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Can I counter Hostile Takeover with Not So Fast?
Yes, you can counter **Hostile Takeover** with **Not So Fast**.
According to the official FAQ for **Hostile Takeover**:
> "Hostile Takeover does choose a target... You must pay Deflect costs to play Hostile Takeover on an enemy unit with Deflect."
Because **Hostile Takeover** is a spell that chooses (targets) a unit, it meets the requirement for **Not So Fast**, which states:
> "Counter an enemy spell or ability that chooses a friendly unit or gear."
**Key Details:**
* **Timing:** You must play **Not So Fast** while **Hostile Takeover** is still on the chain (before it resolves).
* **Effect:** If countered, **Hostile Takeover** does nothing and is placed in the Trash. The energy spent to play it is not refunded (Rule 412.1).
Can I counter any spell played on chain or just the last one?
Ruling: Any spell on the chain is a legal target for counter spells.
Nuances:
- In open game state, any opponent can counter your spell regardless of whether they are the target
- In combat showdowns, only players involved in combat can initially act, but they may invite other players to act
Can I counter my opponent's hidden card when they reveal it?
Ruling: You can only counter spells. Units and gear cannot be countered because they enter and immediately exit the chain without lingering on it.
Nuances:
- Triggered abilities cannot be countered
- Counter effects in the game specifically target spells only
Can I cull the weak my enemy's ruin runner?
Yes, you can play **Cull the Weak** even if your opponent controls a **Ruin Runner**.
Here is the breakdown of why this interaction works:
* **Cull the Weak does not target:** As established in multiple RiftJudge FAQs, **Cull the Weak** does not target or choose any units when it is played. The instruction to kill a unit is performed by each player during the resolution of the spell.
* **Ruin Runner's protection:** **Ruin Runner** has the ability: "I can't be chosen by enemy spells and abilities." Because **Cull the Weak** does not "choose" or "target" units, it does not violate the protection ability of the **Ruin Runner**.
* **Resolution:** When **Cull the Weak** resolves, each player must kill one of their own units. If your opponent has a **Ruin Runner** and no other units, they will be forced to choose the **Ruin Runner** to satisfy the spell's effect, as the spell's effect is mandatory and does not rely on targeting.
Can I deathgrip a unit and save it with Sett legend power?
Yes, you can use Sett's legend ability to save a unit targeted by **Deathgrip**, but the Might bonus will not be applied to the second unit.
According to **RiftJudge FAQ #9246**, this interaction works as follows:
1. **Playing Deathgrip:** You play **Deathgrip** targeting a buffed friendly unit.
2. **Resolution:** As **Deathgrip** resolves, it attempts to execute its "Kill a friendly unit" instruction.
3. **Replacement:** Because the unit is buffed and would die, Sett's ability (a replacement effect) triggers to intervene. You pay the cost (exhaust Sett and pay [C]), and the unit is recalled to your base instead of being killed.
4. **Condition Check:** Because the replacement effect prevents the unit from actually dying, the "If you do" condition for the Might bonus in **Deathgrip** is not met. Therefore, you do not give the Might bonus to another unit.
5. **Finalization:** You still draw 1 card, as the card draw is not contingent on the kill.
**Important Nuances:**
* **Replacement, Not Trigger:** Sett's ability is a replacement effect, not a triggered ability. It modifies the event as it happens and does not use the chain.
* **Buff Spent:** As part of the cost for Sett's ability, the buff on the unit is spent (removed).
* **Identity:** Because the unit is recalled to your base rather than sent to the trash, it does not "die," so any "Deathknell" abilities the unit may have had will not trigger.
Can I defy Bullet Time if he pays 6 power?
No, you cannot Defy a *Bullet Time* after the opponent has already paid 6 power for it.
According to **RiftJudge FAQ #4175**:
* **Ruling:** You cannot Defy a *Bullet Time* after the opponent has paid power for it. Paying power is part of *Bullet Time*'s effect, and once the power is paid, it is too late to Defy.
