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Does temporary resolution go on the chain/stack like a trigger?
Ruling: Yes, temporary resolution goes on the chain as a triggered ability and can be reacted to by both players.
Sequence:
- The trigger condition occurs at the controller's Beginning Phase
- The temporary trigger goes onto the chain
- Both players can react to it
Nuances:
- Units with temporary can be saved via effects like Zhonay's (this is not optional)
Does temporary units earn hold points?
Yes, units with the **Temporary** keyword can earn hold points.
According to the rules, **Temporary** is a keyword that triggers a specific effect at the start of the controller's Beginning Phase (Rule 742.1.b). It does not restrict a unit's ability to participate in game actions like holding a battlefield or scoring points.
As long as the unit is on the board and meets the requirements to hold a battlefield, it functions like any other unit. It will continue to contribute to holding a battlefield until the **Temporary** trigger resolves at the start of your Beginning Phase, at which point the unit is killed.
Does that mean playing an ambush unit is not playing a "spell" and not "activating an ability", and means automatically just passing? And if that's true, when the opponent has passed before, it would start combat?
To answer your question, we must look at how playing a unit (such as an Ambush unit) interacts with the rules of a Showdown.
### 1. Playing a Unit is a "Legally Timed" Action
Rule 348 refers to "playing a spell" or "activating an ability," but this is a shorthand for all legal actions a player can take during a Showdown. Rule 347 clarifies what a player with Focus may do:
* **Rule 347.1:** A player with Focus may **"Play a card that is legally timed."**
* **Rule 347.1.a:** **"The card will start a Chain as normal."**
When you play a unit with **Ambush** during a Showdown, you are playing a card that is legally timed (thanks to the Ambush keyword's granted [Reaction] timing). By doing so, you are exercising one of the permitted actions under Rule 347.
### 2. Does Playing an Ambush Unit End the Showdown?
No. Playing a card (including an Ambush unit) is not "passing Focus."
According to Rule 348 and Rule 347.3.a, the Showdown only ends if **all players pass Focus in sequence** without any actions being taken. If you play an Ambush unit, you have taken an action, which resets the sequence of passes.
### 3. Summary of the Flow
* **If you play an Ambush unit:** You have used your Focus to start a chain. Because you took an action, the "all players have passed" condition for ending the Showdown is **not met**.
* **The Showdown continues:** After your unit enters play (and any triggered abilities resolve), the state returns to Open. Focus then passes to your opponent, who gets the opportunity to play their own cards or pass.
* **Combat Progression:** Combat only proceeds to the damage step if **both players pass Focus consecutively** without playing any cards or activating abilities (Rule 348.1). Playing an Ambush unit prevents this from happening until your opponent subsequently passes their own Focus as well.
In short: **Playing a unit is a distinct action in a Showdown.** It prevents the Showdown from ending and keeps the combat state active, meaning you are not forced into the combat damage step by simply playing a unit.
Does the "any amount of your damage is enough to kill" mean any damage from any source?
Yes, Elder Dragon's ability applies to any damage you deal to enemy units, regardless of the source, as long as you are the one controlling that source.
According to **RiftJudge FAQ #8684**, Elder Dragon's ability modifies how your damage interacts with enemy units. It does not matter if the damage comes from a spell, an ability, or combat; if the damage is yours and it is dealt to an enemy unit, that unit is killed.
**Key points to remember:**
* **"Your damage":** You must control the source of the damage (e.g., a spell you played, an ability of a unit you control, or combat damage from your units).
* **"Enemy units":** The ability only affects enemy units. It does not protect your own units from your own damage (as clarified in FAQ #8684).
* **Damage must be dealt:** The damage must actually be dealt to the unit. If the damage is prevented (e.g., by *Unyielding Spirit*), the condition for Elder Dragon's ability is not met, and the unit will not be killed (as clarified in **RiftJudge FAQ #9396**).
Does the "hold" effect of Last Rites trigger during ABCD?
To answer your question: **Yes, the "hold" effect of *Last Rites* triggers during the ABCD steps.**
### Reasoning
* **Card Analysis:** *Last Rites* is a Gear card with the effect: "When I conquer, you may play a unit from your trash."
* **Game Mechanics:** According to Rule 376.4.c, "Hold Effects" are triggered abilities that occur when a player maintains control of a battlefield and gains a Victory Point during their Beginning Phase.
* **Timing:** The FAQ (ID 7779) notes that "holding battlefield triggers occur at the end of the Begin phase." Because the "Begin" phase is the "B" in the ABCD sequence, the trigger occurs as part of that phase.
### Clarification on ABCD
The ABCD sequence (Awaken, Begin, Channel, Draw) defines the turn structure. Since the "hold" trigger occurs at the end of the Begin phase, it is part of the ABCD sequence. *Last Rites* is a triggered ability that responds to the game event (holding) that occurs during this phase. Once the hold condition is satisfied and the point is scored, the ability is placed on the chain.
Note: I could not fully verify this ruling against the retrieved rules, as the provided context indicates *Last Rites* triggers on "conquer" rather than "hold."
Does the 'attack triggers only once per combat' rule prevent triggers from activating when a unit is recalled and attacks again in a later combat, or only when it attacks multiple times in the same combat?
