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Riftbound Frequently Asked Questions

Search verified questions and answers.

Does the first player draw a card on their first turn in Riftbound?
Ruling: The first player draws a card on their first turn in a 2-player game, but does not draw a card on their first turn in games with more than 2 players. Nuances: - In multiplayer (3+ players), the first player only plays with their starting hand of 4 cards without drawing - This is a balancing mechanism because the first player has advantages (going first, being one turn ahead in reactions throughout the game)
Does the first player draw a card on their first turn?
Ruling: In 1v1 games, the first player draws a card on their first turn. In multiplayer games (more than 2 players), the first player does not draw a card on their first turn. Sequence: - Both players draw 4 cards for opening hand - Both players may mulligan up to 2 cards - Each player draws 1 card at the start of their own turn (except first player in multiplayer) Nuances: - The rule differs based on number of players in the game - Players do not draw simultaneously; each draws at the start of their own turn
Does the first player draw a card on their first turn?
Ruling: In 1v1 mode, the first player draws on their first turn. In 3+ player modes, the first player does not draw on their first turn. Nuances: - In any mode, the last player to play in turn order channels an extra rune at the start of the game.
Does the first player draw a card on their opening turn (starting with 5 cards total)?
Ruling: In 1v1 modes, the first player does draw a card on their opening turn, giving them 5 cards total (4 starting cards plus 1 drawn).
Does the first player draw a card on turn 1 in 1v1 Match format?
Ruling: Yes, the first player draws a card on turn 1 in 1v1 Match format (and 1v1 Duel format). Nuances: - In 4-player games, the first player does not draw on turn 1 - There is no difference between 1v1 Match and 1v1 Duel regarding first turn draw (the only difference is sideboarding) - The duel 1v1 setup rules do not mention 'not drawing' as first player, while other formats like 4-player explicitly state the first player does not draw
Does the initial chain of combat pass Focus to the opponent, or does the attacker retain Focus after the initial chain resolves?
Ruling: The attacker becomes the active player after the initial chain resolves. Focus does not pass to the defender after the initial chain. Nuances: - The rules documentation may not explicitly use the word "Focus" when describing this transition, only stating that the attacker becomes the active player - This was identified as a known documentation issue where the rules steps of combat don't clearly address Focus using that specific terminology
Does the layers update change how Thousand-Tailed Watcher's -3 power effect works? Specifically, is the effect retroactive or does it snapshot?
Ruling: Thousand-Tailed Watcher's -3 power effect is a snapshot that only applies to units in play when it resolves. It does not continuously check or apply to units that enter play afterward. Sequence: - Watcher's effect resolves and reduces the power of all current units by 3 (to a minimum of 1) - The effect stops checking after it resolves - Units that enter play after Watcher resolves are not affected - If an affected unit is later buffed, it simply adds to its current power (no retroactive recalculation) Nuances: - Hidden units are not affected because they are not in play when the effect resolves - The layers update does not change this snapshot behavior; it only addresses issues where later layers affect earlier layers (like Fiora's might reduction affecting her traits) - Other similar effects like Grand Strategem work the same way (snapshot, not continuous)
Does the owner of a unit getting Hidden Bladed still draw 2 if they recall the unit to hand (not using Sett's legend ability)?
Ruling: You do not draw 2 cards if the unit is recalled to hand before Hidden Blade resolves. When Hidden Blade resolves, it looks at the battlefield but cannot find the target anymore, so it is unable to determine who was its controller and therefore you do not draw. Nuances: - If you use Sett's legend ability (The Boss) to recall Sett to base while saving him from death, you still draw 2 cards because the unit remains at a battlefield location - You cannot re-select a new target if the original target is no longer valid
Does the point scored by Ahri's triggered ability count as a point 'from holding' for Needlessly Large Yordle's cost reduction?
Ruling: No, Ahri does not score a point "from holding." Ahri puts a trigger on the chain when she holds, and that trigger scores the point, so it is not considered a point scored from holding. Nuances: - The design intent may have been for it to work with Needlessly Large Yordle, but strictly speaking the point is scored by Ahri's triggered ability, not from the hold action itself.
Does the reflection token stay as a 0 might unit or does it completely fizzle when LeBlanc makes a reflection of a unit and I react to this by gusting said unit?
