Riftbound Frequently Asked Questions

Search verified questions and answers.

If Warwick attacks and his attack trigger is on the stack, can the trigger be stopped by Flight or Fright or Rebuke?
Ruling: Yes, Warwick's attack trigger can be stopped by Flight or Fright (or similar effects) if Warwick is removed before the trigger resolves. Rebuke cannot be used in response to the trigger because Rebuke is an action, not a reaction. Sequence: - Warwick attacks and his trigger goes on the stack - Opponent can play Flight or Fright (or similar removal) in response - If Warwick is no longer present when his trigger resolves, the game cannot determine "here" and the trigger fails Nuances: - Rebuke specifically cannot be used as a response to the trigger because it is an action, not a reaction - Hidden Flight or Fright could be played in response to the trigger
If Warwick attacks while Ahri Legend is defending, his attack trigger goes on the chain, then Ahri's trigger goes on the chain. After Ahri's trigger resolves (reducing Warwick to 4 Might), can a hidden Fox Fire be played to kill Warwick, and if so, does Warwick's attack trigger still resolve?
Ruling: When Warwick is killed by Fox Fire after Ahri Legend's trigger resolves but before Warwick's attack trigger resolves, Warwick's trigger will attempt to resolve but the 'here' check will fail to find a location, so the damaged units will survive. Sequence: - Warwick moves onto the battlefield - Attack/defend triggers go on the chain: Warwick's trigger first (turn player priority), then Ahri Legend's trigger second - Ahri Legend's trigger resolves, reducing Warwick to 4 Might - Hidden Fox Fire can be played as a reaction - Fox Fire resolves, killing Warwick - Warwick's attack trigger attempts to resolve but fails because Warwick is no longer 'here' - Damaged units survive Nuances: - Fox Fire must be hidden at the battlefield beforehand to be played as a reaction, since it is an Action spell and cannot normally be played during combat - Players can react between each ability resolving on the chain
If Warwick is stunned after being declared as an attacker, does his ability still kill units damaged at the battlefield?
Ruling: Yes, Warwick's ability still triggers and kills damaged units even if he is stunned. Stun only prevents a unit from dealing damage with their might during the damage step, not during the whole combat. Nuances: - Stun specifically affects damage dealt during the damage step only - Stun does not disable triggered abilities that occur during other parts of combat
If Warwick moves and Flurry of Blades is played, then Warwick is removed from play (bounced or killed), does his ability still trigger?
Ruling: Warwick's ability is still triggered and resolves, but it does nothing because it cannot find "here" (Warwick is no longer in play at the location referenced by the ability).
If Warwick moves between battlefields using Relentless Pursuit after attacking at one battlefield, does the damage dealt earlier to units at the second battlefield persist, or is it removed before Warwick's attack trigger at the new battlefield?
Ruling: The damage is removed before Warwick's attack trigger at the second battlefield. Combat at battlefield A must fully complete including cleanup (which removes all marked damage) before combat at battlefield B can begin. Sequence: - Flurry of Blades deals damage to units at both battlefields - Warwick moves to battlefield A and combat begins - Warwick's attack trigger resolves, killing enemy units at battlefield A - Combat at battlefield A ends with cleanup, removing all marked damage from all units - Relentless Pursuit moves Warwick to battlefield B - Combat at battlefield B begins - Warwick's attack trigger occurs, but units at battlefield B are now fully healed Nuances: - Warwick's ability is an Attack trigger, not a Move trigger, so it only occurs when combat starts - Combat cleanup always heals all units, not just those in the current battlefield - A new combat cannot begin until the previous combat fully ends including cleanup
If Warwick moves into the battlefield before damaging units with an action spell, does Warwick still kill them, or should damage be applied before moving Warwick in order for him to trigger?
Ruling: Warwick triggers immediately when moving into combat, but only units already damaged when the trigger resolves will die. Action spells cannot be played in response to Warwick's trigger because a chain already exists and only Reaction speed spells can be used. Sequence: - Warwick moves into combat and his "When I attack" ability triggers, forming the initial chain - Only Reaction speed spells can be played in response to this trigger - When Warwick's trigger resolves, he kills any units that are damaged at that moment - After the chain empties, Action spells can be played, but Warwick only checks for damaged units once when his trigger resolves Nuances: - If you damage units with a Reaction speed spell (like Flurry of Blades) in response to Warwick's trigger, those units will be damaged when Warwick's trigger resolves and will die - When multiple "When I attack" triggers occur simultaneously (like Anivia and Warwick), you can choose the order to place them on the chain
If Warwick moves to a battlefield and starts a showdown, then in response to his 'When I am attacking' trigger the attacker plays Cannon Barrage and the opponent removes Warwick from the battlefield, does Warwick's effect still resolve?