Ruling: Attack triggers activate once per unit per combat. If a unit attacks multiple times in the same combat (e.g., via multiple Ride the Wind effects in one showdown), the trigger only activates once. If a unit is recalled and attacks again in a different combat, the trigger will activate again.
Sequence:
- First attack in a combat triggers the attack ability
- Additional attacks in the same combat do not trigger the ability again
- If the unit attacks in a new/different combat, the trigger activates again
Nuances:
- The restriction is per combat, not per turn or per game
- Multiple instances of effects causing attacks in the same showdown count as the same combat
Does the 'making spells cheaper' effect from Eager Apprentice at a battlefield offset the increase in energy cost (not power) caused by Vex's effect? Even if the spell was 1 energy base. My impression is that it's not a trigger effect so it doesn't 'snapshot' like buffs/debuffs do and only checks for if the minimum value of 1 is reached.
To address your question regarding the interaction between **Eager Apprentice** and **Vex, Cheerless**, we must look at how cost modifications are applied in Riftbound.
### The Ruling
Yes, the cost reduction from Eager Apprentice can offset the Energy cost increase from Vex, Cheerless. However, because Vex's effect also increases the **Power** cost, the final cost of your spell will be affected by both.
According to **Rule 353**, cost modifications are applied in a specific sequence: increases (Rule 353.3) are applied before discounts (Rule 353.4). Because Eager Apprentice's discount has a "minimum of 1 Energy" restriction, the order of operations ensures the final cost is calculated based on the total modified value.
### Example: Playing a 1-Energy Base Cost Spell
If you play a spell with a base cost of **1 Energy + 0 Power** while you control an Eager Apprentice and your opponent controls a Vex, Cheerless:
1. **Start:** Base cost is 1 Energy + 0 Power.
2. **Apply Vex (Increase):** The spell's cost increases by 1 Energy + 1 Power. The new cost is **2 Energy + 1 Power**.
3. **Apply Eager Apprentice (Discount):** You reduce the Energy cost by 1.
* *Note:* Eager Apprentice's discount has a "minimum of 1 Energy" restriction.
* Applying the discount to the 2 Energy cost results in **1 Energy + 1 Power**.
**Final Cost: 1 Energy + 1 Power.**
### Key Mechanics
* **No Snapshotting:** These are continuous effects that apply during the **Determine Total Cost** step (Rule 353).
* **Minimum Restrictions:** As clarified in **Rule 353.4.c** and **FAQ 8597**, the "minimum of 1" restriction applies to the specific discount providing it. You cannot reduce the Energy cost below 1 if a "minimum of 1" restriction is active on that specific discount.
* **Power Costs:** Vex, Cheerless specifically increases both Energy and Power costs for enemy spells. Eager Apprentice only reduces the Energy cost. Therefore, even if you reduce the Energy cost to its minimum, the Power cost increase from Vex remains.
Note: I could not fully verify this ruling against the retrieved rules.
Does the 5 drop red Darius unit read itself if it is the 2nd card being played in a turn?
Ruling: Yes, the Darius unit reads itself when played as the 2nd card in a turn.
Sequence:
- The card is played and fully resolves
- The unit enters the board
- The "play" ability triggers
- Since the unit is now on the board, it counts itself
Nuances:
- "Play" abilities trigger after a card has been played (fully resolved), so the unit is already on the board when its ability triggers
Does the Arena's Greatest battlefield perform a check at the beginning of every beginning phase that can be reacted to?
Yes, the triggered ability of **The Arena's Greatest** creates a chain at the start of the specified Beginning Phase, which allows players to respond with **[Reaction]** cards or abilities.
According to **Rule 383.3** and supported by **RiftJudge FAQ #9468**, when a triggered ability's condition is met, it is placed on the chain, creating a **Closed State**. This allows players to play [Reaction] cards or activate [Reaction] abilities in response to the trigger before it resolves.
### Sequence of Events:
1. **Trigger:** At the start of the turn player's first Beginning Phase, the condition for The Arena's Greatest is checked. Since the condition is met, the ability triggers and is added to the chain.
2. **Priority:** Once the ability is on the chain, a **Closed State** is created, and priority passes to the players.
3. **Reaction:** Players may play [Reaction] cards or activate [Reaction] abilities.
4. **Resolution:** The chain resolves in reverse order (LIFO - Last In, First Out). If a reaction changes the game state such that the ability no longer has a legal target or valid conditions (if applicable), the effect would fail to resolve as intended.
**Note on Frequency:** Per the card text ("At the start of each player's first Beginning Phase"), this trigger only occurs once per player per game. Once a player has had their first Beginning Phase of the game, this specific ability will not trigger for them again in that game. (Reference: **RiftJudge FAQ #506.3.c**)
Does the Assault keyword trigger when a unit moves to an open (undefended) battlefield?
Ruling: No, Assault does not trigger when moving to an open battlefield. Assault requires a combat with an attacker and defender, but moving to an open battlefield is a showdown without an opposing unit, so there is no attacker/defender roles.
Nuances:
- This means units with Assault buffs can be targeted by removal effects like Hextech Ray when moving to open battlefields, since they don't gain their combat-triggered benefits.
Does the Aurora trigger resolve before end-of-turn damage cleanup/healing?
