If a card said 'Stun an enemy unit, then stun an enemy unit', would Leona trigger 1 or 2 times?
Ruling: Leona triggers twice. The word 'then' does not make a difference - unless the same game action is being performed on multiple units simultaneously, the stun game actions do not happen simultaneously and therefore Leona will trigger for each of them.
Sequence:
- First stun resolves and Leona's trigger goes on the chain as a pending item
- Second stun resolves and Leona's trigger goes on the chain as a pending item again
Nuances:
- This assumes the stuns are targeting different units - once a unit is stunned, further stuns on that same unit cannot provide additional buffs
- 'Stun an enemy unit, then stun an enemy unit' is functionally the same as 'Stun an enemy unit. Stun an enemy unit.'
- The word 'then' would need to say 'then do this' to have any meaningful impact
- Prior to version 1.1, this interaction would have only triggered Leona once, as triggered abilities could only trigger after the effect that triggered them fully resolved
If a card says 'discard 2, then draw 2' but you have no cards in hand, do you still draw 2 cards?
Ruling: Yes, you draw 2 cards. Riftbound uses "Do as much as you can" (DAMAYC) as a silver rule, meaning you follow all instructions you can perform and only ignore what you cannot do.
Nuances:
- Costs are typically specified by ":" or "to", not by "then"
- The "then" indicates sequential instructions, not a cost requirement
If a card with 2 might is reduced to 1 by Smokescreen (-1 might this turn), then an opponent gives it +2 might, what is the final might value?
Ruling: The card will be at 3 might.
Sequence:
- Smokescreen's -1 might effect is applied first (timestamp order)
- The opponent's +2 might effect is applied second
- Final calculation: 2 (base) - 1 (Smokescreen) + 2 (opponent's buff) = 3 might
Nuances:
- When multiple effects apply in the same layer with no dependency, timestamp order is used: the first effect played is applied first, and the newest effect is applied last
If a card with Deflect is targeted multiple times by the same multi-target card (e.g., a spell that targets several units including this one more than once), does the player have to pay the Deflect cost for each instance of targeting, or only once?
Ruling: You must pay the Deflect cost for each time the unit is chosen/targeted by the multi-target spell or ability, not just once per spell.
Sequence:
- When a spell like Icathian Rain or Starfall targets a unit with Deflect multiple times
- Each individual instance of choosing/targeting triggers Deflect separately
- The Deflect cost must be paid for each occurrence
Nuances:
- The key is that Deflect uses the wording "spells and abilities an opponent controls that choose me" rather than "that have chosen me"
- This non-binary wording allows the choosing to happen multiple times, causing Deflect to be paid multiple times
- For example, Icathian Rain chooses 6 times total, and Starfall chooses 2 times total (once for each instance of damage)
If a character with Shield 1 (Fiora) gains Shield 2 from a location (Fortified Position) while defending, do multiple instances of Shield stack together?
Ruling: Yes, multiple instances of the Shield keyword stack. Add their values together to determine the total bonus might gained while defending.
Sequence:
- Character has Shield 1 from their own text
- Location grants Shield 2
- Total Shield value becomes 3 (1+2)
- Character gains +3 might while defending
If a combat is initiated but no combat damage occurs (because units are moved or killed by spells before the damage step), do units at other battlefields still heal?
Ruling: Yes, once combat is initiated, all steps and phases of combat occur including healing, regardless of whether combat damage is actually dealt.
Sequence:
- Combat is initiated when a unit moves into an opponent-controlled battlefield
- All combat steps and phases proceed
- Healing occurs even if no combat damage was dealt
If a combat is staged but one player loses all their units at that battlefield before combat steps begin, what happens to the contested status and control of the battlefield?
Ruling: When a staged combat is skipped because one player no longer has units at the battlefield before combat steps begin, the battlefield remains contested indefinitely. Control cannot be established, lost, or maintained because the combat cleanup phase (where contested status would normally be resolved) never occurs, and no showdown can be staged since there are no longer units from two opposing players present.