### Why this is the case:
1. **Timing:** *Bullet Time* must be Defied while it is on the chain, *before* the opponent pays any power. The payment of power happens during the resolution of the spell, not when it is played.
2. **Response Window:** Players must provide a response window after playing *Bullet Time* but before they specify or pay any power. If your opponent has already paid the 6 power, they have moved past the window where you could have responded with *Defy*.
3. **Cost Checking:** While *Defy* can target *Bullet Time* (because it checks the card's printed cost, not the amount of power paid during resolution), it must be played while the spell is still on the chain waiting to resolve. Once the resolution process begins and the power is paid, the opportunity to counter the spell has passed.
Can I discard a card from my Champion Unit Location?
Ruling: No, you cannot discard a card from your Champion Unit Location because the card in the champion location is not in your hand.
Nuances:
- Cards must be in your hand to be discarded
Can I discard a card to Unlicensed Armory with no friendly units in play?
Ruling: No, you cannot activate Unlicensed Armory with no friendly units in play. For all effects that target, you must have a legal target to activate the ability, even if the effect itself is not mandatory.
Nuances:
- The targeting requirement is not optional, even though the save effect itself is optional
- You also cannot activate Unlicensed Armory with no cards in hand, since "Discard 1" is a cost that must be paid to activate the ability
Can I distribute damage any way I want with Elder Dragon in base and kill 2 units with 1 damage each?
Yes, you can. With **Elder Dragon** in play, its passive ability ("Any amount of your damage is enough to kill enemy units") modifies the definition of lethal damage for damage you are responsible for.
Here is how this works:
* **Lethal Damage Modification:** Normally, lethal damage must equal or exceed a unit's Might (Rule 460.2.c.2). Elder Dragon changes this to "any non-zero amount."
* **Combat Assignment:** According to **Rule 460.2.c.3**, you must assign "lethal damage" to a unit before moving on to the next one. Since Elder Dragon makes 1 damage "lethal," assigning just 1 damage to a unit satisfies this requirement.
* **Distributing Damage:** Because you only need to assign 1 damage to kill a unit, you can assign 1 damage to the first unit (killing it), and then proceed to assign 1 damage to the second unit (killing it), provided your total combat Might is at least 2.
This interaction is confirmed by **RiftJudge FAQ #8762** and **FAQ #10071**, which explicitly state that with Elder Dragon in play, you can distribute 1 damage each to multiple units to clear them from the board.
Can I draw with Sunken Temple if the unit got mighty because of Assault?
No, you cannot draw a card with Sunken Temple if your unit is only Mighty because of the Assault keyword.
According to the official rulings for Sunken Temple:
* **Assault bonus is lost before the conquer:** The Attacker and Defender designations are removed during the combat cleanup phase, which happens *before* you conquer the battlefield.
* **Mighty status is lost:** Because the Assault bonus is tied to the Attacker designation, the unit loses that bonus during cleanup. If the unit's Might drops below 5 as a result, it is no longer considered "Mighty" at the moment the conquer occurs.
* **Trigger condition:** Sunken Temple's ability checks for a Mighty unit at the exact moment you conquer. Since the unit has already lost its Assault bonus and is no longer Mighty, the ability does not trigger.
Can I equip a gear with Temporary (like Spinning Axe) before my Beginning phase to prevent it from being destroyed?
Ruling: No, you cannot equip before your Beginning phase. Equip is an activated ability without the action or reaction keyword, so it can only be used at base speed during your action phase. Temporary triggers at the start of your Beginning phase, which occurs before the action phase.
Sequence:
- Beginning phase starts
- Temporary triggers and destroys the gear
- Action phase begins (when you could normally equip)
Nuances:
- Quick-draw allows equipping at reaction speed, but still requires paying the equipment cost
- Quick-draw uses "attach" which doesn't imply a cost, while "equip" implies both cost and the attach result
- Weaponmaster is different from quick-draw in how it handles equipment costs
Can I equip an Equipment on my unit with Relentless Pursuit?
Yes, you can attach an Equipment to your unit using Relentless Pursuit.
