #3684 serves as a general warning that there is no broad "Counter Unit Ability" mechanic, *Not So Fast* is a specific, conditional card.
2. **Interaction mechanics:** *Not So Fast* specifically targets "an enemy spell or ability." *Harnessed Dragon's* "When you play me" effect is a **triggered ability** that enters the chain (see FAQ #4606). Because this triggered ability chooses a friendly unit (from the perspective of the *Not So Fast* player), it satisfies the specific targeting requirements of *Not So Fast*.
3. **Official Precedence:** The *RiftJudge* FAQs (#9377, #11128) regarding *Elder Dragon* (a unit) confirm that *Not So Fast* successfully counters such triggered abilities. These take precedence as they explicitly address the mechanic of countering triggered abilities generated by units.
### Sequence of Interaction
If you choose to use *Not So Fast* against *Harnessed Dragon*:
1. **Play Phase:** The opponent plays *Harnessed Dragon*. The unit enters the battlefield.
2. **Triggered Ability:** *Harnessed Dragon's* "When you play me" ability is placed on the chain, choosing your unit as a target.
3. **State Change:** The game state becomes **CLOSED** (a chain exists).
4. **Reaction:** You play *Not So Fast* as a [REACTION], targeting the triggered ability.
5. **Resolution (LIFO):**
* *Not So Fast* resolves first. It counters the *Harnessed Dragon* ability (Rule 425.1).
* The countered ability is cleared from the chain and does not execute (Rule 425.1.a). Your unit is not killed.
*Note: This is my interpretation based on the specific interaction rulings for Not So Fast provided in the context, which supersede the general nuance found in FAQ #3684.*
Does opponent gain priority when I play a unit in an open state?
No, your opponent does not gain priority when you play a unit in an open state.
According to **RiftJudge FAQ #7257**, playing units or gear alone does not start a chain, and therefore does not allow opponent reactions or provide a priority window.
Here is the breakdown of how this works:
1. **Playing a unit:** When you play a unit, it enters the board. Because this action does not start a chain, the game remains in an open state, and priority does not pass to your opponent.
2. **"When you play me" abilities:** If the unit you played has a "When you play me" triggered ability, that ability *does* go on the chain. This creates a closed state, which *does* allow your opponent to react to that specific triggered ability.
In summary, your opponent only receives an opportunity to react if the unit you played has a triggered ability that initiates a chain. If the unit has no such abilities, your opponent cannot react to the act of playing the unit.
Does opponent plays Mirror Image, I bounce the chosen unit back to hand. Does Mirror Image still activate with copied unit?
When your opponent plays **Mirror Image** and you return the chosen unit to their hand, **Mirror Image** still resolves, but the resulting **Reflection** token will not successfully copy the unit.
### 1. Chain and Targeting
When your opponent plays **Mirror Image**, it is placed on the chain, and they must choose a target unit. If you respond by playing a spell or ability to bounce that unit to their hand before **Mirror Image** resolves, the target is removed from the board.
### 2. Resolution Sequence
According to **Rule 359.3.e.6** and **Rule 359.3.e.7**, instructions that cannot be followed due to missing targets are ignored.
1. **Mirror Image** resolves.
2. The instruction "Play a ready Reflection unit token to your base" is executed. A 0 Might **Reflection** token enters play at your opponent's base.
3. The instruction "It becomes a copy of that unit" attempts to execute. Because the original unit is no longer on the board, the instruction fails to find a valid target and is ignored.
4. The final instruction "Give it [Temporary]" is executed.
### 3. Resulting Token
The **Reflection** token remains on the board as a **0 Might unit** with the **[Temporary]** keyword. Because the copy effect failed, it does not inherit any other traits, stats, or rules text from the original unit. Because it was given **[Temporary]**, it will still be killed at the start of your opponent's next Beginning Phase (as per **Rule 816.1.b**).
Note: I could not fully verify the specific text of the Mirror Image card or the resulting token's keywords against the retrieved rules.
Does paying an additional cost (like for Akshan, Mischievous) increase a card's cost for Yordle Explorer's effect, or does Yordle Explorer look at printed cost?
Ruling: Yordle Explorer looks at the printed cost only. Whenever a card refers to a cost, it's always the printed cost, not the total cost including additional costs.
Nuances:
- Even though additional costs are added to determine Total Cost during payment, card effects that reference "cost" use the printed cost on the card.
Does placing a card as hidden count as 'playing' that card? Does flipping that card count as playing it?
Ruling: Placing a card as hidden does not count as playing it. Flipping over hidden cards does count as them being played.
Nuances:
- Only if you activate the effect of the hidden card does it count as played
- Hiding a card is the act of placing a card face down, which is distinct from playing
Does play a token unit count as a "play a unit"?