Nuances:
- This situation is rare in 1v1 but more common in multiplayer (e.g., using Dragon's Rage to move one player's unit to another player's controlled battlefield, killing the defending unit with the reflexive trigger)
- The contested status doesn't fall off because it only resolves during combat cleanup or after a showdown when only one player has units remaining
- No showdown can be triggered because the rules require units from two opposing players to be present at the battlefield
- This is a known gap in the rules that has been brought to ORD feedback
If a combat showdown is initiated but one or both units are gusted away during the showdown, do damaged units in base still heal?
Ruling: Yes, all units heal when a combat ends, even if the units involved in the showdown are gusted away. The combat still has to end regardless of whether units remain on the battlefield, and healing all units is part of a combat ending.
Sequence:
- Combat showdown is declared
- Units may be gusted during the showdown
- Combat ends
- All damaged units heal (including those in base)
Nuances:
- Units only heal after combat ends or at end of turn, not when simply moving to an open battlefield
- A damaged unit in base before combat stays at that health until after combat ends
If a creature is killed and there are two Zhonya's in play, do they both trigger?
Ruling: No, only one Zhonya's applies. When multiple replacement effects would apply to the same event, the controller of the affected object chooses one to apply. After that replacement is made, the other replacement effects can no longer apply to that event.
Sequence:
- Unit takes lethal damage
- First Zhonya's applies (controller chooses which one)
- Unit is recalled to base exhausted and no longer dying
- Second Zhonya's cannot apply because the "would die" condition is no longer fulfilled
Nuances:
- Zhonya's is a replacement effect, not a triggered ability - it doesn't "trigger", it just applies
- If Zhonya's is hidden, the opponent must reveal it before the kill resolves; if they wait for the unit to die, it's too late
- If the last unit on a battlefield is killed, any unrevealed hidden cards go to trash
If a creature on Dreaming Tree is targeted by Cleave, but Cleave is countered by Defy, does the player still get the draw from Dreaming Tree?
Ruling: Yes, the player still draws a card from Dreaming Tree even if Cleave is countered. Dreaming Tree triggers when you "choose" a target, not when the spell resolves.
Sequence:
- Player plays Cleave targeting a unit on Dreaming Tree
- Dreaming Tree's trigger goes on the chain
- Opponent plays Defy targeting Cleave
- Both players pass priority
- Defy resolves, countering Cleave
- Both players pass priority again
- Dreaming Tree's trigger resolves and the player draws a card
Nuances:
- Dreaming Tree uses "choose" language, not "play" or resolution-dependent language, so the trigger occurs when the spell is played regardless of whether it resolves
- Dreaming Tree only triggers once per turn ("for the first time each turn")
- Players receive priority windows after each item resolves in a chain, allowing them to add more reactions
If a damaged unit receives a Might boost that brings its current Might back to or above its printed value, does it still count as damaged for effects like Warwick?
Ruling: Yes, the unit still counts as damaged. Damaged units receive damage counters that remain on them until after combat or at the end of the round, regardless of whether their current Might equals or exceeds their printed Might.
Sequence:
- Unit takes damage and receives a damage counter
- Damage counter remains even if Might is boosted back to original value
- Damage counter is only removed after combat or at end of round
Nuances:
- Boosting Might does not remove damage counters or change a unit's damaged status
If a defender joins a showdown after it starts (via Zenith Blade), can the defending player trigger Reaver's Row's 'when you defend' ability?
Ruling: No, Reaver's Row cannot be triggered in this scenario because the defending player does not have control of Reaver's Row (the attacker does). However, if the defender had a unit with "when I defend" that joined combat late, that unit's ability would trigger.
Sequence:
- Kai'sa moves to Reaver's Row (opponent's battlefield), creating a non-combat showdown
- Defender plays Zenith Blade, moving Fiora to Reaver's Row
- Both players pass priority consecutively
- The non-combat showdown resolves
- Combat showdown begins with Kai'sa as attacker and Fiora as defender
- Initial chain triggers occur (including any "when I attack/defend" abilities)
- Reaver's Row cannot be used because the defending player doesn't control it
Nuances:
- Battlefield abilities that say "when you" refer to the controller of that battlefield, not just any player
- Units that enter combat late still trigger their "when I attack/defend" abilities the first time they become attacker/defender
- "When you defend" (player-based) is different from "when I defend" (unit-based)
- Attack/defend triggers only happen during combat showdowns, not non-combat showdowns
If a defender uses Reaver's Row to pull their unit out during a showdown, does the showdown end and does the attacker score the conquer point immediately?