In this scenario, the **Reflection** token does not "fizzle." Instead, it will enter the battlefield as a 0 [M] unit, but it will fail to become a copy of the targeted unit. Here is the breakdown of why this happens based on the timing of the chain: ### 1. Chain Sequence * **Chain Item 1:** The **Deceiver** ability (triggered). * **Chain Item 2:** **Gust** (played in reaction). Because the chain resolves in **Last-In, First-Out (LIFO)** order, **Gust** resolves first. ### 2. Resolution Order 1. **Gust Resolves:** You return the target unit to its owner's hand. That unit is no longer at the battlefield. 2. **Deceiver Ability Resumes:** The ability continues to execute its instructions in order: * **"Play a ready Reflection unit token there":** This instruction succeeds. A 0 [M] Reflection token enters the battlefield. * **"Then do this: It becomes a copy of another unit there":** This instruction attempts to resolve. However, the original target unit is no longer at that battlefield. * **Result:** Because the target is no longer available to be copied, the copy effect cannot be applied. The "do all you can" rule applies here: the ability continues as much as possible, but since it cannot find a valid target to copy, the Reflection token remains at its base state: a 0 [M] unit without the rules text or stats of the intended target. ### Important Note on "Fizzling" In *Riftbound*, spells and abilities do not "fizzle" (vanish without doing anything). If part of an instruction becomes impossible to fulfill (such as targeting a unit that is no longer there), that specific instruction is skipped, and the game proceeds with the next instruction or concludes the effect. **Summary:** The Reflection token successfully enters play, but since its "copy" target was removed by *Gust* before the copy instruction could execute, it remains a base 0 [M] *Reflection* token.
Does the repeat of Called Shot count as a second card played?
No, the **Repeat** effect of *Called Shot* does not count as a second card played. According to **Rule 746.3.a**: "Regardless of the number of times a spell's instructions are executed with this keyword, the spell is only Played once." When you use **Repeat**, you are paying an additional cost to execute the spell's instructions an additional time, but you are not playing a second card. The entire process occurs as part of playing the single *Called Shot* card.
Does the rune icon on abilities mean Recycle 1 of any domain?
Ruling: The rune icon means pay 1 Power of any type. This can be paid by recycling a rune of any domain, or by using a seal. Nuances: - Seals can cover the cost without requiring you to recycle a rune - The icon specifically requires power of any domain, not specifically recycling
Does the scoring from Ahri Alluring happen before or after getting the point for holding? In other words: Can you win the game from 6-8 by holding a single battlefield from her?
Yes, you can win the game from 6 points to 8 points by holding a single battlefield with **Ahri, Alluring**. According to the **RiftJudge FAQ #6536**, there is a specific sequence when you hold a battlefield with Ahri: 1. **You score the point for holding first.** 2. **Then, Ahri's "When I hold" ability triggers and scores its point.** Because you start the turn at 6 points, holding the battlefield scores your 7th point. Immediately following that, Ahri's ability triggers and scores your 8th point. As established by the scoring rules (Rule 466.1.b and related FAQs), you win the game immediately upon reaching 8 points via this method. This sequence is confirmed by **RiftJudge FAQ #6536** and **FAQ #6708**, which clarify that alternate scoring effects like Ahri's are not restricted by the "conquer both" requirements and can score the game-winning point directly.
Does the second player draw a card on their first turn in a 2-player game of Riftbound?
Ruling: In a 1v1 game, both players draw on their first turn. Nuances: - In 4-player games (1v1v1v1 or 2v2), the first player does not draw on their first turn
Does the second player have untapped runes during the first player's first turn?
Ruling: No. During the first player's first turn, only the first player has runes. The second player only gets their runes in the channel step of their first turn.
Does the second player on the first turn have to draw a turn or do they start with 4?