Ruling: If Warwick is removed from the battlefield before his effect resolves, his effect will not work and will resolve to no effect. Sequence: - Warwick moves to battlefield and starts showdown - Warwick's "When I am attacking" trigger goes on the chain - Attacker plays Cannon Barrage in response - Opponent removes Warwick from battlefield - Cannon Barrage resolves, dealing 2 damage to all units at that battlefield - Warwick's effect resolves but does nothing because he is no longer at the battlefield Nuances: - Target legality is checked on resolution - When legality cannot be determined (such as effects that reference "here" when the unit is no longer there), the effect whiffs - The effect is not independent of the card
If Warwick moves to a battlefield where damaged Ahri is defending, does his 'when I attack, kill all damaged enemies here' ability kill her before her 'when I attack or defend' ability reduces his Might by 2?
Ruling: No, Ahri's defend trigger resolves before Warwick's attack trigger, so she reduces his Might by 2 before his kill ability resolves. Sequence: - When Warwick attacks and Ahri defends, both triggers go on the chain - Attack triggers go on the chain first, followed by defend triggers - Defend triggers resolve first (last in, first out) - Ahri's ability resolves, reducing Warwick's Might by 2 - Warwick's ability resolves second, killing damaged enemies Nuances: - If Ahri had died before her trigger resolved, her ability would whiff (fail to resolve) because it specifies "here" and needs to know the location - Triggers exist independently on the chain once created, but location-dependent effects like "here" require the source to still be in that location when resolving
If Warwick moves to a conquered Battlefield, opponent plays a damaging spell, and you respond with Unyielding Spirit then Flurry of Blades, how does the chain resolve? Does Flurry deal damage before Unyielding Spirit prevents damage? Does Unyielding Spirit save Warwick from the damage spell? Does Warwick's ability still wipe the battlefield even with Unyielding Spirit active?
Ruling: The chain resolves in reverse order: Flurry of Blades deals damage first, then Unyielding Spirit prevents the damage spell from harming Warwick, then Warwick's attack trigger resolves and wipes the battlefield (since Warwick's ability doesn't deal damage, Unyielding Spirit doesn't prevent it). Sequence: - Flurry of Blades resolves (deals damage) - Priority opens, double pass needed - Unyielding Spirit resolves (prevents incoming damage) - Priority opens, double pass needed - Damage spell resolves (no damage dealt due to Unyielding Spirit) - Priority opens, double pass needed - Warwick's attack trigger resolves (wipes battlefield) Nuances: - To play both Unyielding Spirit and Flurry of Blades in response to the damage spell, you must play Unyielding Spirit, keep priority, play Flurry of Blades, then pass priority. You cannot play Unyielding Spirit, pass priority to see if opponent responds, then play Flurry of Blades. - Playing a card does not automatically pass priority in Riftbound - passing priority is a separate action you must take after playing cards. - After each item in the chain resolves, priority opens again and both players must pass in sequence before the next item resolves. - Warwick's ability does not deal damage, so Unyielding Spirit does not prevent it from wiping the battlefield.
If Warwick uses Flurry of Blades to move to a battlefield and then uses Ride the Wind during the showdown to move to a second battlefield, does the unit on the second battlefield die without healing from the first combat?
Ruling: No, the unit on the second battlefield will not die without healing. The first combat must fully resolve (including healing) before the second combat can begin. Sequence: - Warwick moves to battlefield 1 and triggers attack - Flurry of Blades is cast - Attack trigger resolves and first combat begins - During showdown, Ride the Wind is cast to move Warwick to battlefield 2 - First combat completes entirely (including after-combat healing) - Second combat is then staged and begins with its initial chain Nuances: - Even though the second combat is triggered during the first combat's showdown, it cannot start while the first combat is still resolving - The second combat is 'staged' and won't get its initial chain until after the first combat completes
If Warwick's ability is activated to destroy all damaged units, but Overzealous Fan chains to send Warwick to base before his ability resolves, will the damaged Mountain Drake die?
Ruling: When Overzealous Fan sends Warwick to base before his ability resolves, Mountain Drake will not die because Warwick's ability specifies "here" and he is no longer at that battlefield when his ability resolves. Sequence: - Attacker puts "when I attack" triggers on the chain (Warwick's ability) - Defender puts "when I defend" triggers on the chain (Overzealous Fan) - Fan resolves first, returning Warwick to base - Warwick's ability resolves, but "here" now refers to a different location with no enemy units - Mountain Drake survives and heals damage at end of combat Nuances: - The opponent could instead pay 2 for Bullet Time and then attack to kill the Drake and conquer the battlefield
If Warwick's ability triggers when killing a unit, does that unit still deal combat damage or is it taken out of play?