According to the card text for **Relentless Pursuit**, the spell explicitly includes the instruction: *"You may attach an Equipment with the same controller to it."*
### Important Clarifications:
* **Targeting Requirements:** As noted in the RiftJudge FAQ #8437, you must choose both a friendly unit and an equipment you control when casting the spell. Even though the attachment itself is optional (indicated by the word "may"), the equipment must exist on the board to cast the spell.
* **"Same Controller" Restriction:** As per FAQ #6468, this restriction prevents you from attaching an opponent's equipment to your unit. In a standard 1v1 match, all friendly units and equipment share the same controller, so this restriction is automatically satisfied.
### Sequence of Resolution:
1. **Cast:** You choose a friendly unit and an equipment you control.
2. **Move:** The chosen unit moves to the destination.
3. **Attach (Optional):** You may choose to attach the chosen equipment to that unit.
4. **Grant Ability:** The unit gains the "When I conquer, you may move me to my base" ability until the end of the turn.
Even if you choose not to attach the equipment, the unit still moves and gains the conquest ability.
Note: I could not fully verify the timing of this spell against the retrieved rules.
Can I equip items to Dauntless Vanguard when playing it from hand to attack a battlefield where the opponent is already present, if those equips are already active at my base from a previous turn?
Ruling: No, you cannot equip items to Dauntless Vanguard when playing it to a battlefield with an opponent present. Equip can only be activated at base speed, and playing a unit to a battlefield where an opponent is present opens combat, during which base speed actions cannot be performed.
Nuances:
- This is the same reason you cannot play Vanguard to a battlefield and then move another unit there from base using a standard move
- The restriction applies because there is a showdown or combat occurring, which prevents base speed game actions
Can I exhaust Daughter of the Void to add floating power, then conquer Hall of Legends and pay 1 energy to ready Daughter of the Void, then play Falling Star by tapping Daughter of the Void again and use both powers from Daughter of the Void?
Ruling: Yes, this sequence is completely legal. You can float power from Daughter of the Void before conquering Hall of Legends, use the Hall trigger to ready her by paying 1 energy, then exhaust her again to generate a second power, and finally use both floating powers to help pay for Falling Star.
Sequence:
- Exhaust Daughter of the Void to add 1 power to your Rune Pool (this power has the restriction "Use only to play spells")
- Win combat and conquer Hall of Legends, triggering its ability
- When the trigger resolves, pay 1 energy to ready Daughter of the Void
- Exhaust Daughter of the Void again to add a second power to your Rune Pool
- Declare you are playing Falling Star and pay its cost using the 2 floating powers from Daughter of the Void plus 2 energy from runes
Nuances:
- Power generated by Daughter of the Void has a restriction that it can only be used to play spells, but it remains floating in your Rune Pool
- The Rune Pool only empties at the end of your draw phase and the end of your turn, allowing you to float resources across actions
- The Hall of Legends ready cost is paid with energy, not power, so Daughter of the Void's restriction doesn't prevent this interaction
- Because Falling Star is a spell, using the restricted power from Daughter of the Void satisfies her ability's requirement
Can I exhaust teammate's unit to pay additional cost for Meditation?
No, you cannot exhaust a teammate's unit to pay for the additional cost of **Meditation**.
According to **RiftJudge FAQ #7727**, a player can only spend buffs or perform cost-related interactions (like exhausting) on units they control, unless a card explicitly specifies otherwise. Since Meditation requires you to exhaust a "friendly unit," and "friendly" in Riftbound refers to units controlled by you (or your teammate in 2v2 scenarios, but the restriction on cost payment remains), the general rule for paying costs remains that you must control the resource you are utilizing.
Furthermore, **Rule 702.2.b.2** and the principles established in the FAQs confirm that you cannot perform cost-related actions on units controlled by your teammate.
Can I fight or flight out of Vilemaw's Lair?
No, you cannot use **Fight or Flight** to move a unit out of **Vilemaw's Lair** to your base.
