If a unit has damage marked on it outside of combat and then its might is reduced below the marked damage by Smokescreen, does the unit die?
Ruling: Yes, the unit dies. Damage marked on a unit remains until it is cleared during combat cleanup or at end of turn. If a unit's might is reduced below its marked damage (even outside of combat), it dies.
Sequence:
- Opponent deals 6 damage to Kayn (6 might)
- Player buffs Kayn to 8 might with Discipline
- Opponent uses Smokescreen, reducing Kayn to 4 might
- Kayn still has 6 damage marked on it
- Since marked damage (6) exceeds current might (4), Kayn dies
Nuances:
- Smokescreen reduces might to a minimum of 1, meaning it cannot reduce a unit's might below 1
- Damage marks persist and are only cleared at combat cleanup or end of turn, not when might changes
If a unit has deflect and I target it with a gear, does it count as an ability and do I pay the cost?
Ruling: Yes, if you target an opponent's unit that has deflect with a gear's effect, it counts as an ability and you must pay the deflect cost. If the unit is yours and it's your own gear, you don't have to pay because deflect only applies to opponents' effects.
Nuances:
- Deflect only triggers when opponents target the unit
- Your own gear targeting your own unit with deflect does not trigger the deflect cost
If a unit has negative Might (e.g., -3 Might) and then receives a positive Might buff (e.g., +2 Might), does it end up with -1 Might or 2 Might?
Ruling: The unit would have -1 Might (which is then treated as 0 for purposes like damage calculation). Might modifications apply to the actual current value, not the value it's treated as.
Sequence:
- All Might modifications are calculated using effect layers based on the unit's actual current Might value (including negative values)
- The modifications are applied to create the computed Might value
- Only after all calculations are complete, if the final Might is negative, it is treated as 0 for purposes such as combat damage or lethal damage calculation
Nuances:
- "Treated as 0" and "being 0" are different - the game tracks negative Might values internally
- Math/calculation is not considered a "purpose" under the rule - the treating as 0 only applies when the Might value is being used for game effects, damage, etc.
- You must first make up for negative Might before you can increase it to a positive value
If a unit has reduced might (e.g., Cithria Cloudfield at 1 power from Watcher's -3 debuff) and you remove a buff token to pay a cost, does the unit die or stay alive at 0 might?
Ruling: The unit stays alive at 0 might. Units only die if their damage is equal to or greater than their might, so a unit with 0 might and no damage on it will not die.
Nuances:
- While might reduction effects state that minimum might is 1, this minimum is only checked when the reduction is applied. If a unit later loses a buff, it can drop below 1.
- Any might value below 0 is treated as 0.
If a unit has shield 1 and a card gives it shield 2, does it have shield 3 or shield 2?
Ruling: The unit has shield 3. Shield values stack additively when multiple sources grant shield to the same unit.
If a unit in Reaver's Row takes non-lethal damage from a spell, then gets pulled back before being attacked, does it retain the assigned damage?
Ruling: Yes, the unit retains assigned damage until the end of Combat.
Sequence:
- Opponent casts spell dealing damage to unit in Reaver's Row
- Unit is pulled back from Reaver's Row
- Damage remains on the unit until Combat cleanup
- Damage is removed during the cleanup step at the end of Combat
Nuances:
- The Showdown that started with the Initial Chain (including Reaver's Row) is designated as part of Combat because the opponent moved into a controlled battlefront
- Combat doesn't end until all steps are completed, including the cleanup that removes damage from everything
If a unit is charmed/forced to move onto a battlefield where Ahri is, does this trigger Ahri, Inquisitive and Nine Tailed Fox? Does the moved unit get Assault bonuses?
Ruling: Both Ahri, Inquisitive and Nine Tailed Fox trigger when a unit is forced to move onto the same battlefield, as combat starts and designations are assigned. The moved unit does get Assault bonuses if they have it.