Ruling: The showdown continues even after the defender pulls their unit out with Reaver's Row. The defender retains control of the site until the end of the showdown, so no conquer point is scored until the showdown fully resolves.
Sequence:
- Defender uses Reaver's Row to pull unit out
- Showdown continues (only ends when both players pass focus in a row without starting a chain)
- Defender retains control throughout the showdown
- Showdown eventually ends
- Only then can control/conquest be determined
Nuances:
- The defender cannot play cards that require them to be assaulting (like Cleave for the assault bonus) because they are still technically defending the site, even after pulling their unit out
If a defending Teemo's 'When I defend' ability kills the attacking unit during the initial chain, does combat end immediately or does another chain open for Actions?
Ruling: Combat (showdown) only ends when both players pass focus in succession. Even if all units on one side are eliminated during the initial chain, players still get priority to play Actions before the showdown ends.
Sequence:
- Attack and defense triggers resolve in the initial chain
- After the initial chain resolves, players receive focus/priority
- Both players must pass focus in order for the showdown to end
Nuances:
- The absence of opposing units at the battlefield does not automatically end the showdown
- Combat ending is determined solely by both players passing focus, not by unit presence
If a defending player leaves Reavers Row during a showdown, can they still use reactions/actions, and does Gust work on an attacking unit with Assault after the defender leaves?
Ruling: Yes, leaving the battlefield doesn't end the showdown, so you can still use reactions and actions. However, Gust won't work because Assault applies when the unit gains the attacker designation at the beginning of combat, and the designation persists until the combat ends (even after you leave).
Sequence:
- Player B enters Reavers Row, triggering a showdown
- Attacker/defender designations are assigned at the beginning of combat
- Assault applies immediately when attacker designation is gained
- If Player A leaves the battlefield, the showdown continues
- Player A can still use reactions/actions
- Designations persist until combat cleanup
- Designations are removed after control is established
Nuances:
- Leaving the battlefield during combat doesn't end the showdown or revoke designations
- Attacker/defender designations last only for that specific combat, not the entire turn
- If a unit is moved out of the battlefield where combat is taking place, it loses its designation in the cleanup after leaving
If a defending player plays Shen during combat, can they target Shen with Fortified Position's 'when you defend' battlefield effect?
Ruling: No, Fortified Position's "when you defend" effect only triggers once when the player is designated as the Defender at the start of combat. Playing Shen mid-combat does not cause the battlefield effect to trigger again.
Sequence:
- When combat begins and you are designated as Defender, "when you defend" triggers go onto the initial chain
- You must choose a target for Fortified Position's effect at that time
- If you play Shen later during combat, the battlefield effect does not trigger again
Nuances:
- The battlefield says "when YOU defend" which refers to the player being designated as Defender, which only happens once per combat
- This is different from unit "when I attack/defend" triggers, which currently do trigger when units are added mid-combat (like Leona)
- You could target Shen with the battlefield effect if you play him before the showdown begins (such as during a pre-combat chain triggered by a move effect)
If a defending player retreats their unit during a combat showdown, does the combat showdown end with healing, or does the attacker conquer the battlefront?
Ruling: The combat showdown continues to completion and the attacker conquers the battlefront. Control is applied when the showdown ends, and since the attacking unit is still present, they will gain control.
Sequence:
- Defending unit retreats during combat showdown
- Combat damage is skipped (no units to battle)
- Showdown proceeds to resolution
- Contested is cleared
- Control is given to the player with the remaining unit (attacker)
Nuances:
- Units are healed during the special cleanup, but this occurs before control is determined
- No new showdown is started because the current one completes and awards control
- This differs from a non-combat showdown interrupted by surprise defense, which does end the first showdown without healing (since no combat occurred) and starts a new combat showdown
If a defending unit is moved to a different battlefield during showdown using Ride the Wind, does the showdown end or continue?
Ruling: The showdown continues as normal with the original defender, even if they have no units on that battlefield. The defender will have a chance to play Actions and can bring the unit back before the showdown resolves.