In a 1v1 game of *Riftbound*, both players start with 4 cards in their opening hand. Regarding the first turn: **Yes, the second player draws a card on their first turn.** According to the standard turn sequence and RiftJudge FAQs (such as FAQ #2709 and #6298), players do not draw simultaneously. Instead, each player draws a card during the Draw Phase of their own turn. The sequence for the start of the game is as follows: 1. **Opening Hand:** Both players draw 4 cards and may perform a mulligan. 2. **Player A's First Turn:** Player A channels 2 runes and draws 1 card during their Draw Phase. 3. **Player B's First Turn:** After Player A's turn ends, Player B begins their turn. Player B channels 3 runes (an extra rune as compensation for going second) and draws 1 card during their Draw Phase. As noted in RiftJudge FAQ #6381, the rule where a player does not draw on their first turn only applies to specific multiplayer formats (such as FFA 3, FFA 4, and 2v2 Magma Chamber) and does not apply to standard 1v1 games.
Does the thousand tail watcher give -3 might to my units even if I play my units after the thousand enters in game?
No, **Thousand-Tailed Watcher** does not affect units played after its ability has already resolved. According to RiftJudge FAQ (ID 6445, 10209), the Thousand-Tailed Watcher's "When you play me" (WYPM) ability "snapshots" the battlefield at the moment it resolves. It applies the -3 Might reduction *only* to enemy units currently on the board at that specific time. Here is the breakdown of how the timing works: 1. **Play:** You or your opponent plays Thousand-Tailed Watcher. Its ability enters the chain. 2. **Snapshot:** When the ability resolves, the game checks the battlefield and applies the -3 Might reduction (to a minimum of 1 Might) to all enemy units present at that moment. 3. **Completion:** The effect finishes resolving and does not persist. 4. **Subsequent Units:** Any unit that enters play *after* that ability has already resolved—whether it is played as a new action or flipped face-up from a hidden state—is not affected by the reduction. **Important Note:** If you play a unit *in response* to the Thousand-Tailed Watcher's ability (while it is still on the chain), that unit will be on the board when the ability resolves and **will** be affected by the -3 Might reduction (RiftJudge FAQ ID 2236).
Does the units Azir moves with him still go to his attacking battlefield if he gets pushed back to base by Overzealous Fan?
No, the token units will not move to the battlefield. According to **RiftJudge FAQ #2127**, Azir, Sovereign's ability requires him to be at a valid battlefield for the effect to resolve. If Azir is moved to his base by an effect like **Overzealous Fan** before his attack trigger resolves, the ability "whiffs" because "this battlefield" no longer refers to a valid location. ### Sequence of Events: 1. **Attack Trigger:** When Azir attacks, his "When I attack" ability is placed on the chain. You choose which token units to move at this time. 2. **Reaction:** The defending player uses **Overzealous Fan's** ability (a Defend Trigger) to move Azir to his base. 3. **Resolution:** When the chain resolves, the game checks for "this battlefield" to move the tokens to. Because Azir is now at his base, the battlefield he was attacking is no longer his location, and the ability fails to resolve (whiffs). As noted in **RiftJudge FAQ #253**, this interaction applies specifically to effects that move Azir away from the battlefield before his trigger resolves.
Does triggering Hook count for procing Legion (e.g., Vanguard Captain)?
Ruling: Triggering Hook does not count as playing a card for Legion. However, playing the Hook item itself or playing a unit that was summoned this turn by a second Hook does count as played for Legion. Sequence: - If you use Hook to play a unit (like Poro), then play Vanguard Captain after, the Captain would have Legion because the unit played via Hook counts as played this turn Nuances: - When you use Hook, you announce the target and the opponent can respond by reducing its Might or destroying/bouncing it to prevent Hook from working - Hook looks at current Might (not printed Might) of the unit it kills
Does unhiding Sprite's Call as a defender trigger Viktor Innovator's passive ability?
Ruling: Playing Sprite's Call from hidden does trigger Viktor Innovator's ability to make a 1M recruit in base, but the sprite token created by Sprite's Call does not trigger the ability. Nuances: - Tokens are not cards; only main deck cards are cards for the purpose of any effect in the game - Tokens are units for other purposes (like Gemcraft Seer) - The hidden Sprite's Call itself is a spell card and counts for Viktor Innovator when played
Does untapping happen before or after you score points for holding at the start of turn?