Sequence:
- Unit is charmed/forced to move to battlefield where Ahri is
- Combat starts when two units exist on the same battlefield
- Attacker and defender designations are assigned
- Ahri, Inquisitive and Nine Tailed Fox both trigger
Nuances:
- Assault is not a trigger, it is a passive ability
- Units have Assault bonuses from the moment they gain the Attacker designation
If a unit is damaged before combat, then combat damage is prevented (e.g., by Hidden Blades removing the opposing unit), does the damaged unit still heal during combat cleanup?
Ruling: Yes, combat cleanup still occurs even when the combat damage step is skipped, so units heal marked damage at that time.
Sequence:
- Combat damage step is skipped when no units deal combat damage
- Combat cleanup step still occurs
- Units heal marked damage during combat cleanup
Nuances:
- Units heal to 0 marked damage (not to a specific health value, as units don't have health in Riftbound)
If a unit is damaged but not killed, and then their might is reduced to less than the damage on the unit, does the unit die?
Ruling: Yes, if a unit's might is reduced below the amount of damage on it, the unit dies.
Nuances:
- This interaction is noted as a reason why Kai'sa is particularly strong
If a unit is damaged by a Singularity and then an opponent's unit is removed before damage is assigned in combat, does the damaged unit heal back to full health at the end of combat?
Ruling: Yes, the watcher heals back to full health. Once combat has been initiated, you always go through all combat steps including Resolution, where healing occurs.
Sequence:
- Combat is initiated (Showdown phase begins)
- Before Damage step, the recruit is removed via Void Seekers
- Combat continues through all phases
- During Resolution phase, healing happens
- The watcher heals from 1 health back to full (7 health)
Nuances:
- Combat consists of three main parts: Showdown, Damage, and Resolution
- Many players incorrectly think only the Damage step counts as "combat"
- Healing occurs during Resolution regardless of whether damage was actually assigned in the Damage step
If a unit is damaged by a spell and then Stupefied, will the previously marked damage kill it when its Might is reduced?
Ruling: Yes, the unit will die at cleanup. Damage does not decrease Might - it is marked separately. At cleanup, if a unit has damage marked greater than or equal to its current Might, it dies.
Sequence:
- Unit takes damage (damage is marked, but Might stays the same)
- Stupefy reduces the unit's Might by 1
- At cleanup, marked damage is compared to current Might
- If marked damage >= current Might, the unit dies
Nuances:
- This does NOT count as Stupefy killing the unit (relevant for effects like Phoenix)
If a unit is killed during a showdown and the defending player no longer has a unit there, does focus still pass to them, or does the showdown end immediately?
Ruling: Focus still passes to the defending player even if their unit dies during the showdown. Showdowns only end when both players pass focus without creating a chain, never sooner.
Sequence:
- Attacker uses an action (e.g., Void Seeker) to kill the defending unit
- Defender passes priority and the action resolves, killing their unit
- Focus passes to the defender, who can still play actions
- Showdown continues until both players pass focus without creating a chain
Nuances:
- A player whose unit died can still play actions when they receive focus, such as playing a Zhonya's Hourglass that was hidden at the battlefield
If a unit is killed in response to its ability triggering, does the ability still resolve?
Ruling: All triggered abilities still resolve as much as they can, even if the unit dies. However, if the ability requires valid targets or references the unit's location, those parts will fail if the target is no longer valid or the unit is no longer at the specified location.
Sequence:
- The ability triggers and goes on the stack
- If the unit is killed before resolution, the ability still resolves
- The game checks if targets are still valid and if location references can be satisfied
- Effects that don't depend on invalid targets or locations still apply
Nuances:
- Abilities that reference "here" or a specific battlefield location (like "a unit at my battlefield") will fail if the unit is no longer at that location
- Abilities with simple effects like "draw 1" that don't reference location or require targets will fully resolve
- Targeting must still be valid at resolution for that part of the ability to do anything
If a unit is mighty only because of Assault, does it lose mighty status before Sunken Temple's effect can be used after conquering?
Ruling: Yes, the unit would no longer be mighty at that point. Attacker and defender tags are removed in the cleanup before you conquer, which means Assault's mighty bonus is lost before Sunken Temple's effect can trigger.