While you can legally activate the card targeting a unit in Vilemaw's Lair, the movement effect will fail to resolve. This is because Vilemaw's Lair explicitly states, "Units can't move from here to base," and in Riftbound, a "can't" restriction always overrides a "can" effect.
**Key Details:**
* **Valid Activation:** You can still play the card (for example, to trigger an "on spell cast" ability), but the unit will remain in the Lair.
* **Movement Restriction:** Vilemaw's Lair prevents all forms of movement to the base, including those from card effects like Fight or Flight.
* **Recall vs. Move:** Note that "Recall" effects (such as Zhonya's Hourglass or end-of-combat cleanup) are not considered "movement" and are therefore not blocked by Vilemaw's Lair.
Can I flip a Hidden card at Battlefield B during reaction windows when there is a Showdown at Battlefield A?
Ruling: Yes, you can flip Hidden cards at other battlefields during reaction windows in a Showdown, but targeting restrictions still apply based on the card's location.
Nuances:
- Cards that don't target (like Zhonya's) will function normally from the other battlefield
- Cards with targeting requirements can only target units at their own battlefield (e.g., Fight or Flight flipped at Battlefield B can only target units at Battlefield B)
- Tideturner can be useful in these situations
Can I flip a hidden card after Reaver's Row removes my only unit, or after Unchecked Power wipes my battlefield?
Ruling: After Reaver's Row removes your only unit during combat, you can flip a hidden card during the combat showdown because control of a contested battlefield cannot change until after combat cleanup. However, after Unchecked Power resolves, you cannot flip the hidden card because UP is base speed (not playable during showdown), so control changes immediately and the hidden card is trashed.
Sequence:
- Reaver's Row removes your unit during combat
- Battlefield is empty but still contested, so you retain control
- During combat showdown chains, you can flip the hidden card
- After combat cleanup, control would change
Nuances:
- The key rule is that while a battlefield is being contested, control of it cannot change
- This only works during combat/showdown priority windows
- Unchecked Power doesn't create this window because it's base speed and can't be played during showdown
- Effects like Blind Fury that let you cast anything in a showdown could enable similar scenarios with base speed spells
Can I gank from the left battlefield to the right battlefield if there are three battlefields, skipping the middle?
Yes, you can.
According to **Rule 810.1.b**, **Ganking** allows a unit to move from "a battlefield to another battlefield." There is no requirement in the rules that the movement must be to an adjacent battlefield or that you cannot skip over others.
As long as you control the units and the destination battlefield (and assuming the destination is not restricted by other game rules, such as having units from two other players present, per Rule 443.2), you may move your units from any battlefield you control to any other battlefield you control.
Can I gank over at the same time as I go into a battlefield from my base for a showdown?
Yes, you can. You can simultaneously move units from your base and units with **Ganking** from another battlefield to the same destination.
According to **Rule 144.3**:
> "Players may perform multiple Units' standard move simultaneously... When a Move like this is declared by a player, the units' Destination must be the same... the Origins do not need to be the same."
### How it works:
1. **Declare the Move:** You choose the target battlefield as the destination for all units involved.
2. **Select Units:** You select the unit(s) at your base and the unit(s) with **Ganking** at your other battlefield.
3. **Pay Costs:** You exhaust all units involved in the move simultaneously (Rule 144.3.c).
4. **Arrival:** All units arrive at the destination at the same time. If this makes the battlefield contested, a single Showdown (or Combat, if opposing units are present) is triggered for the entire group (Rule 446.1).
As noted in RiftJudge FAQ #8465, **Ganking** is not a separate "special move" action; it is a passive ability that adds a new permission to a unit's **Standard Move** (Rule 810.1.c). Because both movements are legally performed as Standard Moves, they can be grouped into one simultaneous action.
Can I get a detailed explanation on how Tryndamere's ability works?
Tryndamere’s ability is a triggered ability that rewards you for aggressive combat. Here is a detailed breakdown of how it functions based on the official rules and established FAQs.