Yes, playing a token unit counts as playing a unit.
According to **Rule 182.1.a**, tokens are played by their owner following all applicable steps for playing a card (or unit), and **Rule 350.2** explicitly states that while tokens are not cards, they can still be played. Additionally, RiftJudge FAQ #3881 confirms that playing a token unit counts as playing a unit.
Does playing 2 Spirit's Refuge give a buffed card Deflect 2?
Ruling: No, multiple Spirit's Refuge do not stack to give Deflect 2. The card text specifies that friendly buffed units have deflect "if they didn't already," which prevents stacking.
Nuances:
- The card's text explicitly prevents granting additional deflect to units that already have it from another Spirit's Refuge
Does playing Elder Dragon initiate a Showdown?
Playing *Elder Dragon* itself does **not** initiate a showdown.
A showdown is initiated by game actions that make a battlefield "Contested" (Rule 344), typically when a player moves a unit to a battlefield occupied by an opponent's unit.
* **Elder Dragon's Play:** Playing a unit (including *Elder Dragon*) is a card play action, not a move action. While *Elder Dragon* has a "When you play me" triggered ability that deals damage to units at various locations, this ability does not create a contested battlefield status.
* **Triggered Abilities:** According to the game rules, triggering an ability does not inherently initiate a showdown.
If playing *Elder Dragon* causes a unit to move (for example, if a separate card effect were activated in response), that move could potentially lead to a showdown if it results in a battlefield becoming contested. However, simply playing the *Elder Dragon* card does not do so.
Does playing Kayn from hand to your base count as a 'move' for his card effect?
Ruling: No, playing Kayn from hand to your base does not count as a move.
Nuances:
- Moving requires both an origin (a location on the board where the unit starts) and a destination (a location on the board where the unit ends up)
- When playing a unit from hand, there is no origin location on the board, so no move takes place
Does playing Rocket Barrage with Repeat trigger Lux, Lady of Luminosity's legend ability to draw a card?
Ruling: No. Lux's legend ability checks the printed cost of a resolved spell, not any additional or modified costs. Rocket Barrage has a printed energy cost of 4, which does not meet the threshold of 5 or more energy required to trigger Lux's ability, even when the Repeat cost is paid.
Nuances:
- The Repeat cost is an additional cost and does not change the spell's printed cost for the purpose of triggering abilities.
- Effects that determine a card's cost always use its printed cost, even if that cost is altered or ignored as the card is played.
Does playing Sett trigger Volibear's effect?
Ruling: No, playing Sett does not trigger Volibear's effect. Sett enters as a 4 Might unit, and by the time Sett's triggered ability resolves to make him 5 Might, Volibear's window of activation has already passed.
Sequence:
- Sett enters the battlefield as a 4 Might unit
- Volibear checks the unit's Might value at this moment and sees only 4 Might
- Volibear does not trigger because the condition is not met
- Sett's triggered ability then resolves to buff him to 5 Might
Nuances:
- Cards like Draven Showboat would trigger Volibear if you had 2 or more points, because they enter with the higher Might value already applied
Does playing Sneaky Deckhand to an open battlefield earn you a point?
Ruling: Yes, if you play Sneaky Deckhand to an open battlefield and conquer it (opponent doesn't respond with removal like Gust), you score a point.
Nuances:
- Playing a unit to a battlefield is not the same as moving, but the unit still contests the battlefield for scoring purposes
Does playing Yasuo Windrider from hand count as a movement?
Ruling: Playing a unit from hand does not count as a move.
Nuances:
- Moving specifically refers to relocating a unit between two locations on the board
Does playing a 4 Might unit to Trifarian War Camp trigger Fiora's ability that requires a unit to become Mighty?
Ruling: No, playing a 4 Might unit to Trifarian War Camp does not trigger Fiora's ability. The unit is Mighty from the start when it enters the battlefield, so it never becomes Mighty while on the battlefield.
Sequence:
- When a unit is played to Trifarian War Camp, it gains +1 Might as it enters the battlefield
- A 4 Might unit becomes 5 Might immediately upon entering
- Since the unit is already Mighty when it appears on the battlefield, there is no moment where it becomes Mighty
- Therefore, Fiora's trigger condition (a unit becoming Mighty) is not met
Nuances:
- Moving a unit from base to War Camp would trigger Fiora, because the unit is already on the battlefield when it gains the Might buff
- Playing a unit whose Might increases due to a conditional passive ability (like Shen when defending) would trigger Fiora but not Volibear
- Playing a 4 Might unit to War Camp triggers Volibear (which cares about Mighty units being played) but not Fiora (which cares about units becoming Mighty)