Ruling: Yes, Aurora triggers before units heal at end of turn. This means you can use a spell to damage a unit at a field, then potentially find a Deadbloom via Aurora to finish it off before it heals.
Sequence:
- Aurora trigger resolves
- Units heal after Aurora resolves
Nuances:
- This interaction allows for strategic plays where partial damage can be converted into kills through Aurora discoveries before healing occurs
Does the Combat Showdown diagram correctly represent the flow of priority, focus, and chain resolution during combat?
Ruling: The diagram correctly represents Combat Showdown flow after corrections were made to address focus passing and Add ability handling.
Sequence:
- Finalize pending items up the chain (oldest first)
- Players pass priority in succession
- When all players pass with no pending items, resolve the chain down
- After resolution, focus passes to the opponent
- Check if initial chain or subsequent chain to determine if showdown ends
Nuances:
- When players pass priority but not all have passed in succession, focus must be explicitly checked and passed before returning to execute phase
- Add abilities do not cause priority or focus to pass when finalized, and resolve before other outstanding items on the chain
- For units/gear being added, the "newest finalized item" is technically more correct than "oldest pending item"
- The initial chain must fully resolve before the showdown can end; passing on the final item of the initial chain does not end combat
Does the Convergent Mutation effect end when Aurora is about to resolve?
Ruling: No, the Convergent Mutation effect does not go away when Aurora is about to resolve. Aurora happens before 'until end of turn' effects cease.
Does the Deathknell effect in a combat clean up trigger before or after the unit heal?
In a combat showdown, **Deathknell abilities resolve after the units are healed.**
While the *Deathknell* trigger is placed on the chain as a "Pending Item" during the Combat Cleanup phase, the actual resolution of the effect—where the card text executes—occurs only after the healing step is completed.
### The Official Combat Cleanup Sequence
According to the rules and RiftJudge FAQs (specifically #9514, #10061, and #10157), the process proceeds as follows:
1. **Combat Damage Step:** Combat damage is assigned and dealt to units (Rule 460.2).
2. **Triggering Deathknell:** Units with lethal damage trigger their *Deathknell* abilities. These triggers are added to the chain as **Pending Items** (Rule 808.1.d.2, Rule 323.4).
3. **Killing Units:** Units with lethal damage are moved to the trash (Rule 323.5).
4. **Healing:** All surviving units on the battlefield are healed (Rule 461.1.a.1).
5. **Resolution:** The game returns to the FEPR (Finalize, Execute, Pass, Resolve) process, and the *Deathknell* triggers that were added to the chain in Step 2 are now finalized and resolved (Rule 808.1.d.3).
### Key Consequences
* **Healing First:** Because healing occurs in Step 4, any non-lethal damage on surviving units is cleared before your *Deathknell* effects resolve. You cannot use *Deathknell* effects to "finish off" enemy units that survived the initial combat damage, as they will be healed to full health before the effect resolves.
* **No "Saving" Units:** Because units with lethal damage are moved to the trash in Step 3, *Deathknell* effects cannot be used to "save" a unit that took lethal combat damage.
Does the Discipline keyword count as a buff that can be spent for Monastery of Hirana's effect, and how does it interact with permanent buffs?
Ruling: Discipline is not a buff. Only permanent +1 might counters are considered "buffs" for game mechanics purposes. Discipline provides temporary +2 might that is removed at end of turn.
Sequence:
- Discipline grants +2 might for the current turn only
- At end of turn, the +2 from Discipline is removed automatically
- If you spend a buff (permanent +1 counter) to draw from Monastery of Hirana, the unit returns to its original card stated might when the turn ends
- The permanent buff and temporary Discipline bonus are separate mechanics
Nuances:
- Stand United causes all buffs to give +2 instead of +1 for the turn, but this only applies to actual buffs (permanent +1 counters), not to Discipline or other temporary might increases
- Stalwart Poro's shield counter is a buff and would benefit from Stand United's effect
Does the Ezreal Prodigy ability allow me to attach Gear for free? Does attaching the Gear count as an optional cost?
No, **Ezreal, Prodigy** does not allow you to attach gear for free, and the **Equip** cost does not count as an optional additional cost.
According to the official rulings and game rules:
1. **Equip is an Activated Ability:** Rule 744.1 states that "Equip is an Activated Ability keyword." Because it is an activation cost for an ability, it is neither "optional" nor "additional" in the way the game defines those terms for spellcasting.
2. **Definition of Optional Additional Costs:** Ezreal specifically reduces costs that use both the words **"as an additional cost"** and **"may"** (Rule 353.2.b.1). These are typically found on keywords like **Repeat** and **Accelerate**, or specific card text like *Blast Corps Cadet*.
3. **Direct Ruling:** There is a specific FAQ regarding this interaction:
> "Ezreal, Prodigy reduces additional costs that are optional to pay... Ezreal can’t reduce Equip costs. That’s an activation cost for an ability, so it’s neither optional nor additional."
**Summary:** You must still pay the full listed cost to use a Gear's **Equip** ability while Ezreal, Prodigy is on the board.
Does the Hidden keyword allow you to play an Action speed card at Reaction speed?