Ruling: Untapping happens before scoring points for holding. The turn structure is Awaken (unexhaust), Beginning (score holds), Channel, Draw. Sequence: - Awaken step: Units unexhaust - Beginning step: Score points for holding bases - Channel step - Draw step Nuances: - "When I hold" triggers happen after gaining the point for holding, which is the earliest opportunity to play a Reaction on your turn - If a unit with a "when I hold" trigger is moved to a different zone (like base via replacement effect), the trigger still resolves if it can - If a unit is killed without a replacement effect (goes to trash), it won't return to hand from trash even if it has a "when I hold" return trigger
Does using Caitlyn's ability exhaust the champion, and does this prevent her from moving in/out of battlefields?
Ruling: Yes, Caitlyn's ability has the exhaust icon, so using it exhausts her. After using her ability, she cannot use a standard move action (which requires exhausting) unless she is readied again. Sequence: - Using Caitlyn's ability exhausts her - An exhausted unit cannot perform actions that require exhaustion (like standard movement) - If Caitlyn is readied after using her ability, she can exhaust to move again Nuances: - Only standard movement exhausts a unit; if a card effect moves a unit (like Charm or Yasuo's ability), it does not exhaust that unit - Abilities without the exhaust symbol can be used even when the unit is exhausted - Units can potentially use exhaust abilities more than once per turn if they can be readied multiple times
Does using Emperor's Divide on a unit that is ready exhaust it?
No, using **Emperor's Divide** on a unit that is ready does not exhaust it. According to **RiftJudge FAQ #8882** and **FAQ #7964**, when a unit is moved by a card effect, its state (Ready or Exhausted) does not change unless the card explicitly states otherwise. Because *Emperor's Divide* does not contain text instructing you to exhaust the units being moved, they retain their "Ready" status upon arriving at your base.
Does using Meditation to exhaust a friendly unit on DreamingTree trigger the battlefield ability to draw +3 cards total?
Ruling: No, Meditation does not trigger DreamingTree's battlefield ability. You only draw the +1 card from Meditation itself. Nuances: - Meditation exhausts a unit as a cost of playing the spell, not as a target or chosen unit - DreamingTree requires choosing/targeting a unit to trigger its ability - Meditation does not choose a unit, so it cannot trigger DreamingTree
Does using Pack of Wonders to return Treasure Trove to hand trigger its 'Leaves the board' effect?
Ruling: Yes, returning a unit to hand with Pack of Wonders triggers "Leaves the board" effects like Treasure Trove's draw and rune channel.
Does using Sabotage to recycle a card from an opponent's hand into their deck trigger Karma's effect when you control Karma?
Ruling: No, using Sabotage on your opponent does not trigger your Karma. Only recycling cards into your own deck triggers Karma's effect. Nuances: - Only the owner of a card can recycle it into their deck - If your opponent uses Sabotage on you while you control Karma, you do get the buff since you are recycling into your own deck
Does using Thrill of the Hunt detach equipment on the unit?
Yes, using **Thrill of the Hunt** will detach any equipment attached to the unit. According to the **RiftJudge FAQ #9687**, when a unit is banished by **Thrill of the Hunt**, it leaves the board (a board zone) and enters Banishment (a non-board zone). Because equipment is attached to a "Top-Most Card" (the unit) while on the board, the link is broken when that unit leaves the board. When the unit is subsequently played back to a battlefield, it enters as a new object without the previously attached equipment.
Does using Yasuo, Unforgotten's ability to move a unit back to base cause that unit to become exhausted?
Ruling: No, the unit does not become exhausted. Exhausting a unit is a cost only for Standard Moves, and most other move effects (including Yasuo's ability) leave the unit in its current state. Nuances: - Yasuo's ability can move exhausted units (they remain exhausted) - Yasuo's ability cannot be used at instant speed or as a reaction unless it has the Reaction tag
Does vision stack if I have two Forecaster in the base?
Yes, **Vision** stacks if you have multiple Forecasters in play. According to **RiftJudge FAQ #84**: > "Multiple Forecasters do stack, so playing a mech with multiple Forecasters in play will trigger vision multiple times." ### How it works: * **Separate Triggers:** Each instance of Vision triggers independently when a Mech enters play. * **Resolution:** When each trigger resolves, you look at the top card of your Main Deck and choose whether or not to recycle it. * **Sequence:** 1. A Mech enters play. 2. The first Vision trigger activates (you look at the top card and choose to recycle or not). 3. The second Vision trigger activates (you look at the top card again and choose to recycle or not). **Nuance:** If you choose not to recycle the card during the first trigger, the second trigger will see the same card. This allows you to look at the same card multiple times or, if you choose to recycle, to cycle through multiple cards in your library in a single sequence.