Sequence:
- Attacker declares attack on defender's unit
- Defender plays Ride the Wind to move their unit to a different battlefield
- Showdown continues with priority passing as normal
- Defender can play additional Actions (like a second Ride the Wind to bring the unit back)
Nuances:
- If the unit returns to the battlefield during the showdown, attack triggers will not go off again (because no attackers went anywhere)
- Whether defend triggers go off again when a unit returns mid-combat is currently being revisited by the rules team
If a defending unit kills the attacker with a combat ability before the Combat Damage Step, does the defending unit heal all its marked damage during the Resolution Step?
Ruling: Yes, the defending unit heals all marked damage. When the attacker is killed before the Combat Damage Step, the combat still completes and proceeds to the Resolution Step where all units heal.
Sequence:
- Attacker is killed by Hidden Blade combat ability
- Combat Damage Step is skipped (no units remain on both sides)
- Resolution Step still occurs
- All marked damage is cleared from remaining units
Nuances:
- The Resolution Step occurs even when the Combat Damage Step does not happen
If a defending unit survives a spell and the attacking unit is removed (via Gust) before dealing damage, does the defending unit still heal during combat resolution?
Ruling: Yes, the defending unit will heal during the Resolution step of combat. Combat is initiated when an opponent moves into your battlefield, and healing occurs in the Resolution step regardless of whether damage was dealt.
Sequence:
- Showdown step occurs
- Damage step occurs
- Resolution step occurs (unit heals)
Nuances:
- Combat has three steps: Showdown, Damage, and Resolution
- Combat is initiated when a unit moves into the battlefield, not just when damage is dealt
- Healing happens in the Resolution step even if no damage was dealt in the Damage step
If a defending unit uses Ride the Wind to move to another battlefield and then back to the original battlefield during the same combat, does it become an attacker?
Ruling: When a unit leaves a battlefield where it was defending and moves to another battlefield with enemy units, it does not become an attacker because the combat at the new battlefield is only staged (not started) due to the ongoing combat at the original battlefield. When it returns to the original battlefield, it becomes a defender again.
Sequence:
- Unit is defending at BF1 during combat
- Unit uses Ride the Wind to move to BF2 (where enemy units are present)
- BF2 becomes contested but combat cannot start because BF1 combat is ongoing
- Unit loses defender designation but does not gain attacker designation (becomes neither)
- Unit uses Ride the Wind to return to BF1
- Unit becomes a defender again at BF1
Nuances:
- Units can be attacker, defender, or neither
- If the unit stayed at BF2 and the BF1 combat resolved, then BF2's combat would start and the unit would become an attacker
- After becoming an attacker at BF2, the unit could then Ride the Wind back to BF1 as an attacker
- Attack/Defend triggers only trigger once per unit per combat (first time gaining the designation)
If a defending unit with 5 might has been hit with Noxian Guillotine's non-legion effect (marking it for death) and is blocking alongside another unit, can an attacker assign just 1 damage to the marked unit (which would kill it) and assign remaining damage to the other defender, or must they still assign 5 damage (lethal based on might) to the marked unit first?
Ruling: You must still assign damage equal to the unit's full Might (5 damage to the Shen) before assigning damage to other defending units, even though the Noxian Guillotine effect would cause 1 damage to kill it.
Nuances:
- Lethal damage is determined by the unit's Might value, not by effects that would cause the unit to die from less damage
- The Noxian Guillotine's mark-for-death effect does not change what counts as "lethal damage" for damage assignment purposes
If a defending unit with Shield leaves the battlefield during combat, does it lose the bonus Might from Shield immediately, and does the attacking unit with Assault keep its bonus Might?
Ruling: When a unit with Shield leaves the battlefield during combat, it immediately loses the bonus Might from Shield. However, the attacking unit with Assault retains its bonus Might until the showdown ends (as long as it remains on the battlefield).