Ruling: Warwick's ability triggers and resolves during the Initial chain when Warwick is made an attacker, killing the targeted unit before the combat damage step occurs. The killed unit does not deal combat damage. Sequence: - Warwick is made an attacker - Warwick's attack trigger goes on the chain during the Initial chain - The ability resolves, killing the target unit - Combat damage step occurs (but the killed unit is already gone) Nuances: - Bullet Time can be used to move Warwick into a battlefield controlled by an opponent, killing all enemies before combat damage - Flurry of Blades allows you to deal damage while Warwick's ability is still on the chain - Warwick's ability cannot trigger across multiple battlefields in the same turn because once combat finishes at one battlefield, all units (including those at other battlefields) heal all damage
If Warwick's on-attack ability triggers to kill damaged enemies, and the opponent responds with Hidden Blade (from hidden) targeting Warwick, do both effects resolve (killing Warwick and all damaged units)?
Ruling: Warwick's ability will not kill any units if Warwick is dead when the ability resolves, because the ability says "here" and cannot identify where "here" refers to if Warwick is no longer on the battlefield. You will still draw 2 cards from Hidden Blade. Sequence: - Warwick attacks and his triggered ability goes on the chain - Opponent responds with Hidden Blade from hidden, targeting Warwick - Hidden Blade resolves first, killing Warwick and drawing 2 cards - Warwick's ability resolves but does not kill any units because Warwick is no longer present to define "here" Nuances: - If Hidden Blade is played from hand (not from hidden), it can only be played when the state is open (no chain), which means Warwick's attack trigger would have already resolved - too late to prevent the kills
If Watcher dies and then a hidden unit is revealed later in the same turn at the same battlefield, is the hidden unit debuffed by Watcher's effect?
Ruling: Watcher only reduces the might of units currently on the board when it is played. The debuff does not persist after Watcher dies, and does not apply to units that enter or are revealed after Watcher is gone. Nuances: - Watcher's effect is not a persistent anthem/emblem effect that continues after it leaves play - The debuff only affects units present at the moment Watcher's effect applies
If Watcher reduces a unit's might from 2 to 1 (with a -3 effect), and then Discipline is used on that unit, does it go to 3 might or stay at 1?
Ruling: The unit would go to 3 might when Discipline is used on it. Sequence: - Watcher applies -3 effect to a 2 might unit, reducing it to 1 might - The effect snapshots the amount it actually reduced (in this case -1) - When Discipline is used, it increases the unit's might, and the Watcher effect remains as -1 for the rest of the turn - The unit ends at 3 might Nuances: - Effects snapshot the actual amount they modified, not their full potential value
If Watcher reduces a unit's might to 1, and then another effect increases that unit's might later in the turn, does the unit's might increase normally, or does Watcher's effect keep it locked at 1?
Ruling: Watcher applies a -1 might modifier for the rest of the turn (limited by the minimum of 1 might). Subsequent might increases are applied normally to the modified value. Sequence: - Watcher reduces a 2 might unit by 1, resulting in 1 might (2 - 1 = 1) - The unit has -1 might for the rest of the turn - If another effect grants +2 might, the calculation becomes: 2 (base) + 2 (buff) - 1 (Watcher) = 3 might Nuances: - Watcher's effect is not a static lock at 1 might, but rather a -1 modifier that persists for the turn - The reduction stops at 1 might when initially applied, but does not prevent future increases
If Watcher sends a unit from 2 might to 1 might, then that unit is buffed by 1 might, does it go back to 2 might or stay at 1 might?
Ruling: The unit goes back to 2 might. Watcher's effect is continuous, so when the unit's might is increased, Watcher reapplies its effect based on the new total. Sequence: - Watcher is played and reduces a 2-might unit to 1 might - The unit receives a +1 might buff - Watcher's continuous effect reapplies, reducing the unit back to 2 might total
If Wielder of Water attacks and the opponent responds with Gust before combat, does Wielder get bounced back to hand before gaining +2 Might?
Ruling: No, Wielder of Water cannot be bounced by Gust in this scenario. Wielder of Water has a passive effect that activates instantly at the start of combat showdown, bringing it to 4 Might before any reactions can be played. Sequence: - Wielder of Water moves to attack - Combat showdown begins - Wielder's passive effect immediately makes it 4 Might - Gust (which targets 3 Might or less) can no longer target Wielder Nuances: - This works differently from "when I move" triggered abilities (like Travelling Merchant), which create a chain that resolves before the showdown starts and can be reacted to - Passive effects happen instantly and cannot be reacted to, unlike attacker triggers which go on the initial chain
If Wraith of Echoes is the first friendly unit that died this turn, does it draw a card with its own ability?