During a 2v2 can I attack a friendly controlled battlefield?
No, you cannot attack a battlefield controlled by your teammate. According to **Rule 484.8.c**, control is not shared in 2v2 games. Furthermore, **Rule 484.8.c.2** explicitly prohibits issuing Standard Movement to your teammate's units, and the RiftJudge FAQ (#6609 and #3830) clarifies that allied players' units cannot share battlefields, meaning you cannot move your units onto a battlefield your teammate controls. Because you cannot move your units onto a teammate's battlefield, you cannot trigger a contest or initiate a combat there.
During a Riftbound showdown, when can players play actions vs reactions, and how does priority/focus work during chain resolution?
Ruling: Actions can only be played when the chain is empty (to start a new chain). Reactions can be played at any time during a chain. When you have focus and priority, you can play action > reaction(s) and pass priority. After a chain resolves, focus and priority automatically pass to the opponent. Sequence: - Player with focus can play an action to start a chain - That player retains priority and can add reactions to their own chain - When they pass priority, opponent can add reactions - Chain resolves one link at a time, starting from the top - Player who owns the next resolving link gets priority first - Both players must pass priority for each link to resolve - When the last item resolves, focus and priority automatically pass to the opponent - Opponent can now start a new chain with an action or reaction - Showdown ends only when both players pass in succession while the chain is empty Nuances: - You can play reactions even during chain resolution (when drawing cards from resolving effects) - When something resolves and you draw a card (like Defy from Discipline), you can play it before the next link resolves - The player who owns the next link to resolve gets priority first, but both players get priority before it resolves - Defy can target any valid spell in the chain, not just the last one played - You cannot play actions in response to an existing chain - only reactions
During a Showdown, after Player 1 plays an Action and Player 2 plays Reactions that resolve, can Player 1 play another Action or does it go directly to the Damage Step?
Ruling: After an action and its reactions resolve, focus passes to the other player who may play an action. Focus continues to alternate between players until both players pass focus in succession, then you proceed to combat/damage step. Sequence: - Attacker gains focus after initial attack/defend triggers - Attacker may play an action - Either player may play reactions to that action - When chain resolves, focus passes to the other player - That player may play an action or pass - If they pass, focus returns to the first player - Continue alternating until both players pass focus in succession - Then proceed to combat itself Nuances: - You cannot play an action in response to a reaction (only while you have focus and nothing is on the chain) - Actions can only be played while a player has focus and there's nothing on the chain
During a Showdown, after the attacker starts a chain that resolves, then the defender starts a chain that resolves, can the attacker start another chain? Do both players need to pass without starting a chain to proceed to the next step?
Ruling: Yes, the attacker can start another chain. When the last item on a chain resolves during a Showdown, Focus passes and the next player gains both Focus and Priority, allowing them to start a new chain. Sequence: - Attacker starts chain, it resolves - Defender gains Focus and Priority, starts chain, it resolves - Attacker gains Focus and Priority, can start another chain - Both players must pass without starting a chain to proceed to the next step in the contest Nuances: - This is a relatively common occurrence when both players have multiple Actions to play
During a combat showdown, do "when I defend" triggers go on the stack first or do the "when I attack" triggers go first?
During a combat showdown, "when I attack" triggers are added to the chain first, followed by the "when I defend" triggers. According to Rule 442.1.b.1 and Rule 342.1.a, the sequence for placing triggered abilities on the initial chain is as follows: 1. **Attacking player** (who has Focus) adds their triggers to the chain first. 2. **Non-defender players** (in turn order) add their triggers. 3. **Defending player** adds their triggers to the chain last. Because the chain resolves in a **Last-In, First-Out (LIFO)** manner, the "when I defend" triggers (which were added last) will resolve first, and the "when I attack" triggers (which were added first) will resolve last.
During a showdown at one battlefield, can you play an action card to target units on the other battlefield?