Sequence:
- Attacker and defender tags are removed in cleanup
- This happens before you conquer
- Unit loses mighty status from Assault
- Sunken Temple cannot be used since the unit is no longer mighty
If a unit is moved away from a battlefield during combat (via spell or ability), does the showdown still count as a combat showdown, and do combat-related keywords like Assault and Shield still apply?
Ruling: The showdown remains a combat showdown for its entire duration if both players had units there at any point. Assault and Shield remain active throughout the entire combat showdown, even if one player's units leave the battlefield.
Sequence:
- Combat is defined as the entire showdown where units from two different players exist at the same battlefield
- If a unit leaves during combat, it's still a combat showdown
- The Combat Damage Step is skipped if only one player has units remaining
- Combat Cleanup still occurs and heals damage
- Assault and Shield bonuses remain active for the entire showdown duration
- After the showdown fully resolves, units are no longer attackers/defenders and lose Assault/Shield bonuses
Nuances:
- You cannot "debuff" an Assault unit by moving away during combat - it keeps the bonus until the showdown ends
- A showdown can be prevented from becoming a combat showdown if you respond to a movement trigger (before the showdown begins) by removing units, since combat is only staged when cleanup occurs with opposing units present and nothing on the chain
If a unit is moved back to base (e.g., with Flash) in response to a targeted action spell like Hextech Ray, does the spell fizzle, or can the caster choose a new target?
Ruling: When a targeted action spell like Hextech Ray resolves, if its target is no longer at a battlefield, it won't deal damage to its target. You cannot choose a different target at any point.
Sequence:
- When you play the spell, you choose its target
- If the target is moved before the spell resolves, the spell still resolves but does not deal damage
- The spell does as much as it can (e.g., Void Seeker would still draw a card even if the target is gone)
Nuances:
- This is different from spells with "do this:" wording, which create triggers that choose targets upon resolution (like Falling Star)
- Moving a unit with Flash before a spell resolves does not allow retargeting for normal targeted spells
- Dragon's Rage has been errata'd to function as a "do this:" spell even though it doesn't say so on the card
If a unit is moved from battlefield A to battlefield B (triggering a showdown at B), then during that showdown the unit uses Ride the Wind to return to battlefield A, does the player score a point at battlefield A?
Ruling: Yes, the player scores a point at battlefield A. When the unit was moved to battlefield B, cleanup occurred which made battlefield A uncontrolled, so returning there with Ride the Wind allows scoring.
Sequence:
- Unit is moved from battlefield A to battlefield B
- Cleanup occurs, making battlefield A uncontrolled and starting combat at battlefield B
- During the showdown at battlefield B, the unit uses Ride the Wind to return to battlefield A
- An open showdown occurs at battlefield A, eventually scoring a conquer point there
Nuances:
- The key is that cleanup happens after the movement ability resolves, which makes the original battlefield uncontrolled before the unit returns
- You can no longer flash a unit out and Ride the Wind back into the same combat to score a point (this was changed)
If a unit is moved into an already ongoing showdown (after the attack has started), does its 'when I attack' trigger activate?
Ruling: Yes, 'when I attack' and 'when I defend' triggers will activate if units are added to an already existing showdown. These triggers function as 'when I am designated as an attacker/defender' which happens during cleanup whenever combat is present.
Nuances:
- 'When I attack' creates a trigger that goes on the chain at the moment of attack
- 'While I am attacking' is a passive effect that is active at all times the unit is an Attacker and does not use the chain
- Cleanup happens frequently throughout the game, such as when an item is removed from a chain
If a unit is moved out of a showdown (e.g., moving a Poro back), does the showdown immediately end, or is there still an action window for both players before it ends?
Ruling: Once a showdown has started, it does not immediately end when units are removed. Both players still have an action window, and the showdown only ends after both players pass priority in a row without playing anything.
Sequence:
- Showdown begins with valid units from both players
- A unit is moved out (e.g., Poro moved back)
- Both players still have their action windows
- Players can continue playing actions
- Showdown ends only after both players pass priority consecutively
Nuances:
- Having units from both players is not a requirement for showdown to proceed once it has started
- Nothing can stop the showdown from continuing once started, even if there are no units at all from both sides
If a unit is moved to a battlefield during a showdown (after attacker/defender triggers have already occurred), does this trigger attack/defend trigger abilities again?