Ruling: No, Wraith of Echoes does not see its own death and cannot trigger its ability when it dies. The unit needs to be on the board for its ability to trigger, but it is moving to the trash as it dies. Sequence: - When a unit dies, check where it is going as the event resolves - If the zone it's going to is appropriate for its ability to trigger, the ability can trigger - Wraith of Echoes needs to be on the board for its ability to resolve, but it's going to the trash - Therefore, the ability does not get added to the chain Nuances: - Deathknell abilities are the only triggered abilities that can see back to the event that happened as the unit was leaving play - If Wraith of Echoes had deathknell, it would be able to see its own death - Even if multiple units died simultaneously, Wraith cannot see any of them because it's leaving the board and its ability can only trigger while on the board - Triggered abilities that are triggered simultaneously with the unit leaving its zone normally do not trigger, unless they have deathknell
If Yasuo (Remorseful) attacks and the opponent uses Fight or Flight to move him to base, does his damage trigger still kill a unit at the battlefield?
Ruling: Yasuo's trigger goes on the chain, but it whiffs because he deals damage to a target "here" and he is no longer at the battlefield after being moved to base by Fight or Flight. Sequence: - Yasuo attacks and his trigger goes on the chain - Fight or Flight moves Yasuo to base - Yasuo's damage trigger resolves but has no valid target because he is no longer "here" at the battlefield
If Yasuo (who deals his might as damage to an enemy when he attacks) moves to a battlefield with one enemy unit that has 6 might, and Yasuo also has 6 might, does his ability kill the enemy before combat damage, allowing Yasuo to survive?
Ruling: Yes, Yasuo's "when I attack" ability resolves and kills the enemy unit before combat damage is calculated and assigned, so Yasuo will not take damage and will win the fight. Sequence: - Yasuo's "when I attack" ability triggers and resolves - The ability deals damage equal to Yasuo's might to the enemy unit - If the enemy unit is killed, no combat damage is assigned to Yasuo - The showdown continues, allowing both players to play actions until both pass in a row - If no new units are moved in or Yasuo isn't killed by a spell, the combat damage step is skipped and Yasuo wins Nuances: - The showdown phase continues even after the enemy unit is killed by the ability, so opponents can still play spells or move in additional units before combat damage would occur
If Yasuo - Remorseful (6 Might) moves to an occupied battlefield and his 'When I attack' ability deals 6 damage to a defending unit with 5 Might, does the defender die during cleanup before combat occurs?
Ruling: Yes, the defender will cease to exist during cleanup after Yasuo's ability resolves, so no combat will occur afterwards. Sequence: - Yasuo's "When I attack" ability goes on the Initial Chain - The ability resolves, dealing 6 damage to the defending unit - Cleanup occurs after the ability resolves - The defender ceases to exist during cleanup - No combat occurs because there is no defender
If Yasuo - Remorseful moves to Reaver's Row and uses his ability targeting a unit at Reaver's Row, and that unit triggers Reaver's Row to retreat, does the unit still take damage from Yasuo's ability?
Ruling: The ability resolves but does not deal damage to the unit because the unit is no longer at Reaver's Row when the ability resolves, and Yasuo's ability requires the target to be "here" (at the same location). Sequence: - Yasuo moves to Reaver's Row and triggers his ability targeting a unit at Reaver's Row - Defender's triggers (Reaver's Row retreat) resolve before attacker's triggers in the initial chain - The targeted unit retreats from Reaver's Row - Yasuo's ability resolves but deals no damage because the target is no longer "here" Nuances: - The ability still resolves (it doesn't "fizzle" in the sense of not resolving at all), it just has no effect because the target is no longer valid
If Yasuo Remorseful (6 Might) attacks alone against a 10 Might defender and both players pass with no actions, does Yasuo survive?
Ruling: No, Yasuo does not survive. Both units die. Damage does not reduce Might - a unit with damage markers still deals its full Might value in combat. Sequence: - Yasuo moves into battlefield, attacker triggers - Both players pass priority - Yasuo deals 6 damage to the 10 Might unit (unit now has 6 damage but still 10 Might) - Priority passes to defender - Both players pass priority - Yasuo deals 6 damage to the 10 Might unit, killing it (total 12 damage on 10 Might unit) - The 10 Might unit deals 10 damage to Yasuo, killing him Nuances: - There is no "HP" system in Riftbound - damage and Might are separate values - A unit's Might value does not decrease when it takes damage; damage is tracked separately with markers
If Yasuo Remorseful attacks a battlefield and is killed by Hidden Blade in response to the attack trigger, does the damage still happen?