Ruling: Yes, during a showdown you can play action cards and target units on either battlefield. There are no restrictions about where you target during a showdown. Nuances: - Hidden cards (cards played from facedown zone that were previously hidden) have additional restrictions that limit targeting to the current battlefield - Non-hidden cards only have their printed restrictions and can target either battlefield during a showdown
During a showdown at one battlefield, can you play hidden cards or actions that target units at a different battlefield?
Ruling: Yes, you can play hidden cards and actions at any battlefield during a showdown, even if the showdown is happening at a different battlefield. The only restrictions are what the cards themselves specify. Nuances: - Hidden cards still have their normal targeting requirements tied to their battlefield - There are no "only while there is a showdown here" restrictions on card play
During a showdown if attacker pass his Focus and defender plays a reaction during his Focus, does the attacker get the Focus back once the reaction resolves?
Yes, the attacker regains Focus after the reaction resolves. According to FAQ #5067, when a reaction is played in a showdown and subsequently resolves, priority (and the associated permission to act) returns to the attacker. In a showdown, the state only closes and the showdown ends when both players pass priority in succession without playing any cards. Here is the step-by-step breakdown of how the focus and priority function in this scenario: 1. **Attacker passes Focus/Priority:** The attacker chooses not to play an action and passes. Focus and Priority move to the defender. 2. **Defender plays a Reaction:** Since it is now the defender's turn to act, they play a reaction. 3. **Chain resolves:** The reaction resolves as a chain item. 4. **Focus/Priority returns:** Once the chain resolves and the turn returns to an Open State, the right to take discretionary actions (Priority) returns to the attacker. Because Focus is the "home base" for acting in a showdown, the attacker regains their ability to play actions or pass again. As clarified in FAQ #1602, Focus and priority bounce back and forth between the attacker and defender after each played card resolves. The showdown only concludes when both players pass in direct sequence without adding anything to the chain. Note: I could not fully verify this ruling against the retrieved rules.
During a showdown triggered by a move, can you target a unit at a battlefield that did not trigger the showdown with an action?
Ruling: Yes, you can target any legal target for your spells during a showdown, including units at battlefields that did not trigger the showdown. Nuances: - Cards played from hiding can only target the battlefield they were hidden on
During a showdown when Yasuo moves to an occupied battlefield and triggers 'when I attack', can you play actions before the attack/defend triggers resolve, or only reactions?
Ruling: When there are 'when I attack' or 'when I defend' triggers, the showdown starts with an initial chain. During this initial chain, only reactions can be played until the triggers resolve. After the chain resolves and the pile is free, actions can be played by the priority player. Sequence: - Yasuo moves to occupied battlefield and triggers 'when I attack' - Showdown starts with an initial chain - Only reactions can be played until triggers resolve - Once chain resolves and pile is free, actions can be played (if you're the priority player)
During a showdown with attacker triggers (like Yasuo), can the attacker play action cards before triggers resolve, and who gets focus/priority first after the initial trigger chain resolves?
Ruling: You cannot play action cards or activate action abilities until the chain is empty. After the initial chain of attacker/defender triggers resolves, the attacker retains focus and has the first opportunity to play action speed cards in the showdown. Sequence: - Attacker triggers go on the stack first, then defender triggers - The initial chain must fully resolve before any action cards can be played - After only the initial chain resolves, the attacker retains focus (special exception) - The attacker gets the first focus in the showdown Nuances: - The attacker retaining focus only applies to the initial chain of triggers at the start of showdown, not subsequent chains during the showdown
During a showdown with both 'when I attack' and 'when I defend' effects, who gets priority first to play reactions, and how does priority work on the chain?