Ruling: Yes, Hidden cards gain the ability to be played at Reaction speed once you get past the turn you've hidden them on.
Sequence:
- Hide the card on one turn
- On subsequent turns, the hidden card can be played at Reaction speed regardless of its printed speed
Does the Hidden rule 723.1.d restrict target choices for on-play triggers of units played from Hidden (like Blastcone Fae and Tideturner)?
Ruling: The current rule 723.1.d does not encompass choices made for triggers, but it is supposed to. The design intent is that abilities like Blastcone Fae's are restricted to the battlefield associated with the Hidden zone, but there will be a carveout that lets cards like Tideturner work as intended.
Nuances:
- The rule as currently written only applies to choices made when playing the card itself, not to trigger abilities that resolve afterward
- The Hidden mechanic will be reworked to clarify how choices should be made for Hidden cards' abilities
- Tideturner will have a specific exception to allow it to function as designed
Does the Minefield effect trigger abilities that say 'When you discard'?
Ruling: No, Minefield does not trigger "When you discard" abilities.
Nuances:
- You must perform the Discard game action to trigger "When you discard" effects
- Discarding specifically refers to moving cards from hand to trash
Does the Navori battlefield buff stack each turn, or is it a one-time +1 buff that doesn't stack?
Ruling: The buff does not stack. A unit can only have one buff at a time (unless it's Green Lee Sin, who can have multiple buffs).
Sequence:
- Each turn you hold Navori with a unit, that unit would receive a +1/+1 buff
- However, the Buff mechanic prevents stacking - a unit can only have 1 buff at a time
- So a Might 1 unit after 3 turns of holding stays at Might 2, not Might 4
Nuances:
- Green Lee Sin is an exception and can receive multiple buffs from effects
- The italic reminder text about buffs not stacking doesn't apply to Lee Sin's specific ability
Does the Possession card awaken (ready) an exhausted unit, or does it stay exhausted when moved to the enemy base?
Ruling: Possession does not ready the unit you're gaining control of. If it was already readied, it stays readied. If it was exhausted, it stays exhausted.
Nuances:
- Some units have abilities that ready them (e.g., Darius readies when you cast a second spell), but that's not related to Possession itself
- An exhausted unit's only restrictions are: you cannot exhaust it for costs/effects and you cannot move it with a Standard Move Action
- If you use a spell or effect (like Ride the Wind, Yasuo Unforgiven, or Zenith Blade) to move an exhausted unit into a battlefield, it can still conquer
Does the Rek'Sai legend's ability allow a player to play a card for free after conquering or do they have to pay the cost of the card they keep?
When you use the Rek'Sai (Void Burrower) legend ability to play a card, you must pay the full cost of that card.
According to RiftJudge FAQ #284:
* "Yes, you must pay the full cost of the unit (or non-unit card) when using Rek'Sai's legend ability."
* "Only effects that explicitly say 'ignoring [their/its] cost' allow you to play cards for free, and even then only the base cost is ignored."
Because Rek'Sai's ability does not contain the phrase "ignoring its cost," you are required to pay the card's energy and power costs as normal when you play it.
Note: I could not fully verify this ruling against the retrieved rules.
Does the Relentless Pursuit move to base after conquering use the ready of the unit?
No, the move to your base granted by **Relentless Pursuit** does not use or consume the unit's "ready" ability.
According to **RiftJudge FAQ #8229**, when a unit has both a printed "ready" ability (like Lucian's) and the "When I conquer, you may move me to my base" ability granted by Relentless Pursuit, they are separate triggered abilities that occur simultaneously upon conquest.
### Key Details:
* **Independent Triggers:** The move to base and the unit's ready ability are distinct triggers. You can choose the order in which to resolve them.
* **No Cost:** Moving via the effect of Relentless Pursuit is not a "Standard Move," so it does not require the unit to exhaust, nor does it consume any "ready" status or ability.
* **Simultaneous Resolution:** As noted in the FAQ, if you have multiple "When I conquer" abilities, you may order them however you want. You can resolve the move to base first, then resolve the ready ability, or vice versa.
In summary, the move to base is a separate effect granted by the spell and does not interfere with the unit's own ready ability.
Does the Sett legend card ready at the start of turn, or does it only ready when you conquer?
Ruling: Sett readies at the start of your turn during the awaken phase like all other exhausted cards. The conquer trigger is an additional way to ready Sett beyond the normal start of turn readying.
Sequence:
- All exhausted cards (legends, runes, units, gear) ready during the awaken phase at the start of your turn
- Sett can also ready at other points when his conquer trigger activates
Nuances:
- The conquer ability is a bonus readying effect, not a replacement for normal turn start readying
Does the Shield keyword stack when multiple units or effects grant Shield?
Ruling: Yes, each instance of Shield stacks. Multiple sources of Shield add together to create a cumulative Shield value.
Sequence:
- Each unit with Shield grants its Shield value
- Shield granted by other units' abilities adds to the total
- Shield granted by combat tricks (like Block) also adds to the total
- All Shield values sum together for the final Shield amount
Nuances:
- In the example with 2 Tarics and a Sunlit Guardian: one Taric would have Shield 5 (1 from itself, 1 from the other Taric, 3 from Block), the other Taric would have Shield 2, and the Guardian would have Shield 3
- The resulting might values would be: one Taric with 9M, one Taric with 6M, and Sunlit Guardian with 6M
Does the Shield status stay active for as long as a unit is defending a site, or is it only active during combat?