### The Ability Text
> *"When I conquer after an attack, if you assigned 5 or more excess damage to enemy units, you score 1 point."*
### Key Requirements for Triggering
For Tryndamere to score this additional point, all of the following conditions must be met:
1. **Tryndamere must be the Attacker:** The ability specifically triggers "after an attack." This means Tryndamere must be the unit that initiated the combat (or was part of the attacking force). It does **not** trigger if Tryndamere is defending, even if he wins the combat and conquers the battlefield (RiftJudge FAQ #11, #5815).
2. **Tryndamere must Conquer:** The ability triggers specifically when you perform the "Conquer" action.
3. **Excess Damage Threshold:** You must have assigned 5 or more "excess damage" to enemy units during that combat.
* **What is excess damage?** This is combat damage dealt to a unit beyond its remaining health.
* **Combat Damage Only:** Tryndamere’s ability counts only combat damage. Spell damage can help reduce a unit's health, making it easier to reach the 5-damage threshold, but the damage that "overflows" must come from combat (RiftJudge FAQ #5311).
* **Units must be present:** If there are no enemy units to assign excess damage to (e.g., attacking an empty board), the ability cannot trigger because no combat damage was assigned (RiftJudge FAQ #4400, #3006).
### Important Nuances
* **Winning the Game:** This ability can be used to reach the 8th point to win the game. Unlike the standard "Conquer" point, which requires you to have scored from all other battlefields that turn, Tryndamere’s ability does not have this restriction. You can win the game with this ability even if you only conquer one battlefield (RiftJudge FAQ #7005, #63).
* **Timing:** The ability triggers as part of the "Scoring" event. You score the standard point for conquering first, and then Tryndamere’s ability triggers (RiftJudge FAQ #63).
* **Not a "Hold" Ability:** Tryndamere’s ability does not trigger when "Holding" a battlefield. Holding only occurs when you attack, but the ability specifically requires the "Conquer" action (RiftJudge FAQ #7828).
### Summary Checklist
If you are wondering if Tryndamere will score the extra point, ask yourself:
* **Did Tryndamere attack?** (If he defended, the answer is **No**).
* **Did I conquer the battlefield?** (If you didn't conquer, the answer is **No**).
* **Did I assign 5+ excess combat damage to enemy units?** (If the board was empty or the damage wasn't high enough, the answer is **No**).
If the answer to all three is **Yes**, Tryndamere will trigger and score you an additional point.
Can I gust the reflection token after he discards if my opponent conquers and creates a reflection of ruined Rex? Would this trigger deathknell?
Yes, you can **Gust** the **Reflection** token after your opponent discards, but doing so will **not** trigger its **Deathknell** ability.
### Why you can Gust the Reflection
When your opponent conquers and uses their leader ability to create a **Reflection** token (which then becomes a copy of **Ruined Rex**), that ability process uses the chain. Because **Gust** is a **[Reaction]**, you can play it while the chain is still active (the "Closed" state) to return the token to its owner's hand.
### Why the Deathknell will not trigger
The **Deathknell** keyword is defined as a triggered ability that occurs specifically when a permanent is **killed and sent to the trash** (Rule 808.1.d).
* **The Cause:** **Gust** explicitly instructs you to "Return a unit... to its owner's hand."
* **The Result:** Because the token is moved to the hand and not the trash, the condition required for the **Deathknell** to trigger is never met (Rule 808.1.d.1; see also **RiftJudge FAQ #10059** regarding similar interactions).
***
### Summary of Interaction
1. **Chain:** The **Reflection** token enters the battlefield.
2. **Reaction:** You play **Gust**, targeting the **Reflection** token.
3. **Resolution (LIFO):** **Gust** resolves first, returning the token to your opponent's hand.
4. **Deathknell:** Because the token was recalled to the hand rather than being sent to the trash, the **Deathknell** ability never triggers.
Can I have more than two different domain runes in my Rune Deck?
Ruling: In constructed format, you cannot have more than two different domain runes in your Rune Deck. In limited format, you can have three different domains.