Sequence:
- Combat starts with Shield Poro defending (3 Might) and Assault Poro attacking (3 Might)
- Shield Poro is moved from battlefield using a spell/ability
- Shield Poro immediately drops to 2 Might
- Assault Poro remains at 3 Might for the duration of the showdown
Nuances:
- The Assault unit only retains its bonus Might if it stays on the battlefield
- This ruling is explained in the Core Rules FAQ
If a hidden Blastcone Fae is in a battlefield and an opponent plays Unchecked Power to kill a unit in that battlefield, can you react to the unit dying by flipping Blastcone Fae to keep a unit in the battlefield?
Ruling: No, you cannot react to the unit dying by flipping Blastcone Fae to keep a unit in the battlefield.
Sequence:
- You can react before Unchecked Power resolves (but then Blastcone Fae would die to the spell)
- Or you get priority after Unchecked Power resolves (but by then your unit is already dead and the hidden card is already in the trash due to cleanup after spell resolution)
Nuances:
- Hidden cards are sent to trash during cleanup after spell resolution, before you get priority again
If a hidden Blastcone Fae is killed by Cannon Barrage in response to being played, does its ability still resolve?
Ruling: When a hidden Blastcone Fae is played and then killed by Cannon Barrage in response, its ability still goes on the chain but resolves without effect because it cannot get information about "here" (the battlefield) since the permanent is no longer on the board.
Sequence:
- Blastcone Fae is played from hidden
- Its "when played" trigger activates and targets must be chosen from the associated battlefield
- The ability goes on the chain
- Opponent can respond with Cannon Barrage, which goes on the chain
- Cannon Barrage resolves first, killing Blastcone Fae
- Blastcone Fae's ability still resolves, but does nothing because it specifies "here" and the permanent is no longer on the board
Nuances:
- Hidden cards' "when played" triggered abilities must target units at the associated battlefield
- Abilities that enter the chain always resolve even if the permanent is removed, but abilities that specify "here" won't resolve fully if the permanent is no longer on the board
- This applies to "when played" triggers specifically, not all triggered abilities
If a hidden Hidden Blade targets a unit at one battlefield, but the unit moves to a different battlefield before Hidden Blade resolves, what happens?
Ruling: Hidden Blade will mistarget and have no effect. The unit will not be killed and no cards will be drawn.
Sequence:
- Hidden Blade is played hidden, targeting a unit at a specific battlefield
- Before Hidden Blade resolves, the targeted unit moves to a different battlefield
- When Hidden Blade resolves, it mistargets because the unit is no longer at the original battlefield
- No unit is killed and no cards are drawn
Nuances:
- Hidden cards that target have the implicit text "here" added to their targeting requirements
- The target must remain at the same battlefield (the "here" requirement), even though it hasn't changed zones
- Moving to a different battlefield makes the target no longer legal, even if it's still on the battlefield
If a hidden Teemo - Strategist is revealed at a challenged battlefield and then killed by Cannon Barrage before his reveal effect resolves, does the effect still resolve and look at the top 5 cards?
Ruling: When Teemo dies before his reveal effect resolves, the effect still resolves and reveals the top 5 cards, but it cannot deal any damage because the damage targets an enemy unit "here" (where Teemo is) and Teemo is no longer anywhere.
Sequence:
- Teemo is revealed at the battlefield and his effect triggers
- Cannon Barrage kills Teemo before his effect resolves
- Teemo's effect still resolves and reveals the top 5 cards
- No damage is dealt because Teemo is no longer at a location
If a hidden card at a battlefield is flipped and used to defend in the same showdown, will its trigger activate twice?
Ruling: No, the trigger will not activate twice in the same showdown.
If a hidden card is played on a battlefield with a unit, and that unit dies the same turn (due to combat from a Charm effect), what happens to the hidden card?
Ruling: The hidden card goes to the trash. Hidden cards can never be played the same turn they are hidden.
Sequence:
- Player hides a card on a battlefield with their unit
- Opponent uses Charm to force their unit to that battlefield
- Both units die in combat
- The hidden card goes to trash without being played
Nuances:
- This applies regardless of why the unit dies on the same turn the card was hidden
If a hidden tideTurner is revealed at a Battlefield, its trigger targets a monk in base, and the opponent gusts the tideTurner before the trigger resolves, does the monk still move?
Ruling: No, the monk does not move. When tideTurner is removed before its trigger resolves, "my original location" cannot be determined because "my" is no longer resolvable during resolution.