Ruling: The damage does not happen. When the ability resolves, Yasuo is no longer present at the battlefield (he's in the trash), so the "unit here" condition fails and no damage is inflicted. Nuances: - The key is the "unit here" text on Yasuo's card - the ability requires Yasuo to still be present at the location when it resolves - Even though the ability is on the stack, it checks for Yasuo's presence upon resolution
If Yasuo Remorseful enters the battlefield for a showdown and activates its effect, but is killed in reaction, does he still deal the ability damage?
Ruling: Yasuo Remorseful will not deal any damage if killed in reaction to his ability triggering, because he is no longer on the battlefield when the ability resolves. Nuances: - The card has "here" text, meaning it must be on the battlefield when the ability resolves - When killed, Yasuo moves to the trash before his ability resolves - Since he's not "here" (on the battlefield), the ability does not deal damage
If Yasuo Remorseful moves to a battlefield with an enemy unit and uses his attack trigger targeting that enemy unit, but the opponent responds with Hidden Blade to kill Yasuo, does the attack trigger still deal damage to the enemy unit?
Ruling: No, the attack trigger does not deal damage to the enemy unit. When the ability resolves and Yasuo is no longer on the battlefield, "here" cannot be evaluated, so the ability has no effect. Sequence: - Yasuo moves to a battlefield with an enemy unit - Attack trigger goes on the stack targeting the enemy unit - Opponent responds with Hidden Blade, killing Yasuo - When the attack trigger resolves, "here" cannot be determined because Yasuo is dead - The ability does not take effect Nuances: - Riftbound rechecks spells and abilities at resolution, so location-dependent effects like "here" must be valid when the ability resolves, not just when it triggers
If Yasuo attacks Blitz, deals 4 damage to a 5 Might Blitz, then is moved back to base by Ride the Wind and attacks again before damage resolves, does Blitz still have the 4 damage from the previous encounter or does it heal?
Ruling: If Yasuo is moved out and then back in before reaching the combat resolution step, everything is still under the same combat showdown so no healing has happened yet. Blitz retains the 4 accumulated damage. Nuances: - Units heal after a combat, not during it - If a unit plays multiple cards in the same combat that move it, the unit doesn't heal between those movements - Blitz should be described as "5 Might with 4 damage accumulated" rather than "on 1 health" since there is no health stat in this game
If Yasuo attacks and his 'When I Attack' ability kills the defending player's only unit, does the Showdown end immediately, or does the non-turn player still have a window to play an Action (like Rebuke) before Yasuo scores?
Ruling: The Showdown continues even if the defending player has no units remaining. The non-turn player still has an opportunity to play an Action spell before combat resolution. Sequence: - Yasuo moves into the battlefield, starting the Showdown - Yasuo's 'When I Attack' ability enters the chain and resolves, killing the defender's only unit - The chain resolves, but both players have an opportunity to play another Action when given focus - Only after both players pass does the Showdown proceed to combat resolution Nuances: - The act of moving into the battlefield starts the Showdown, regardless of what happens to units during ability resolution - You cannot play Ride the Wind in response to Rebuke because Ride the Wind is an Action spell and Actions cannot be played in response to other Actions
If Yasuo attacks and his trigger goes on the stack, can the opponent use Rebuke during the showdown to remove Yasuo and prevent his ability from KOing the target?
Ruling: Rebuke cannot be played while Yasuo's trigger is on the chain because Rebuke is Action speed and cannot be played to a closed state (ongoing chain). Nuances: - If Yasuo is removed from the battlefield at Reaction speed while his When I Attack trigger is still on the chain, the trigger will still resolve but will be unable to hit its target because the target is no longer at the same location as Yasuo.
If Yasuo attacks and triggers his ability ('When I attack, deal damage equal to my Might to an enemy unit here'), but the opponent plays Hidden Blade to kill Yasuo before the trigger resolves, does Yasuo still deal damage?
Ruling: Yasuo does not deal damage. When Hidden Blade resolves and kills Yasuo before his trigger resolves, Yasuo is no longer on the battlefield, so his ability cannot deal damage. Sequence: - Yasuo attacks and his trigger goes on the stack - Opponent plays Hidden Blade (which was face down at the battlefield being attacked) - Hidden Blade resolves, killing Yasuo - Yasuo's trigger tries to resolve, but fails because Yasuo is dead Nuances: - The ability fails because "here" and "my Might" return null (not 0 for Might) when Yasuo is no longer on the battlefield - This is different from Magic: The Gathering, which uses last known information. Riftbound does not have last known information rules, so the ability cannot use Yasuo's previous stats
If Yasuo deals damage to a unit when attacking, then is moved back to base before combat resolves, does the damaged unit heal or does the damage persist?