Nuances:
- Even in limited format with three domains allowed, you cannot play Twisted Fate (purple) alongside all three colors required for his effects
- This means Twisted Fate cannot trigger his stun effect in constructed format
Can I have multiple buffs on 1 card?
No, a unit cannot have multiple buffs on one card, unless a specific card effect states otherwise.
According to Rule 702.3: "There can only be one Buff on a Unit at a time."
Additionally, Rule 702.3.a clarifies that if a buff is added or instructed to be added to a unit that already has a buff, it is not placed. This is also supported by the FAQ in the game rules: "A unit can only have one buff at a time unless a card specifically states otherwise."
Can I have two rune up, one exhausted one ready, can I tap the ready one to ready the exhausted one?
No, you cannot tap (exhaust) a ready rune to ready an exhausted rune.
According to **Rule 415.1** and **Rule 414.1**, Ready and Exhaust are states that mark a card's availability. There is no general game rule that allows you to "tap" or exhaust one rune to ready another.
To ready an exhausted rune, you must use a specific card ability or game effect that explicitly instructs you to "ready a rune" or "ready an exhausted rune." For example, some cards may have abilities that trigger or are activated to provide a "ready" effect. If you simply exhaust a rune, it only adds 1 energy to your pool (per **Rule 163.2.a**), and the rune remains exhausted until your next Beginning Phase (**Rule 315.1.b**) or until a card effect readies it for you.
Can I hide a card from Rek'Sai legend ability?
No, you cannot hide a card using the ability of the Rek'Sai legend (Void Burrower).
According to the card text for Void Burrower, its ability allows you to "reveal the top 2 cards of your Main Deck. You may banish one, then play it."
The reasoning based on the game rules is as follows:
1. **Hiding is a Discretionary Action:** Rule 408.2 states that "Hiding is a Discretionary Action." Rule 408.2.a specifies that the Hidden keyword allows a player to pay a cost to hide a card "any time they have a Hidden card in their hand or Champion Zone and meet the prerequisites."
2. **Hiding vs. Playing:** Hiding a card is distinct from playing a card. As noted in FAQ #7169 and FAQ #5902, hiding is not the same as playing a card.
3. **Ability Restrictions:** The ability on Void Burrower instructs you to "play" a card. It does not grant you the ability to perform the "Hide" action. Because the card is being played from the top of your Main Deck (a zone that is not your hand or Champion Zone), you do not meet the prerequisites to use the "Hide" action defined in Rule 737.1.b.
In summary, because the ability specifically instructs you to "play" the card, and hiding is a separate discretionary action with its own specific requirements (hand/Champion Zone, paying the hide cost), you cannot use this ability to hide a card.
Note: I could not fully verify this ruling against the retrieved rules.
Can I hold for the 7th point and conquer the other battlefield for the 8th?
Yes, you can win the game by holding for your 7th point and then conquering another battlefield for your 8th point in the same turn.
According to the rules and FAQs regarding scoring:
* **Holding counts as scoring:** Holding a battlefield at the start of your turn is a valid way to score a point.
* **Winning the game:** You can score the final point through holding, card effects, or by conquering a battlefield, provided you meet the specific requirements for the final point.
* **The Conquer restriction:** The restriction that you must score all battlefields in a single turn only applies if your final winning point comes from a **conquer** action.
**Sequence for your scenario:**
1. Start your turn at 6 points while holding a battlefield.
2. Gain 1 point from holding (reaching 7 points).
3. Conquer the other battlefield to reach 8 points.
4. Because you have scored at least one battlefield through a method that turn (the hold) and then performed a conquer to reach the final point, you satisfy the requirements to win.
As noted in the FAQs: "You can win by scoring the final point through any method except conquering a single battlefield. If you win by conquering, you must score both battlefields in the same turn." Since you held one and conquered the other, you have scored both battlefields in that turn, successfully triggering the win.
Can I hold one point for 7 points then gank the other to win the game or do I need to occupy both to win?
Yes, you can win the game by holding one battlefield to reach 7 points and then ganking to conquer the second battlefield in the same turn. You do **not** need to occupy both battlefields simultaneously to win.