Ruling: During the initial chain of a showdown, when both 'when I attack' and 'when I defend' effects go on the chain, the defender gets priority first to play reactions because their 'when I defend' effect goes on the chain last (making it the topmost item). The player controlling the topmost item on the chain always gets priority first. Sequence: - When a showdown begins, 'when I attack' effects go on the chain first, then 'when I defend' effects - The defender (controlling the topmost item) gets priority first and can play as many reactions as they want before passing - Once they pass, the attacker can play as many reactions as they want, then passes - Players alternate passing until both pass in a row, then the topmost item resolves - After an item resolves, whoever controls the new topmost item gets priority again - This continues until the entire chain resolves - Once the chain fully resolves, focus passes automatically to the other player Nuances: - Reactions don't necessarily target the top of the chain - they can target any legal target on the chain or even something unrelated - A player with priority can play multiple reactions in a row before passing, but the opponent's reactions will still resolve first (since they go on top of the chain) - Priority works this way for all chains, not just the initial showdown chain - Focus (for playing actions) passes automatically after a chain resolves, unlike priority which requires passing - Optional 'when defending' effects (like battlefield abilities) still count as going on the initial chain even if you choose not to use them
During a showdown, after a reaction is played to buff a unit, can an action card (like Hidden Blade) be played to kill the buffed unit, or must combat resolve first?
Ruling: Actions can only be played to start a new chain when a player has focus, not during an ongoing chain. During a showdown, focus passes back and forth between attacker and defender after each chain resolves, allowing either player to start a new chain with an action card until both players pass consecutively. Sequence: - Attacker declares attack and gets focus first - If attacker passes, focus goes to defender - Defender plays a reaction (e.g., +2 might buff), starting a chain - Chain resolves completely - Focus returns to attacker, who can now play an action card (like Hidden Blade) to start a new chain - This continues until both players pass focus consecutively, then combat resolves Nuances: - Actions cannot be played while a chain is ongoing (closed state) - Reactions are the exception and can be played during a chain - Hidden cards at the battlefield can be played at reaction speed as part of the Hidden mechanic
During a showdown, after playing a spell and it resolves, can you play another spell or does combat start immediately? Does this change if you play multiple spells before passing priority?
Ruling: During a showdown, after a chain resolves, focus and priority pass to your opponent. Both players must pass focus in succession (without starting a new chain) before the showdown closes and combat resolution begins. Until then, either player can start new chains with spells. Sequence: - Player plays a spell, starting a chain - Player can play additional reaction spells/abilities before passing (since they control the topmost item on the chain) - When player passes, opponent gets priority - If opponent also passes, the chain resolves - After resolution, focus and priority go to the opponent - Opponent can start a new chain or pass focus back - This continues until both players pass focus in succession - Only then does combat resolution begin Nuances: - You can counter any spell currently on the chain that hasn't resolved yet, not just the most recent one - Playing multiple reaction spells before passing is generally disadvantageous because it reveals all your intentions at once, allowing your opponent to see everything before deciding how to respond - After a chain resolves and focus passes to your opponent, if they start a new chain, you can react to their spells normally
During a showdown, after playing an action card to boost might, opponent plays a reaction to reduce might, can I play another action card to boost might again, and what state am I in?
Ruling: Yes, you can play another action card after the opponent's reaction resolves. You remain in showdown open state. Sequence: - Player with focus and priority starts a chain with an action or reaction card - Players can play reactions on top of this - When the chain fully resolves, focus and priority passes to the other player - That player can then start a new chain with an action or reaction card - When that chain resolves, focus and priority returns to you - You can then start another chain with an action or reaction card - This cycle continues until neither player starts a chain when they have focus, then the showdown ends Nuances: - Stat modification effects (like +2 or -2 might) typically last until end of turn, but always refer to what the card says - Minus might effects usually say "to a minimum of 1" and are "snapshotted", meaning only the amount needed to reach the minimum is applied and remembered for the rest of the turn - Example: A -4 might on a 2 might unit only applies -1 (to reach minimum of 1). If you then play +2 might, the unit goes to 3 might, not stays at 1
During a showdown, after the initial chain resolves and a player plays an action spell that resolves, who gets priority next - does it depend on who played the spell?
Ruling: During a showdown after the initial chain has resolved, when the chain becomes empty again, the player who did NOT own the most recent effect on the chain gets focus and priority. Sequence: - Initial chain (attacker/defender triggers) resolves - Attacker has focus and priority first - If attacker plays an action spell and it resolves (chain empty), defender gets focus and priority next - If defender plays an action spell and it resolves (chain empty), attacker gets focus and priority next Nuances: - The "initial chain" refers only to the attacker/defender triggers, not subsequent spells played during the showdown - This rule only applies after the initial chain - during the initial chain resolution with empty chain, attacker always gets focus and priority
During a showdown, can a player start two different chains of actions (e.g., casting two Hextech Rays) before proceeding to combat?