Ruling: When a unit is moved to a battlefield during an ongoing showdown, it does not start a new showdown. Triggers that happen as a result of a NEW unit being declared attacker or defender can happen late, but triggers that require the unit itself to become an attacker/defender again (when it's already in that state) do not trigger again.
Sequence:
- Unit is moved to battlefield during ongoing showdown
- The moved unit gains attacker/defender designation
- Abilities that trigger when seeing a NEW unit become an attacker/defender will trigger (like Ahri Legend ability)
- Abilities on the moved unit itself that trigger when IT becomes an attacker/defender will trigger (like yellow Leona's attack trigger)
- Abilities that require a unit to become a defender again when it's already defending do NOT trigger again (like Ahri, Inquisitive's champion passive)
Nuances:
- Ahri Legend ability triggers on the newly moved attacker because it sees a new unit becoming an attacker
- Ahri, Inquisitive's champion passive does not trigger again because Ahri is already defending and doesn't become a defender again
- A unit gains the attacker/defender designation in cleanup after being present at a battlefield, and abilities trigger the first time it gains that designation each combat
If a unit is moved to a battlefield during an ongoing showdown (after 'When I Attack' and 'When I Defend' triggers have already resolved), does that unit's 'When I Attack' trigger activate?
Ruling: Yes, 'When I Attack' and 'When I Defend' triggers activate anytime a unit joins a combat, including after combat has already started. The unit must be under the attacking player's control to be considered an attacker and trigger 'When I Attack' abilities.
Sequence:
- Showdown begins and initial 'When I Attack' and 'When I Defend' triggers resolve
- If a unit is moved to the battlefield during the showdown and is under the attacking player's control, it becomes an attacker
- That unit's 'When I Attack' trigger goes on the chain
- If the same unit is retreated and then moved back in again, the trigger activates a second time
Nuances:
- The unit must be under the attacking player's control to trigger 'When I Attack' abilities; if it's the opponent's unit, it does not trigger
- This rule is explicitly stated in the FAQ rather than the Core Rules
If a unit is moved to a battlefield on an opponent's turn (via Charm or Ride the Wind) and defeats the units there, does the unit's controller gain a Conquer point immediately, and then a Holding point at the start of their next turn?
Ruling: Yes, you gain a Conquer point immediately when your unit defeats opponents and takes control of a battlefield on your opponent's turn, and then you gain a Holding point at the start of your next turn.
Nuances:
- For Ride the Wind specifically, a showdown must be happening for the card to be played, so you must wait for your opponent to start one before you can use it to move your unit.
If a unit is moved to an open battlefield (with no opponent) using Cleave, does it gain the attacker designation and benefit from Assault for that turn?
Ruling: No. A unit only receives attacker or defender designations when combat occurs. Without an opponent on the battlefield, there is no combat, so the unit does not become an attacker and does not gain Assault benefits.
Nuances:
- The absence of an opponent means no combat designations are assigned
- Assault bonuses (such as +might against spells) only apply when a unit has the attacker designation from actual combat
If a unit is moved to an open battlefield starting a non-combat showdown, and then an opponent uses Ride the Wind to move their unit to that same battlefield during the showdown, does Mask of Foresight trigger immediately, or does the current showdown need to end first?
Ruling: Mask of Foresight does not trigger immediately when the unit arrives via Ride the Wind during an ongoing non-combat showdown. The current showdown must end first, then a combat showdown will open (if the unit survives), and only at that point will Mask of Foresight trigger if appropriate.