According to **Rule 448.1.b.2**, when you are at 7 points, you can score the final point through a "Conquer" action if you have **scored every battlefield** through either method (Hold or Conquer) during that turn.
As confirmed by **RiftJudge FAQ #6708**:
* **Sequence:**
1. You score your 7th point during your beginning phase by holding the first battlefield.
2. You move a unit with the **Ganking** ability to the empty second battlefield, conquering it.
3. Because you have now scored every battlefield this turn (one through Hold, one through Conquer), you score the final point and win immediately.
The requirement to "score every battlefield" applies to the turn in which you are attempting to win, not to the requirement of holding them simultaneously.
Can I hold priority during showdown to play multiple reactions in a row, or does focus pass automatically after the chain resolves?
Ruling: You automatically hold priority when there is an open chain and you play an item to it. You can play multiple reactions before passing priority. However, you cannot hold focus - once the chain you opened with focus closes, the next player in turn order gains focus.
Sequence:
- When you play an item to an open chain, you automatically hold priority
- You can play multiple reactions in a row before passing priority
- Once you pass priority, your opponent can do the same
- If both players pass priority consecutively, the topmost item on the chain resolves
- When a chain opened with focus closes, focus automatically passes to the next player in turn order
Nuances:
- Priority and focus are distinct mechanics - you can hold priority but not focus
Can I just the Lucian as reaction to this equipping, forcing them to still pay the equipping power cost?
Yes, you can respond to your opponent's activation of the **Equip** ability.
According to **Rule 744.1**, **Equip** is an activated ability. As confirmed by the chain rules, activated abilities use the chain, which means they can be responded to with **[Reaction]** cards or abilities.
### The Interaction
1. **Opponent activates Equip:** Your opponent declares they are activating the **Equip** ability on their B.F. Sword, targeting their Lucian, Merciless. They pay the cost (the Power/Rune cost) and place the ability on the chain.
2. **Chain opens:** Because an ability was added to the chain, the state becomes **Closed**.
3. **You respond:** You can now play a **[Reaction]** card or ability (such as a kill spell or an effect that removes the target unit) to interact with the chain.
4. **Resolution:** If you successfully remove the Lucian, Merciless from the board before the Equip ability resolves, the Equip ability will fail to resolve because its target is no longer legal (Rule 393.1).
### Important Note on Costs
It is important to understand that **costs are paid when the ability is activated**, not when it resolves.
* If your opponent has already paid the Power cost to put the Equip ability on the chain, they **do not get those resources back** if you kill the unit in response.
* The cost is considered paid the moment the ability is activated (Rule 354). You are not "forcing them to pay"—they have already paid the cost to put the ability on the chain. By responding, you are preventing the *effect* of the ability (the attachment) from happening, but the resources spent to activate it remain spent.
Can I keep repeating spells until I have no runes?
No, you cannot.
According to **Rule 820.1.c.3** and **RiftJudge FAQ #9252**, each individual instance of the **Repeat** keyword on a spell can be paid for **only a single time**.
Even if you have many runes available, you cannot pay for the same instance of Repeat more than once. You must decide whether to pay for the available Repeat cost(s) at the moment you play the spell from your hand. You cannot add additional repetitions retroactively or continue to pay for them as the spell resolves.
If a spell has multiple distinct instances of the Repeat keyword (for example, one printed on the card and one granted by another effect), you may pay for each instance separately, but each instance still only allows for one additional execution of the spell's effects.
Can I kill a Guardian Angel units with a repeated Bellows?
Yes, you can kill a unit equipped with **Guardian Angel** using a repeated **Bellows Breath**, but the *Guardian Angel* will be destroyed in the process, saving the unit from death.
Here is the breakdown of how this interaction works:
### The Sequence of Events
1. **Playing the Spell:** You play *Bellows Breath* and pay the **[Repeat]** cost. This creates two separate instances of the spell's effect ("Deal 1 to up to three units at the same location").