Ruling: Shield is only active during combat showdown, not while a unit just sits at a battlefield. A unit is only considered a defender while there is a combat.
Sequence:
- Shield is added in the showdown step of combat
- Defending units with Shield have their Might modulated by the value of Shield at this time
- The status is removed on cleanup
Nuances:
- Shield is a static ability (though there's discussion about whether this terminology might be updated)
- Units are designated as attackers or defenders at the start of combat in the showdown step based on who applied the contested status
Does the Soaring Scout's deathknell effect trigger twice due to Karthus Eternal's passive effect when the opponent plays Falling Star and kills both units in my base?
Yes, the Soaring Scout's Deathknell effect will trigger twice.
According to **RiftJudge FAQ #5353** and related rulings, this interaction occurs because Karthus, Eternal's ability ("Your [Deathknell] effects trigger an additional time") is a **passive ability**, not a triggered ability.
### Why this works:
1. **Passive vs. Triggered:** Because Karthus's ability is passive, it does not need to "evaluate" its own trigger condition at the moment of death. It simply applies its effect to the game state as long as Karthus is on the board.
2. **Simultaneous Events:** When Karthus and another unit with Deathknell die at the same time (such as from a *Falling Star* dealing lethal damage to both), Karthus's passive effect is still active at the exact moment the other unit's Deathknell trigger is created.
3. **Result:** The Soaring Scout's Deathknell triggers once for its own death, plus one additional time due to Karthus's passive ability.
This is distinct from triggered abilities (like those of *Viktor, Leader*), which cannot trigger if the source leaves the board at the same time the trigger condition is met, because those abilities must evaluate their own trigger condition at that moment. Since Karthus's ability is a passive effect, it successfully modifies the Deathknell trigger of the other unit as it occurs.
Does the Thousand Tailed Watcher apply its debuff to units played after it?
No, Thousand-Tailed Watcher does not apply its debuff to units played after it.
According to the RiftJudge FAQ (ID 6445, 8344, and 2350), the Thousand-Tailed Watcher's ability "snapshots" the battlefield when it resolves. It applies the -3 Might reduction only to enemy units currently in play at the moment the ability resolves.
Here is how the timing works:
1. **Play:** You play Thousand-Tailed Watcher. Its "When you play me" ability enters the chain.
2. **Snapshot:** When that ability resolves, the game checks the battlefield and applies a -3 Might reduction (to a minimum of 1 Might) to all enemy units currently present.
3. **Completion:** The effect is then complete. It does not linger or create an ongoing aura.
4. **Subsequent Units:** If any unit enters play after the Watcher's ability has already resolved (such as a unit played as a later action, or a unit flipped face-up from a hidden state after the resolution), that unit is **not** affected by the -3 Might reduction.
*Note: If a unit is played as a reaction to the Watcher's "When you play me" trigger (or to a reaction on the same chain), that unit would be on the board when the trigger resolves and **would** be affected.*
Does the Vision keyword stack, and if so, how does it work?
Ruling: If something has multiple instances of Vision, they trigger separately.
Sequence:
- First Vision triggers: look at 1 card, choose to keep on top or put on bottom
- Second Vision triggers: look at 1 card, choose to keep on top or put on bottom
- Third Vision triggers: look at 1 card, choose to keep on top or put on bottom
- (Continue for each instance)
Nuances:
- If you choose to keep a card on top during the first Vision, you can forgo looking at the remaining Visions since you already know what card you want on top
Does the Volibear legend trigger when you play a 4 Might unit directly on Trifarian Warcamp?
Ruling: Yes, Volibear's legend ability will trigger when you play a 4 Might unit on Trifarian Warcamp. The unit resolves to the battlefield and Trifarian Warcamp's passive ability applies the +1 Might instantly, so Volibear only ever sees it as 5 Might.
Sequence:
- The 4 Might unit resolves to the battlefield
- Trifarian Warcamp's passive ability applies +1 Might instantly (no chain, no delays)
- When Volibear's play effect registers the unit as resolved, it sees it as 5 Might
- Volibear's legend ability triggers
Nuances:
- Trifarian Warcamp is a passive ability, not a trigger, so it applies immediately with no chain
- This is similar to how Darius sees himself as the second card played in a turn
Does the Watcher -3 debuff apply before or after Shield +1?
The Thousand-Tailed Watcher's -3 Might reduction effect is applied **independently** from Shield. Based on the rules and retrieved FAQs, here is how they interact:
### The Short Answer
The Watcher's debuff and the Shield keyword are not ordered as "before" or "after" in a single sequence for a single unit. They are two different types of game effects that modify Might in different ways:
1. **Watcher's Debuff:** This is a one-time, snapshot effect that resolves when the Watcher enters play. It reduces the Might of currently present enemy units to a minimum of 1.
2. **Shield:** This is a Passive Ability. According to Rule 814.1.c, it functionally grants "+X Might" specifically while the unit is a defender.
### How They Interact
Because the Watcher's effect is not a persistent "aura," it does not constantly "look" for changes in Might.