Sequence:
- Player moves their unit to an open battlefield, starting a non-combat showdown
- Opponent plays Ride the Wind during this showdown to move their unit to the same battlefield
- The non-combat showdown continues without attacker/defender designations being assigned
- Players continue passing focus until the showdown ends
- After the showdown ends, cleanup stages combat at that battlefield
- Combat begins (if state is Neutral and no items on chain)
- Attacker and defender designations are assigned, triggering Mask of Foresight
Nuances:
- Mask of Foresight only triggers when attacker and defender designations are assigned, which only happens during combat showdowns
- Combat can only open when the state is Neutral (not during an existing showdown) and there are no items on chain
- Showdowns happen one after another, not nested inside each other
- Abilities like Shield and Assault also do not modify might until attacker/defender status is applied in combat
If a unit is on Dreaming Tree and selected to keep with Divine Judgement, does the card draw from Dreaming Tree happen before or after discarding down to 2 cards in hand?
Ruling: Dreaming Tree does not trigger from Divine Judgement because Divine Judgement does not target. The card draw will not happen.
Nuances:
- "Choose" and "target" are not synonyms in Riftbound
- Target means a decision made for specific game objects that happens as you finalize the spell or ability
- If a choice is made on resolution, it definitionally cannot be a target
- Divine Judgement doesn't target anything because each player makes choices on resolution
- Dreaming Tree only triggers when a unit on it is targeted
If a unit is ready at a battlefield due to Ride the Wind, the opponent plays Rebuke, and then Flash is played in response, does the unit end up exhausted or ready at base?
Ruling: The unit ends up ready at base.
Nuances:
- Units become exhausted after a Standard Move because exhausting is the cost to perform a standard move
- Most other move effects (like Flash) leave the unit in whatever state it was already in
If a unit is reduced to 0 might through a combination of a spell effect and removing a buff, does it die if it has no damage on it?
Ruling: A unit at 0 might does not die unless it has non-zero damage on it. Reducing might to 0 alone is not sufficient to kill a unit.
Sequence:
- Spell reduces might (to minimum 1 in this case)
- If damage is dealt (e.g., through combat), the unit takes that damage
- If might becomes 0 and the unit has non-zero damage, it dies
Nuances:
- The specific spell mentioned in the thread can only reduce might to a minimum of 1
- If a unit is at 0 might with no damage, it survives
If a unit is reduced to 1 Might by Smoke Screen (which prevents reduction below 1), then a buff is removed from it, can it go to 0 Might or does Smoke Screen keep it at 1?
Ruling: The unit can go to 0 Might. Smoke Screen's limitation only applies at the time it is played and "snapshots" the reduction magnitude at that moment. After Smoke Screen resolves, other effects can reduce the unit below 1 Might.
Sequence:
- Smoke Screen reduces the unit's Might and snapshots the reduction at the limited amount (to 1 Might minimum)
- When the buff is later removed, the unit's Might can drop below 1 (to 0 in this case)
- The unit survives at 0 Might because 0 Might only kills units if they have damage marked equal to or exceeding their Might
Nuances:
- Smoke Screen's "cannot be reduced below 1" text only limits the magnitude of Smoke Screen's own effect when it resolves, not future Might changes
- A unit at 0 Might with no damage marked on it does not die
If a unit is removed from a battlefield during a showdown (via damage or being moved), does the hidden card on that battlefield remain until the showdown is resolved?
Ruling: Yes, hidden cards remain on the battlefield until the end of combat even if all your units are removed from that battlefield during the showdown.
Sequence:
- Opponent moves to an occupied battlefield and combat begins
- If your unit is removed during combat (via damage or movement)
- Hidden card remains on the battlefield until combat ends
- You can still use the hidden card during that combat
Nuances:
- You can use Fight or Flight to move a unit like Kayn out of the battlefield, then use a hidden Tideturner to move him back into the battlefield with his immunity activated during the same combat
- Effects like Mask of Foresight only trigger once per combat, even if a unit leaves and returns to the battlefield during that combat
If a unit is removed from a battlefield during a showdown, does priority continue and can players still cast actions even though no units are present?
Ruling: Yes, the showdown proceeds as normal until both players pass, even if no units are left at the battlefield. Players can still cast action cards during the showdown.
Sequence:
- Priority passes to the attacker to react to the removal effect
- Once both players pass priority, the chain resolves
- Focus shifts to the attacker (where they can play action cards)
- If both players pass focus, the showdown ends
If a unit is removed from the battlefield in response to Hidden Blade targeting it, does Hidden Blade still resolve and does its controller draw 2 cards?