Nuances:
- The same ruling applies if tideTurner is killed instead of gusted - the monk does not move
- If tideTurner is moved to the same location as the targeted unit (e.g., both at base) before resolution, no one moves because tideTurner's "original location" becomes that shared location
If a legend has two tap abilities (e.g., Ornn with Forge of the Fluft), can both abilities be used when tapping the legend once, or must you choose one?
Ruling: You cannot use both abilities with a single tap. Each tap ability requires its own separate exhaust cost, so you must choose which one to use.
Nuances:
- The abilities require you to exhaust the legend as a cost; they are not triggered effects that happen "when you exhaust"
If a non-combat showdown is initiated at an open battlefield, and an opponent moves their character to that battlefield during the showdown, does it become a combat showdown? Do Assault and Defender bonuses apply?
Ruling: The non-combat showdown completes first. After both players pass focus consecutively and the non-combat showdown ends, a new combat showdown begins because control cannot be determined with units from different players on the battlefield. Assault and Defender bonuses apply during the combat showdown.
Sequence:
- Non-combat showdown continues until both players pass focus consecutively
- Non-combat showdown ends
- Combat showdown begins (because control cannot be determined)
- Assault and Defender bonuses now apply
- When attacking/defending triggers occur when the combat showdown begins
Nuances:
- A showdown cannot become a different type of showdown; one must end before another begins
- If a unit with Assault or Defender is added to an ongoing combat showdown, they gain their bonus immediately upon entering
If a player already scored a point for holding a battlefield at the start of their turn, then leaves it empty (making it neutral) and moves a unit back onto it in the same turn to conquer it, do they score another point?
Ruling: No, you cannot score another point. Each battlefield can only be scored once per turn, regardless of whether you score from holding it or conquering it.
Nuances:
- Even if a battlefield becomes neutral mid-turn after you already scored from holding it, moving back onto it does not grant an additional point in the same turn.
If a player at 7 life triggers Sprite Mother's ability at a base, then the opponent plays Shen there via reaction, does the opponent win during the hold step?
Ruling: Yes, the opponent wins. Shen will be present during the holding step in the beginning phase, so control is maintained and the opponent gains a point going to 8, winning the game.
Sequence:
- Sprite Mother's ability triggers at the base
- Opponent plays Shen there via reaction
- During the holding step in the beginning phase, Shen is present
- Control is maintained and the opponent gains a point
- Opponent goes from 7 to 8 and wins
If a player at 7 points holds one battlefield (scoring their 7th point in the beginning phase) and then moves a ganking unit to conquer an empty battlefield, do they immediately score their 8th point and win, or must they wait to hold that battlefield next turn?
Ruling: The player scores their 8th point and wins immediately. To gain the final point by conquering, you must score all other battlefields that turn, which happens when you hold one battlefield during the beginning phase and then conquer the second battlefield by ganking.
Sequence:
- Player scores 7th point during beginning phase by holding first battlefield
- Player moves ganking unit to empty battlefield, conquering it
- Player has now scored every battlefield this turn (one through hold, one through conquer)
- Player scores the final point and wins immediately
Nuances:
- The key requirement is that the player must have scored every battlefield through either method (hold or conquer) during the same turn to win via conquering
- If a player conquers but has not scored every battlefield that turn, they only draw a card instead of winning
If a player casts Blind Fury in a multiplayer game and reveals a Nocturne from an opponent's deck but doesn't choose to play it (recycling it instead), can that opponent play the Nocturne since they looked at it?
Ruling: Yes, the opponent can trigger and play the Nocturne. Even though you revealed it with your effect, all players looked at it, so the owner can trigger and play it.
Nuances:
- This is similar to Promising Future in 1v1 where the Nocturne is looked at by the opponent but not chosen as the free card
- Nocturne is receiving errata and doesn't work as a trigger in its current form
If a player casts two Time Warp cards in one turn, do they get two additional extra turns or just one?
Ruling: A player who casts two Time Warps in one turn gets two additional extra turns.