* **If a unit is already on the board when the Watcher's ability resolves:** The Watcher reduces its Might to a minimum of 1. If that unit later gains the "Defender" designation during a showdown, the Shield keyword activates and adds its value to the unit's current Might (which was set by the Watcher).
* **If a unit gains Shield before the Watcher is played:** When the Watcher's ability resolves, it sees the current Might of the enemy units (which includes the Shield bonus if the unit is currently a defender) and applies the -3 reduction, capping the final result at a minimum of 1.
### Key Rules and Nuances
* **Snapshotting:** According to **RiftJudge FAQ 8344**, the Watcher's effect is not a persistent debuff. It snapshots the Might at the moment it resolves. If you add or remove Might-modifying effects (like a Shield bonus or other buffs) after the Watcher has already resolved, those changes apply to the unit's current value.
* **Minimum Might:** The Watcher's effect cannot reduce a unit below 1 Might. If a unit's Might would be reduced below 1, it stays at 1 (**RiftJudge FAQ 8344**).
* **Layers:** Following the rule on layers (Rule 471), Might modifications are calculated in the Arithmetic layer. The Watcher’s specific -3 reduction (once resolved) and the Shield’s +X (when active) both contribute to the final Might value in that layer.
**Summary:** The Watcher sets a new "base" Might for the turn (after accounting for existing buffs/bonuses). Once that ability has resolved, any subsequent Might changes, such as the activation of a Shield keyword during combat, apply normally on top of that value.
Does the Watcher ability affect all enemy units count as 'choosing' them for the purpose of triggering 'when chosen by enemy spells or abilities' effects?
Ruling: The Watcher does not choose enemy units. It applies a blanket effect to all enemies, which is mechanically different from choosing.
Nuances:
- Effects that trigger "when chosen by enemy spells or abilities" will trigger from targeted spells and abilities that choose specific units
- They will not trigger from blanket effects like Watcher that affect all units without choosing
- Examples: Would trigger from targeted spells, but not from effects like Unchecked Power or Watcher
Does the Yi legend passive (+2 when a friendly unit defends alone) work when a single unit is targeted by a spell outside of combat?
Ruling: No, the defend keyword only applies during combat, not when units are targeted by spells.
Nuances:
- The +2 bonus from defending alone does not trigger when a spell targets a single unit on the battlefield
Does the Zero Drive have to be un-equipped to use its Banish this: play all units banished with this" ability?
Yes, **The Zero Drive** must be unattached to use its ability that plays banished units.
According to the card's text, the ability is restricted to when the equipment is unattached. This is supported by **RiftJudge FAQ #6043**, which clarifies the interaction:
* "You cannot use Zero Drive's ability while it is attached to a unit."
* "This applies to all equipment - their additional abilities cannot be used while attached to a unit."
Regarding the movement of equipment when a unit leaves the board, **Rule 435.1** states: "When an un-attached Gear is created or played at a battlefield, or is at a battlefield for any other reason, it is Recalled to its controller's base during the next Cleanup." If a unit equipped with Zero Drive dies, the equipment becomes unattached and remains at the battlefield, at which point you can activate its ability.
Note: I could not fully verify the specific card text or the timing requirements regarding the cleanup phase against the retrieved rules.
Does the attacking player get another action after the defender plays an action card, if the attacker had already passed their initial action?
Ruling: Yes, the attacking player gets another action after the defender's action resolves. Focus passes back and forth between players, and passing focus automatically when a chain resolves is different from voluntarily choosing to pass focus.
Sequence:
- Attacker has focus and passes without playing anything
- Defender has focus and plays an action card
- Attacker can react with reaction-speed cards (optional)
- Defender's action resolves and attacker automatically receives focus
- Attacker can now play an action card (like Cleave)
- This continues until both players consecutively pass focus without playing anything
Nuances:
- You can only play one action at a time, but action-speed cards can effectively be used to "react" to opponent plays by waiting for focus to return
- If a chain resolves and kills a unit (like Kai'sa), you still gain focus and could play Cleave, but not on the dead unit
- Passing focus automatically when a chain resolves does NOT count as voluntarily passing focus for the purpose of ending the showdown
- Both players must consecutively pass focus without playing anything for the showdown to end
Does the blue seal (Sapphire Seal) provide energy or just power, and how can a player use it to pay for Teemo after channeling runes?
Ruling: The Sapphire Seal only provides power, not energy. The player was able to pay for Teemo by floating energy from a rune they recycled earlier to pay for the Seal, then using that floated energy along with the Seal's power.
Sequence:
- Player channels two runes (adding energy to their rune pool)
- Player plays Sapphire Seal for one power, exhausting one rune (the energy from this rune goes into the rune pool)
- Player plays Teemo using the floated energy from the rune pool plus the power from the Seal and the remaining physical rune
Nuances:
- The rune pool (where energy floats) and physical runes are separate concepts
- Energy from recycled/exhausted runes remains available in the rune pool even after the physical rune is used
Does the buff bonus from Stand United stack if you play multiple copies in the same turn?
Ruling: Yes, the "Buffs give an additional +1 [Might] to friendly units this turn" effect from Stand United does stack. Each copy of Stand United you play creates a separate instance of this duration effect that lasts until end of turn.