Ruling: When Hidden Blade resolves, it checks if the target is still legal (still at a battlefield). If the unit has been removed from the battlefield, Hidden Blade does not kill the unit and its controller does not draw 2 cards.
Nuances:
- The draw 2 effect is not dependent on the unit dying, but it is dependent on the target being legal on resolution
- If the unit is saved by a replacement effect but remains at the battlefield, you would still draw 2 because the unit is still at a battlefield
If a unit is saved from death by Zhonya's Hourglass, does it lose spell buffs like Discipline and Enrage?
Ruling: No, the unit does not lose its buffs. When Zhonya's Hourglass activates, the unit is recalled rather than dying, so "until end of turn" effects like Discipline and Enrage are preserved.
Nuances:
- The unit doesn't actually die and get revived; it never dies in the first place due to the recall effect
If a unit is saved with Sett's ability, does its combat damage still go through?
Ruling: If the unit died during the combat damage step, yes, its damage still goes through because all units deal damage before the game checks for lethal damage. If the unit died during the showdown to an ability or spell, then no.
Sequence:
- All units deal combat damage simultaneously
- After damage is dealt, the game checks which units have lethal damage marked
- Units with lethal damage then die
Nuances:
- The timing of when the unit died matters (combat damage step vs. showdown from ability/spell)
- During combat damage, damage is dealt before any unit actually dies from that damage
If a unit is stunned and then targeted by Challenge during showdown, does the stunned unit deal damage via Challenge's effect?
Ruling: No, a stunned unit does not deal damage when targeted by Challenge. Stun only applies to combat damage, not to damage from card effects like Challenge.
If a unit is stunned during combat and then moved to another battlefield, does it remain stunned or can it deal damage in the new combat?
Ruling: A stunned unit remains stunned for the entire turn, even if moved to a different battlefield. The Stun status lasts until the beginning of the next Ending Step (end of turn).
Nuances:
- Even though a stunned unit cannot attack or block, Yasuo's ability can still trigger and deal damage when he attacks, so he can still win combat when attacking despite being stunned.
If a unit is stunned while conquering an empty battlefield, does it successfully conquer or get recalled?
Ruling: A stunned unit conquers an empty battlefield. Stun only prevents dealing combat damage, but does not affect conquest of empty battlefields.
Nuances:
- If the battlefield had enemy units, the stunned attacker would be recalled if it didn't take damage equal to or greater than its might
- Stun does not prevent conquest mechanics, only combat damage
If a unit is targeted by Darius's spell (Noxian Guillotine) before combat, does it only need 1 damage assigned to it during combat to die?
Ruling: No, you must still assign damage equal to the unit's might during combat, even if it was targeted by Noxian Guillotine earlier. The Guillotine effect does not reduce the lethal damage requirement for combat damage assignment.
Sequence:
- Noxian Guillotine resolves during showdown before combat damage
- During combat, you must still assign lethal damage (damage equal to or exceeding might) to units before assigning damage elsewhere
- After combat damage is dealt, the unit targeted by Guillotine will die from the combined damage
Nuances:
- If you have enough total damage to split between multiple units, you can assign lethal damage to one unit and less-than-lethal damage to a Guillotine-targeted unit, and both will die (e.g., 4 might attacking two 3-might units where one was Guillotined: assign 3 to one, 1 to the Guillotined unit)
- This ruling applies even to units with Tank - you must still assign damage equal to their might before damaging other units
- Lethal damage is defined as nonzero damage equal to or exceeding a unit's might
If a unit is targeted by a kill effect like Harnessed Dragon, and the controller responds with Portal Rescue, does the kill effect still resolve since the unit was on the board when Portal Rescue resolved?
Ruling: No, the kill effect does not resolve. Units that leave the board stop being legal targets, so the kill effect fizzles when the unit is no longer present.
Nuances:
- Portal Rescue is an action, so it cannot be used to react to effects in the first place (it cannot interrupt resolution of other effects)
If a unit is targeted by a spell (like Singularity) and then moved to a different zone (like base) before the spell resolves, does the unit survive?