Nuances:
- The rules do not explicitly address how "non-standard" turns should be handled
- This ruling is based on a consensus that Houston is currently using
- The "Eyes for Houston" article (a riot document, but not official rules) supports this consensus
If a player conquered a battlefield on their previous turn, can they score it again on the opponent's turn by moving a unit there with Ride the Wind after it became uncontested?
Ruling: Yes, the player scores the battlefield again. The only restriction is that you cannot score the same battlefield multiple times in the same turn.
Nuances:
- It does not matter if you conquered the battlefield on a previous turn
- It does not matter if you had a unit there at the start of the turn
- The restriction is only about scoring the same battlefield multiple times within a single turn
If a player conquers Zaun Warrens and uses its 'when you conquer' effect to discard Mega Death Rocket, can they retrieve Mega Death Rocket from trash with its own 'when you conquer' ability?
Ruling: No, you cannot retrieve Mega Death Rocket with its own 'when you conquer' ability in this scenario.
Sequence:
- You conquer the battlefield and gain the point
- The 'when you conquer' trigger window opens
- At this point, Mega Death Rocket is not yet in the trash (it will be discarded as part of resolving Zaun Warrens' effect)
- Since Mega Death Rocket is not in the trash when the 'when you conquer' trigger window is active, it cannot be retrieved
Nuances:
- The conquer point is gained before the discard effect resolves
- Cards must already be in the trash when the 'when you conquer' trigger window opens to be eligible for retrieval effects
If a player controls a battlefield with a hidden card, and all their units are removed during combat, do they lose control immediately or can they still use the hidden card?
Ruling: During combat, you maintain control of a battlefield even if all your units are removed, until combat fully resolves. This allows you to use your hidden card even without units present.
Sequence:
- Combat is initiated at a battlefield
- If all defending units are removed during combat (e.g., by a spell like Void Seeker)
- The controlling player still maintains control until combat finishes resolving
- The controlling player can still flip and use their hidden card
- Only after combat fully resolves does the player lose control if they have no units remaining
Nuances:
- Outside of combat, losing your last unit causes immediate loss of control and the hidden card is discarded
- This rule prevents exploits like using Ride the Wind to remove a unit, lose control, return the unit, and score again
- Hidden cards are tied to battlefield control, not directly to having units present (during combat)
If a player ends their turn without casting spells, playing units, or triggering abilities, does priority pass to the opponent to give them an opportunity to cast a spell before the turn ends?
Ruling: No, ending your turn with no abilities activating does not create an opportunity for your opponent to play a spell. There needs to be something on the stack (like abilities, spells, or combat) for your opponent to respond to.
Nuances:
- Playing units or gear creates a chain, but no priority is given before they resolve
- Actions like playing a unit, drawing a card, or generating energy/power don't create response opportunities by themselves
- If a unit has a "When you play" ability, that ability initiates a new chain after the permanent resolves, which does pass priority
- Movement itself doesn't create a response opportunity, but on-move effects do create a stack
If a player flips a hidden Teemo in response to Blitzcrank pulling their last unit away from a battlefield, does that player score a point for conquering the battlefield with Teemo?
Ruling: No, you do not score a point. Control of the battlefield does not change, so you do not conquer it.
Sequence:
- If you flip Teemo in response to Blitzcrank's pull (before it resolves), Teemo enters the battlefield while you still control it
- Since you already controlled the battlefield, this is not a conquest and does not score a point
- If you tried to flip Teemo after the pull resolves and the battlefield becomes empty, the hidden card would be discarded as part of cleanup before you could play it
Nuances:
- Hidden cards are discarded during cleanup when a battlefield becomes empty, so timing matters for when you flip the hidden card
If a player forgets to resolve a triggered ability that would award points (like Ahri's Alluring or Arena the Greatest), should those points be scored when they remember it later?
Ruling: Triggered abilities that award points are missed triggers and are not given back under current rules. Only Conquering and Holding are "scoring" - other point-gaining effects are triggered abilities that can be missed.
Nuances:
- The trigger still "counts" as having happened for game purposes (if the game tracks number of triggers), but the owner missed resolving it and does not get the points
- Rule 702.3.a does not apply to these cases - it only applies to actual "scoring" from Conquering or Holding
- Forgetting to score from Conquering/Holding is a game mechanic error with its own penalty, not a missed trigger
If a player has 7 points and controls one battlefield, do they need to capture both battlefields on the same turn to win, or can they just capture the uncontrolled battlefield to reach 8 points?