Ruling: Once Yasuo attacks and triggers combat, a combat cleanup will occur at the end of the showdown. During cleanup, units heal all damage unless they were killed. Sequence: - Yasuo attacks Battlefield A, triggering his ability and dealing 6 damage to a unit - Yasuo is moved back to base via Ride the Wind - Combat showdown completes - Combat cleanup occurs, healing all surviving units Nuances: - If the 6 damage killed the unit (reduced it to 0 or less might), it remains dead - If the unit survived the damage, it heals back to full during combat cleanup
If Yasuo deals damage to a unit with his when-attacking effect, then returns home using Ride the Wind during the showdown (before combat damage), does the damaged unit still heal during combat cleanup?
Ruling: Yes, the damaged unit heals during combat cleanup. Once a combat showdown begins, combat cleanup occurs regardless of whether combat damage is assigned, and units heal during the combat resolution step. Sequence: - Yasuo attacks and deals damage with his when-attacking effect - Yasuo returns home via Ride the Wind during showdown - Combat damage step is skipped (no units present) - Combat cleanup still occurs - All damaged units heal during combat resolution step Nuances: - Combat cleanup happens whenever a combat showdown is initiated, even if combat damage assignment doesn't occur - A combat is only completely skipped if it's staged and before it starts, the battlefield has units from 1 or fewer players remaining
If Yasuo dies before his attack trigger resolves, how much damage does he do?
Ruling: Yasuo does no damage if he dies before the attack trigger resolves, because his ability specifies "here" which requires him to be in play. Nuances: - The "here" keyword on the ability means Yasuo must be present when the trigger resolves for the damage to occur
If Yasuo enters an opponent's battlefield and triggers a showdown, can the owner use Ride the Wind to move Yasuo to a third player's battlefield, then move out of that battlefield before starting the showdown?
Ruling: When Yasuo enters and triggers a showdown, you can use a spell like Ride the Wind to move him during that showdown, which removes him from it and queues up another showdown. However, you must still resolve the original showdown first (with no attackers since Yasuo was removed). Sequence: - Yasuo enters battlefield, triggering a showdown - Ride the Wind can be played to move Yasuo during the showdown - Original showdown resolves with no attackers - New showdown is queued at the new location Nuances: - Units can be moved during showdowns via spells, but cannot use their Standard Move Action - Yasuo's legend ability does not have the reaction tag, so it cannot be used to react to other effects - You can react to Yasuo's activated ability, but you cannot react with it to other effects
If Yasuo is at a battlefield, opponent moves their 7 might creature there, then both players use Ride the Wind to move their units to a second battlefield, who is the attacker on the second battlefield and how does scoring work?
Ruling: Yasuo becomes the attacker on the second battlefield because Yasuo applied the contested status to that battlefield first (when Yasuo moved there). If either player wins the showdown on the second battlefield and hasn't already scored that battlefield this turn, they score a point regardless of whether they are attacker or defender. Sequence: - Opponent moves Mindsplitter to first battlefield, combat showdown begins with Yasuo as defender - You play Ride the Wind to move Yasuo to second battlefield, it resolves and Yasuo moves - Yasuo contests the second battlefield but a showdown can't start there yet (first showdown still in progress) - Opponent plays Ride the Wind to move Mindsplitter to second battlefield, it resolves and Mindsplitter moves - A combat becomes pending on the second battlefield but still can't start - Both players pass - Initial showdown resolves with no points scored (nobody at the battlefield) - Combat showdown starts at second battlefield with Yasuo as attacker - Yasuo's ability triggers Nuances: - Scoring doesn't care who was attacker or defender, just whether you've already scored that battlefield that turn - The smarter play for the opponent would be to wait until after the first showdown ends to get the point from the first battlefield, then move to the second battlefield when that showdown starts
If Yasuo is moved back to base by Fight or Flight before his attack trigger resolves, does the attack trigger still deal damage?
Ruling: The attack trigger resolves after Yasuo moves back to base, but since the ability specifies "here" and Yasuo is no longer at that location, the target is illegal and does not take damage. Sequence: - Yasuo moves to the battlefield - Fight or Flight is flipped, moving Yasuo back to base - Yasuo's attack trigger resolves - The target is now illegal because Yasuo is not "here" anymore - No damage is dealt
If Yasuo is moved into a battlefield during pre-combat using Ride the Wind after the initial attack declaration, will his 'When I attack' ability still trigger?