Ruling: Whether the unit survives depends on whether the spell specifies a location restriction. If the spell does not mention a location (like Singularity), the unit remains a legal target even after moving and will be affected. If the spell specifies a location like "at a battlefield" (like Void Seeker), moving the unit makes it no longer a legal target and the unit survives.
Sequence:
- Spell is cast and targets a unit
- Unit is moved to a different zone (e.g., Flash moves it to base)
- On resolution, check if the spell has location restrictions
- If no location restriction: spell affects the unit normally
- If location restriction exists: target becomes illegal, spell effect on that unit fails
Nuances:
- Effects that don't reference the target can still resolve even if the target becomes illegal (e.g., Void Seeker still draws a card)
- Effects that reference information about the target require the target to be legal on resolution (e.g., Hidden Blade needs the target legal to draw 2 cards)
If a unit is targeted by a spell that requires the unit to be at a battlefield (like Voidseeker or Hextech Ray), and the opponent uses Flash to move that unit back to base in response, does the spell's damage fizzle?
Ruling: When a unit is moved from the battlefield to base in response to being targeted by a spell that targets units at a battlefield, the unit becomes an invalid target and the spell's damage will not be dealt.
Nuances:
- Voidseeker will still give you a draw even though the damage doesn't resolve, because of the "do all you can" rule
If a unit is targeted by an ability but moves to a different location before the ability resolves, does the ability still affect that unit?
Ruling: Abilities always resolve, but if the ability specifies a location requirement (like "here") and the target is no longer at that location, the ability mistargets and does not affect the unit.
Sequence:
- Target is selected when the ability is activated
- If the target moves before resolution, check if the ability has location requirements
- If location requirements are not met, the ability mistargets
- The ability resolves but has no effect on the target
Nuances:
- The target cannot be changed once determined, even if it mistargets
- Even if another valid target is present at the location when the ability resolves, you cannot retarget to it
If a unit is targeted with Void Seeker that would kill it, can Fight or Flight be cast as an action to save the unit, or does Void Seeker resolve first?
Ruling: You cannot cast Fight or Flight as an action to save the unit because Void Seeker must resolve first when cast from hand, killing the minion before you get a chance to respond.
Sequence:
- Void Seeker is cast from hand and must resolve first
- The targeted minion dies
- You do not get priority to cast Fight or Flight as an action
Nuances:
- If Fight or Flight is hidden at a battlefield (making it a reaction), it can be activated in the same chain as Void Seeker
- When activated as a reaction, Fight or Flight moves the minion back to base, causing Void Seeker to lose its 'killing at battlefield' clause
- Even when the minion is moved to base, the card from Void Seeker is still drawn
If a unit moves away during a combat showdown (after the initial chain resolves), does the showdown remain a combat showdown for the purposes of combat-dependent effects like Assault?
Ruling: The showdown remains a combat showdown even if a unit moves away after the initial chain resolves. Combat-dependent effects like Assault continue to apply until the entire showdown ends.
Sequence:
- Combat showdown begins when Enforcer moves to Reavers Row
- Enforcer becomes 4 power due to Assault and Reavers Row effects
- Initial chain resolves (Kai'Sa moves back to base)
- New chain can be started, but showdown is still considered "combat"
- Enforcer remains 4 power throughout the entire showdown
Nuances:
- "Combat" includes the entire showdown, not just the initial moment when units meet
- Units moving away during the showdown does not change its combat status
If a unit moves to a battlefield during an ongoing showdown at a different battlefield, does the new showdown interrupt the current one, or does the current showdown finish first?
Ruling: The ongoing showdown must always finish completely before a new showdown can begin at a different battlefield.
Sequence:
- Player A moves Kaisa Survivor to a battlefield, triggering a showdown
- Player B plays Ride the Wind during this showdown to move a unit to the opposite battlefield
- The original showdown with Kaisa finishes completely (including drawing the card from conquering)
- Only after the first showdown is fully resolved can the new showdown at the opposite battlefield begin
Nuances:
- A new showdown can only start in a neutral open state: no chain (all triggers resolved) and no showdown already in progress
If a unit moves to a battlefield triggering a move ability, but gets Gusted in response to that trigger before the chain clears, does a combat occur (and thus trigger combat cleanup effects like healing)?