Ruling: If your final point comes from conquering a battlefield, you need to have scored both battlefields that turn to win. If your final point comes from holding a battlefield, you just get it.
Sequence:
- If you are at 7 points and conquer a battlefield, check if you also held or conquered the other battlefield that same turn
- If yes to both battlefields that turn, you win
- If you reach 8 points through hold rather than conquer, you win immediately
Nuances:
- The distinction only matters when the winning point comes from conquering a battlefield
- In the specific scenario asked (7 points, holding one battlefield, conquering the other), the player would win because they held one battlefield and conquered the other in the same turn
If a player has only 4 cards in their main deck when resolving an effect that tells them to look at the top 5 cards (like Promising Future), does this trigger a burnout?
Ruling: No burnout is triggered. You only look at/reveal as many cards as are available in your deck (4 cards in this example). A burnout only occurs if the deck is completely empty when attempting to look/reveal cards.
Nuances:
- When looking at or revealing cards, those cards remain in the deck (they don't move to another zone like drawing does)
- Since the cards stay in the deck while being looked at, the deck is not considered empty during the look/reveal action
- This means you cannot trigger a burnout mid-reveal unless your deck was already empty before starting the reveal
If a player holds a battlefield and reaches 7 points, then conquers the other battlefield, do they win immediately?
Ruling: Yes, you win immediately when you conquer the other battlefield after already holding one battlefield and having 7 points.
If a player holds one battlefield during ABCD to reach 6 points, then conquers two other battlefields during their action phase, do they immediately win when reaching 8 points?
Ruling: Yes, you win immediately upon reaching 8 points. If you hold one battlefield during ABCD and then conquer two other battlefields during your action phase, you score points for each conquest and win as soon as you reach your 8th point.
Sequence:
- Score 6 points by holding the first battlefield during ABCD (the beginning of your turn)
- Conquer the second battlefield during action phase to reach 7 points
- Conquer the third battlefield during action phase to reach 8 points and win immediately
Nuances:
- You can only score a given battlefield once per turn, so you cannot both hold and conquer the same battlefield in one turn
- Holding occurs during ABCD, which is part of your turn (specifically the start of turn)
- A full turn consists of ABCDAE (awaken, beginning, channel, draw, action, ending)
If a player is at 5 points, controls both battlefields with Trinity Force attached to one, does the Trinity Force trigger win the game or does holding the battlefields put them to 7 points before the trigger happens?
Ruling: Trinity Force triggers after gaining points from holding the battlefields. Since you reach 7 points from holding both battlefields before Trinity Force triggers, you win the game immediately.
Sequence:
- Gain 2 points from holding both battlefields (5 → 7 points)
- Win the game immediately upon reaching 7 points
- Trinity Force trigger does not resolve
Nuances:
- The only restriction to scoring the final point is that it cannot be from a single conquer, unless you held the other battlefield
If a player is at 6 points and controls a battlefield at the start of their turn (scoring their 7th point by holding), do they win the Final Point if they then conquer the other battlefield that same turn?
Ruling: Yes, the player wins the game. Holding a battlefield and scoring from it counts as scoring that turn, so if you then conquer the other battlefield in the same turn, you have scored both battlefields (through either method) that turn and win the Final Point.
Sequence:
- Player starts turn at 6 points while controlling a battlefield
- Player scores 7th point by holding that battlefield
- Player conquers the other battlefield during that same turn
- Player wins the Final Point because they scored both battlefields (one by holding, one by conquering) in the same turn
If a player plays Time Warp on turn 4 of the 5 additional turns after time is called, does that extra turn count as the 5th turn and end the game?
Ruling: Yes, if Time Warp is played on turn 4 of the 5 additional turns, the extra turn granted counts as the 5th turn and the game ends after that turn.
Nuances:
- The rule does not specify which players take the turns, only that there are 5 turns total regardless of who takes them
- This would theoretically also apply to 2v2 tournaments, though those formats may have modifications