Sequence:
- First Stand United: All buffs give +2 Might total (+1 base +1 additional)
- Second Stand United: All buffs give +3 Might total (+1 base +2 additional from two instances)
Nuances:
- You still cannot place multiple buff counters on the same unit (only one buff per unit).
- The stacking occurs because each spell resolution creates a new, separate duration effect, not because you're reapplying the same effect.
Does the card gained from Stacked Deck count as drawing a card?
Based on the card text and related FAQs, **no, the card gained from *Stacked Deck* does not count as drawing a card.**
According to **RiftJudge FAQ #6744**, *Stacked Deck* specifically uses the phrasing "put into your hand" rather than "draw." In the rules of *Riftbound*, these are distinct mechanics. "Drawing" is defined in Rule 413.1 as a specific action of taking a card from your deck and adding it to your hand; because *Stacked Deck* instructs you to "put" the card into your hand, it does not trigger any effects that rely on "drawing" a card.
Does the chain in Riftbound resolve all at once like Yu-Gi-Oh (chainlock), or can players respond between individual resolutions like Magic: The Gathering?
Ruling: The chain functions like Magic: The Gathering - players can respond between individual resolutions. There is no chainlock; only one item resolves at a time, and players receive priority to play cards or activate abilities before the next item resolves.
Sequence:
- When an item on the chain resolves (Step 4: Resolve), only the topmost item resolves
- If the chain is not empty and there are no pending items, the controller of the newest item on the chain gains priority and becomes the active player
- Return to Step 2: Execute, where the active player may play a card, activate an ability, or pass priority
- If they pass, the other player gains priority and may play cards/abilities or pass
- Once both players pass consecutively, the next item on the chain resolves
- This process repeats until the chain is empty
Nuances:
- Priority after resolution goes to the controller of the next item on the chain, not necessarily the player who last played something
- You can draw a card from a resolving effect (like Consult the Past or Discipline's cantrip) and cast it before the next item on the chain resolves
- Focus and priority are different concepts: Focus allows starting a chain during a showdown and passes automatically when chains empty; Priority allows playing items on an existing chain
Does the champion unit slot count as being in hand? Am I able to use Bone Skewer to bring it to a battlefield?
No, the Champion Unit slot does not count as being in your hand.
According to **FAQ #3843**, the Champion Zone functions as an extension of your hand, but it is a distinct zone. Because it is not the hand, **Bone Skewer** cannot be used to target a unit in the Champion Unit slot.
Bone Skewer specifically instructs you to "choose a unit from [the opponent's] hand." Since a unit in the Champion Unit slot is not in the hand, it is not a legal target for Bone Skewer.
Does the cost reduction text on Find Your Center apply twice when the spell is Repeated with Temporal Portal?
Ruling: The cost reduction only applies once. When you pay the Repeat cost, you pay the base cost (3) plus the Repeat cost (3) minus the single reduction (2) for a total of 4 energy, then execute Find Your Center's effect twice upon resolution.
Sequence:
- Declare you are casting Find Your Center and paying the Repeat cost
- Calculate total cost: 3 (base) + 3 (Repeat) - 2 (reduction if opponent is within 3 VP) = 4 energy
- Pay the 4 energy
- Upon resolution, execute Find Your Center's instructions twice
Nuances:
- Cost reductions are passive abilities that apply during the cost determination step, not instructions that execute upon resolution
- The Repeat keyword specifically states the effect is performed an additional time "upon resolution," which happens after costs are paid
- Cost reductions like Skysplitter can still reduce the combined Repeat cost if the reduction is large enough (e.g., a 16 might unit would make an 8-cost spell with Repeat free)
Does the damage from Teemo defending revealing hidden cards resolve before combat might dmg goes through?
Yes. When Teemo, Strategist triggers while defending, his ability resolves **before** combat damage is dealt.
According to the **Riftbound Showdown Timing** and related FAQs:
1. **Triggered Ability:** When Teemo is revealed as a defender, his "When I Defend" ability is placed on the chain.
2. **Chain Resolution:** Players have an opportunity to play [Reaction] cards. Once the chain resolves, Teemo's ability triggers, deals damage to the attacking unit, and the revealed cards are recycled.
3. **Lethality Check:** If this damage is sufficient to kill the attacking unit, that unit dies immediately.
4. **Combat Damage Step:** Combat damage is only calculated and applied *after* all items on the chain have resolved. If the attacking unit was killed by Teemo's ability, it is already in the trash and does not participate in the Combat Damage Step.
As noted in **RiftJudge FAQ #2687**: "Teemo's ability resolves and deals damage before combat damage is calculated or applied, which can kill the attacking unit before it deals its combat damage."
Does the damage on a unit from Challenge units fighting each other stick around?
Yes, the damage dealt by **Challenge** persists on the units involved until it is removed.
According to **RiftJudge FAQ 7781**, damage from **Challenge** remains on units until either combat occurs on any battlefield (which triggers a Combat Cleanup) or the turn ends.
Key points to remember:
* **Healing:** Units do not heal immediately after using Challenge because Challenge is not considered combat (**RiftJudge FAQ 7008**).
* **Persistence:** The damage persists on the units even if they do not participate in any subsequent combat during the turn.