Ruling: No combat occurs. A combat only happens when a cleanup occurs, the chain is empty, and a battlefield has units controlled by two opposing players. In this scenario, by the time the chain clears after the Gust resolves, there are no longer units from both players on the battlefield.
Sequence:
- Traveling Merchant moves to battlefield with Noxus Hopeful
- Move trigger goes on chain (discard/draw)
- Gust is played in response, removing Merchant
- Chain resolves (Gust, then move trigger)
- When chain is empty, only one player has a unit on battlefield
- No combat occurs, so no combat cleanup healing
Nuances:
- The presence of two opposing units at any point in time is not sufficient; they must both be present when the chain is empty and a cleanup occurs
- The rule is missing a clause about combat not occurring when another showdown is ongoing, but this doesn't affect this scenario
If a unit moves to an unoccupied battlefield and casts Cleave, does it get +3 attack since there are no defenders?
Ruling: No, the unit does not get +3 attack when casting Cleave on an unoccupied battlefield because without defenders present, it does not count as attacking.
Nuances:
- The Assault 3 keyword lasts until the end of the turn
- If an opposing unit is moved in during the showdown, a combat is staged and the unit retains its attacker status from the first showdown, gaining the +3 bonus during that combat
- Multiple instances of Assault stack (e.g., two Cleaves would grant Assault 6)
If a unit on Trifarian War Camp has its Might reduced to 1 (from base 3 Might + 1 from War Camp, then reduced by Thousand-Tailed Watchera) and is then moved to another base, does it survive or die?
Ruling: The unit survives because it was never dealt any damage. A unit needs to be dealt at least 1 point of damage to be destroyed, even if it has 0 or 1 Might.
Nuances:
- Units with 0 Might still require damage to be destroyed; having low Might alone does not destroy a unit
If a unit providing a static stat increase (like Lee Sin Centered) dies first in a showdown, do other units lose that stat increase immediately or keep it until the showdown ends?
Ruling: Units keep the stat increase during the combat damage step even if the unit providing the buff dies first, because all combat damage is dealt simultaneously.
Sequence:
- Sum the might of all your units including the stat increase from the buffing unit
- Assign lethal damage on a per unit basis
- Opponent does the same
- All damage happens at the same time
Nuances:
- Although damage must be assigned on a per unit basis first, the simultaneous resolution means buffs remain active throughout the entire combat damage step
If a unit receives a minus effect (like Smokescreen's -4 might to minimum 1) and then receives a buff later in the same turn, does the minus effect continue to apply or does the buff increase from the current reduced value?
Ruling: Minus effects like Smokescreen apply once on resolution and modify the unit's current might. Subsequent buffs or debuffs that turn work from the new current might value, not the original value.
Sequence:
- Smokescreen reduces a 3 might unit to 1 might (applying -4 with minimum 1)
- If a +1 might buff is applied later that turn, the unit goes from 1 to 2 might
- Effects are applied in the order they were applied
Nuances:
- The "minimum of 1" clause on Smokescreen is not dynamic; it only applies when Smokescreen resolves
- Continuous effects like auras (Green Leona, Ahri legend) may work differently
- If a unit moves away from a battlefield aura and returns, it recalculates based on its current might at that time
If a unit receives a temporary might increase from Discipline and survives a showdown with damage, does it keep the might increase after damage is removed?
Ruling: Yes, the unit keeps the might increase from Discipline. The might increase lasts for the entire turn, not just until the unit takes damage.
Sequence:
- Discipline gives +2 might for the round/turn
- If the unit takes damage during a showdown but survives, damage is removed after the showdown
- The might increase remains active until the active player's turn ends
Nuances:
- Health is not a concept in this game; units have might and can take damage up to their might value
- The duration is tied to the turn/round, not to whether the unit takes damage