Ruling: Yes, Yasuo's 'When I attack' ability will trigger even if he is moved into the battlefield during pre-combat after the initial attack declaration. Nuances: - If Yasuo is moved into a battlefield where you are defending (not attacking), his 'When I attack' ability will not trigger because he becomes a defender, not an attacker. - Units with 'When I defend' abilities will trigger if they are moved to a battlefield where you are already the defender. - Location abilities like Reaver's Row that trigger when a player is designated as defender only trigger once at the start of combat, not when additional units arrive.
If Yasuo is moved into a combat showdown using Ride the Wind after the initial chain has resolved, does his attack trigger occur?
Ruling: Yes, if you use Ride the Wind to move Yasuo into a combat where you're the attacker, his attack trigger will occur even after the initial chain has resolved. Sequence: - Triggered abilities are added to the chain if they are triggered by actions performed while a chain is in progress - When Yasuo enters as the attacker, his ability triggers and goes on the chain - Attacker abilities go on the chain first, followed by defender abilities - Abilities resolve in reverse order (defender abilities resolve first, then attacker abilities) Nuances: - If the defender uses an ability like Reaver's Row to move their unit away before Yasuo's ability resolves, Yasuo's ability will resolve dealing no damage since the unit is no longer there - You can add Ride the Wind to an open showdown after moving your unit to base from a row effect
If Yasuo is moved to a battlefield (triggering his on-attack ability), then moved to base before it resolves, then moved back to the same battlefield in the same combat, does his on-attack ability trigger a second time?
Ruling: No. On-attack abilities trigger when a unit is declared as an attacker for the first time in a combat. Moving the same Yasuo out and back in during the same combat does not trigger the ability again. Nuances: - Yasuo can trigger multiple times per turn, but not per combat - If Yasuo is moved out after his trigger resolves and combat completes, then moved back in for a new combat in the same turn, the ability would trigger again - Moving in a second (different) Yasuo would trigger that unit's on-attack ability - Units are considered one entity in themselves
If Yasuo is returned to base during a combat showdown (after initial damage is dealt), does the damaged unit heal when the showdown ends?
Ruling: Yes, the damaged unit heals when the combat showdown ends. Even if Yasuo leaves the battlefield during the showdown, it remains a combat showdown and does not transform into a different type of showdown. Sequence: - Combat showdown begins with Yasuo entering the battlefield - Initial chain occurs dealing damage - Yasuo is returned to base during priority - Combat showdown ends (even though no units remain in combat) - All units heal at the end of combat Nuances: - Showdowns do not transform into different types - they must end first - The combat damage step is distinct from the might allocation step - If using Zenith Blade during an open showdown, the open showdown must end first, then a new combat showdown would occur after
If Yasuo's 'when I attack' trigger is on the chain and Yasuo is removed before the ability resolves, does the ability still resolve?
Ruling: The ability stays on the chain and attempts to resolve even if Yasuo is removed, but Yasuo's specific ability does nothing because it cannot determine where "here" is or what Yasuo's might value is when he's no longer on the field. Nuances: - Abilities that reference the source's location ("here") or stats (like might) will fail to do anything if the source is removed or moved - Abilities with fixed values like "deal 5 damage to a unit" or "draw a card" would still work even if the source is removed - The ability would also fail if Yasuo was just moved to a different location, since the target was selected when the ability went on the chain but wouldn't be at the same location as Yasuo when it resolves
If Yasuo's attack trigger targets a unit, but Reaver's Battlefield moves that unit away before Yasuo's trigger resolves, does Yasuo still deal damage to that unit?
Ruling: If you remove the target unit with Reaver's Battlefield before Yasuo's ability resolves, Yasuo's ability does nothing. Sequence: - Attack and defend triggers go on the chain in focus order (active player, then non-active player) - Yasuo's attack trigger goes on the chain first - Reaver's Battlefield defend trigger goes on the chain second - Reaver's Battlefield resolves first, potentially moving the targeted unit - When Yasuo's trigger resolves, if the target is no longer "here" (at that battlefield), the ability does nothing Nuances: - The word "here" on Yasuo's card is key - it requires the target to still be at that battlefield when the ability resolves
If Yasuo, Remorseful attacks a battlefield, deals 6 damage to a unit with his ability, then is moved away with Ride the Wind, does the damaged unit heal or does the damage stick?
The damage will heal during Combat Cleanup. Here's the sequence: (1) Yasuo attacks and his ability triggers, dealing 6 damage to an enemy unit at the battlefield. (2) Ride the Wind moves Yasuo away and readies him, but the 6 damage remains marked on the unit. (3) The damage stays on the unit throughout combat. (4) During Combat Cleanup , all units heal. (5) The 6 damage is removed from the unit. So while the damage sticks temporarily through combat, it will automatically be healed during the Combat Cleanup phase that occurs at the end of combat (assuming the unit survives and the 6 damage doesn't kill it before cleanup).