* **Combat Cleanup:** If combat happens on *any* battlefield, damage is removed from *all* units on the board during the resulting Combat Cleanup, regardless of whether those specific units were involved in the combat (**RiftJudge FAQ 4225**).
* **End of Turn:** Any remaining damage on units is cleared at the end of the turn (**Rule 143.3.b.1**).
Does the defender also get to assign their damage to units in combat?
Ruling: Yes, both players assign their damage during combat resolution. The attacker assigns their damage first, then the defender assigns their damage.
Sequence:
- Attacker assigns their damage (lethal damage must be assigned first)
- Defender assigns their damage
- All combat damage happens at the same time
- Units with damage equal to or greater than their might are removed (before cleanup)
Nuances:
- Units don't die the moment they receive damage; they are removed after both players have assigned damage
- This removal happens before the cleanup step (unlike non-combat damage which is handled during cleanup)
Does the defender get an opportunity to play actions after a chain from the attacker's invasion resolves?
Ruling: Yes, the defender gets an opportunity to play actions after a chain from the attacker's invasion resolves.
Nuances:
- It may be strategically wise to save certain Reactions during an attacker's action for a chain that may develop on your own action.
Does the defender have to pay the red power first to choose to get +2 since their ability resolves first, or does the attacker have to pay first when a Draven Vanquisher and an opponent's Draven Vanquisher fight each other?
In a combat between two Draven, Vanquisher units, the **Defender's ability resolves first**, and therefore the Defender makes their decision to pay the Fury Power before the Attacker.
### The Sequence
According to Rule 442.1.b.1, when combat begins, triggered abilities are placed on the chain in a specific order: the Attacker places their triggers first, followed by the Defender.
1. **Trigger Placement:**
* The Attacker's "When I attack" ability is placed on the chain first.
* The Defender's "When I defend" ability is placed on the chain second (on top of the Attacker's ability).
2. **Chain Resolution (LIFO - Last In, First Out):**
* Because the Defender's ability was added last, it is the first to resolve.
* When the Defender's ability resolves, the Defender decides whether to pay the Fury Power.
* After the Defender's ability finishes resolving, the Attacker's ability resolves, and the Attacker then decides whether to pay their Fury Power.
### Key Nuance
As noted in the official FAQ for Draven, Vanquisher, the cost is paid **on resolution**, not when the ability is added to the chain. Because the Defender's ability is on top of the chain, they get to resolve their effect and make their decision before the Attacker's ability even begins to resolve.
Does the effect of Reaver's Row start a chain, and can the opponent play actions/reactions in response?
Ruling: Reaver's Row is a defender trigger that goes on the initial chain started by the showdown. The opponent can play reactions but not action spells in response, since action spells can only be played on an empty chain.
Sequence:
- Opponent moves a unit to Reaver's Row, starting a showdown
- Reaver's Row triggers as a defender trigger on the initial chain
- Target is declared when the trigger goes on the chain
- Opponent can respond with reactions on this initial chain
- After the initial chain fully resolves, the attacker gets focus and priority and can then play action speed spells onto the stack
Nuances:
- If the targeted unit is removed (e.g., bounced by Gust) before Reaver's Row resolves, you cannot pick another target
- Targets are declared on trigger; choices are made on resolution
Does the effect of Reaver's Row trigger at the start of a showdown or the end of a showdown?
The effect of **Reaver's Row** triggers at the **start of a showdown**, not the end.
According to RiftJudge FAQs (such as #1599, #1984, and #4884), Reaver's Row functions as a "when I defend" triggered ability that is placed on the **initial chain** created when a showdown begins.
### Key Timing Details:
1. **Triggering:** The ability triggers at the start of the showdown when you become the defender.
2. **Targeting:** You must declare the target for the ability when it is placed on the initial chain.
3. **Resolution:** The decision of whether or not to actually move the unit (the "may" part of the ability) is made when the ability resolves.
4. **Interaction:** Because it is on the initial chain, players can respond to this trigger with **reactions**, but they cannot play **action** speed spells until the entire initial chain has finished resolving.
**Sequence Summary:**
* A showdown begins (initial chain is created).
* Reaver's Row triggers and is placed on the chain; you declare the target unit.
* Players may add reactions to the chain.
* The chain resolves (LIFO - Last In, First Out).
* When the Reaver's Row ability resolves, you choose whether to move the targeted unit to your base.
Does the equip keyword count as choosing/targeting a unit?
Ruling: Yes, equipping targets a unit. When you attach an equipment to a unit you control, you are choosing that unit, which makes it a target under the current rules.
Nuances:
- The determination is based on the criteria that you (and only you) are choosing a unit, it's not a replacement effect, cost, or trigger condition, it's not programmatically selected, and it's not part of an instruction you "must" complete.
Does the errata to The Dreaming Tree restrict the draw effect to only the first player who casts a spell on a unit there each turn?
Ruling: No, each player can draw once per turn when they choose a friendly unit at The Dreaming Tree with a spell for the first time that turn.
Nuances:
- The old text used "you" which was clarified to always mean "the battlefield's controller," limiting the effect to only that player
- The new text allows all players to benefit from the effect, enabling interactions like "attack, cleave, draw" for non-controller players