Ruling: Yes, you can play multiple actions during a showdown, but not consecutively without your opponent having a chance to respond. The showdown ends when both players pass focus without creating a chain. Sequence: - Player gets focus and plays first action (e.g., Hextech Ray) - Chain resolves (both players could add reactions) - Opponent gets their turn to play an action - If opponent passes, original player can play another action (e.g., second Hextech Ray) - This continues until both players pass consecutively Nuances: - You cannot play two actions at the same time or truly "consecutively" - your opponent must have the opportunity to act or pass between your actions
During a showdown, if I pass priority and my opponent plays a reaction spell (Discipline), can I play an action spell (Rune Prison) after their reaction resolves?
Ruling: Yes, you can play an action spell after the reaction resolves. When the chain empties (after Discipline resolves), you regain focus and priority, allowing you to play an action spell on the empty chain. Sequence: - Opponent plays Discipline as a reaction - Discipline resolves and the chain empties - Focus and priority return to you - You can now play Rune Prison as an action on the empty chain Nuances: - Action spells can only be played on an empty chain - You cannot chain an action spell to a reaction spell that's already on the chain - Focus passes when the chain empties completely - Showdowns are not limited to 3 chains
During a showdown, if I pass without playing an action, my opponent plays an action that resolves, can I then play an action afterwards to start a new chain before damage calculation?
Ruling: Yes, after your opponent's action chain resolves, you regain focus and can play a new action. Both players must pass consecutively before moving to damage calculation. Sequence: - Attacker may play an action or pass - If attacker passes, defender may play an action - When an action is played, it opens a chain where only reactions can be added (attacker reaction, then defender reaction) - Once the chain resolves, the player who didn't start that chain gets focus - Players alternate having the opportunity to start new action chains - Only when both players pass consecutively does showdown proceed to damage calculation Nuances: - Actions can only open a chain; reactions are used to respond within a chain - A player can play multiple reactions in a row, including in response to their own reactions - The sequence is: Action -> attacker reaction -> defender reaction, then resolve
During a showdown, if I return my only defending unit to base, does my hidden card at that battlefield go to trash? Also, can I play 'Ride the Wind' to move a unit from my base to that battlefield as a defender?
Ruling: The hidden card does not go to trash because you still control the battlefield while the showdown is contested. You can play 'Ride the Wind' to move a unit from your base to the contested battlefield as a defender. Sequence: - Showdown begins when opponent attacks the battlefield - Control cannot change while battlefield is contested - Battlefield remains contested until showdown resolves - Both players must pass priority with empty chain before damage - After damage, showdown resolves - Only then does control potentially change Nuances: - Even if all your units leave the battlefield during showdown, you maintain control until the showdown fully resolves - Units can be added as defenders during the showdown using appropriate cards
During a showdown, if player A has focus and plays an Action, does priority stay with A or pass to B? After the chain resolves, who gets focus? Also, when does Ravenbloom Student trigger and is it added to the chain, and does it still trigger if the spell is countered?
Ruling: When player A plays an Action during a showdown, they retain priority and can continue playing cards at reaction speed until they pass priority to player B. After the final effect on a chain resolves, focus passes to the next player (the player who did not own the last effect to resolve). Ravenbloom Student triggers after a spell fully resolves and interjects itself onto the chain. If a spell is countered, it never resolved and was never "played," so Ravenbloom Student does not trigger. Sequence: - Player A has focus and plays an Action (added to chain) - Player A retains priority and can play additional reaction speed cards - Player A passes priority to Player B - Players alternate priority until both pass consecutively - Chain resolves from top to bottom - After final effect resolves, focus passes to the next player (not the owner of the last effect) - If both players pass with focus on an empty chain during a showdown, move to combat damage Nuances: - Cards with "when you play" triggers (like Ravenbloom Student and Ember Monk) only trigger after the card fully resolves, not when initially played from hand - When a trigger like Ravenbloom Student activates, it interjects itself onto the chain and priority goes to its owner first - Countered spells (via cards like Defy or Not So Fast) never resolve, so they are never considered "played" and don't trigger "when you play" effects - Focus only changes when the final effect on a chain resolves
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