If Yasuo, Remorseful enters a battlefield with a 7+ Might enemy unit, his attack trigger resolves dealing 6 damage, and then Ride the Wind is played to move Yasuo back to base during the action window, does the combat phase still occur and heal all damage from the enemy unit?
Ruling: Yes, the combat phase still occurs and the enemy unit heals all damage. The combat showdown is the first step of the entire combat process, so once Yasuo's "when attacking" trigger begins to resolve, combat has already started. Sequence: - Yasuo enters the battlefield with the 7+ Might enemy unit, initiating a combat showdown - Combat begins and Yasuo gains the Attacker designation - Yasuo's "when attacking" trigger resolves, dealing 6 damage to the enemy unit - During the action window, Ride the Wind is played to move Yasuo back to base - Combat continues to resolution, healing all damage from the enemy unit Nuances: - The combat showdown (declaring attackers/defenders) is the first step of combat, not a separate process - Once a unit gains the Attacker designation for the first time, combat has started - You cannot respond to Yasuo's ability with Ride the Wind because the attacker always has focus first after triggers resolve
If Yasuo, Remorseful's might is reduced (e.g., by Ahri's legend effect or Smoke Screen), does that change the damage dealt by his ability when it resolves?
Ruling: Yes, reducing Yasuo, Remorseful's might changes the damage of his ability. Abilities use current information while resolving. Sequence: - Yasuo's ability is placed on the chain - If an effect reduces Yasuo's might (such as Smoke Screen reducing it by 4) - When the ability resolves, it uses Yasuo's current might value to determine damage dealt - Example: Smoke Screen would reduce Yasuo's might by 4, making his ability deal 2 damage instead of 6
If Yasuo, Windrider moves to conquer, gets stunned and bounced back to base without dealing damage or dying, does that count as another movement toward scoring the point?
Ruling: No, recall is not a movement and does not count toward scoring the point. Nuances: - Being bounced back to base due to stun (not dealing damage and not dying) triggers a recall - Recall does not count as movement for scoring purposes
If Yellow Darius (6 Might) and a 1 Might unit battle a 7 Might unit, can you conquer the battlefield?
Ruling: Yes, you can conquer the battlefield. Darius (6 Might) boosts the 1 Might unit to 2 Might for a total of 8 Might vs 7 Might, winning the battle. The 1 Might unit survives because its damage heals immediately after combat, before it checks for lethal damage again, leaving it at 1 Might with 0 damage after Darius dies. Sequence: - Darius (6 Might) and boosted unit (2 Might) battle the 7 Might unit - You win with 8 total Might vs 7 Might - The 1 Might unit takes 1 damage (now 2 Might with 1 damage) - Damage heals immediately after combat - Unit becomes 1 Might with 0 damage after Darius leaves - Unit survives and conquers the battlefield Nuances: - This ruling was clarified in the FAQ after initial confusion about timing - The key is that damage heals before checking for lethal damage again, even when Darius dies
If Yellow Darius is buffing a recruit, and both take damage in combat where Darius takes lethal damage and the recruit takes 1 damage (which would be lethal without Darius's buff), does the recruit survive?
Ruling: The recruit survives when damage is dealt during combat. Darius dies first, then combat healing occurs before the recruit would be checked for death again. Sequence: - Step 2 of cleanup occurs, checking for units with lethal damage - Darius dies in this step, removing his buff - Combat healing is inserted (step 2a) and heals all units - The recruit is healed before a second iteration of cleanup would check for deaths - The recruit survives Nuances: - This ruling only applies to combat damage. With non-combat damage, the recruit would die because there is no combat healing step inserted after the first cleanup iteration.
If Yellow Sett has 5+1 Might (5 base +1 from a buffing unit) and both Sett and the buffing unit are dealt 5 damage simultaneously, will Sett die?
Ruling: Yes, Sett will die, but only after the next cleanup occurs. When both units take 5 damage simultaneously, the buffing unit dies and Sett loses the +1 buff, leaving him at 5 Might with 5 damage marked. However, since this happens after cleanups have already occurred, Sett remains alive until the next cleanup is triggered. Sequence: - Both units are dealt 5 damage simultaneously - The buffing unit dies (5 damage = 5 Might) - Sett loses the +1 buff, reducing his Might from 6 to 5 - Sett now has 5 damage marked and 5 Might, but cleanups have already occurred - Sett remains alive until the next cleanup is triggered - At the next cleanup, Sett is killed Nuances: - This "alive-but-dead" state is not intended behavior and will likely be fixed in revised Core Rules
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