2. **Resolution:**
* **First Instance:** You deal 1 damage to the unit equipped with *Guardian Angel*.
* **Second Instance:** You deal 1 damage to the same unit again.
3. **Cleanup and Lethal Damage:** In *Riftbound*, damage is marked on a unit, but lethal damage is only checked during the **Cleanup** phase after the entire spell has finished resolving (see *RiftJudge FAQ #8454* and *#5839*).
4. **Replacement Effect:** Once the spell finishes, the game checks for lethal damage. Because the unit has taken 2 total damage, it would normally die. However, *Guardian Angel* has a replacement effect: "If I would die, kill Guardian Angel instead. Heal me, exhaust me, and recall me."
5. **Outcome:** The *Guardian Angel* is destroyed (sent to the trash), and the unit is healed, exhausted, and recalled to your base. The unit survives.
### Important Nuances
* **Guardian Angel is a Replacement Effect:** Because *Guardian Angel* replaces the "death" event, the unit never actually dies or goes to the trash. This is why the unit survives (see *RiftJudge FAQ #8433* and *#9367*).
* **No "Mid-Spell" Save:** You cannot trigger *Guardian Angel* between the two instances of damage from the repeated *Bellows Breath*. The spell must resolve completely before the game checks for lethal damage and applies the replacement effect (see *RiftJudge FAQ #5839*).
* **One-Time Use:** *Guardian Angel* is destroyed when it saves the unit. If you were to deal lethal damage to that same unit again later in the turn, it would no longer have the protection of that *Guardian Angel* (see *RiftJudge FAQ #9438*).
Can I legally respond to a Singularity by playing Janna to a battlefield?
Yes, you can legally respond to a **Singularity** by playing **Janna, Savior** to a battlefield.
### Reasoning
1. **Singularity starts a chain:** When a player plays **Singularity**, it is placed on the chain. According to Rule 309.1, when a chain exists, the turn is in a **Closed State**.
2. **Reaction timing:** In a Closed State, only cards and abilities with the **[Reaction]** keyword can be played (Rule 309.1.a).
3. **Janna's keyword:** **Janna, Savior** possesses the **[Reaction]** keyword, which explicitly states: *"Play any time, even before spells and abilities resolve, including to a battlefield you control."*
4. **Legality:** Because **Janna, Savior** has the **[Reaction]** keyword, she can be played during the Closed State created by **Singularity**.
### Sequence
1. **Singularity** is played and placed on the chain. The game state becomes **Closed**.
2. You play **Janna, Savior** as a reaction to **Singularity**.
3. **Janna, Savior** enters the board. Because she is a unit, she finalizes immediately (Rule 356.2).
4. Once **Janna, Savior** is in play, her "When you play me" triggered ability is placed on the chain on top of **Singularity** (Rule 356.3.c).
5. Players have an opportunity to play further reactions. If both pass, the chain resolves in **LIFO** (Last-In, First-Out) order:
* **Janna's** ability resolves first.
* **Singularity** resolves second.
*Note: While Janna's "When you play me" ability can move an enemy unit, please be aware that per Rule 356.3.e.1, **Singularity** will still resolve even if its targets are moved or become illegal.*
*Note: I could not fully verify this ruling against the retrieved rules.*
Can I make a Reflection Unit token of a Reflection Unit token?
Yes, you can create a Reflection unit token that is a copy of another Reflection unit token.
According to **Rule 182.1.d**, token units are units and follow all rules for their type. When a Reflection token enters play, it becomes a copy of a target unit already in play. If you target an existing Reflection token, the new Reflection token will copy the current characteristics of that token (including the card it is currently copying, as those are its current traits).
This is consistent with how copying works in Riftbound: when an object becomes a copy of another, it adopts the current characteristics of the target. Since a Reflection token is a unit, it is a valid target for another Reflection effect.
Can I mark damage first and then reduce a unit's might to kill it?
Yes, you can. A unit will be killed if it has non-zero damage marked on it that is equal to or exceeds its current might.
According to the **RiftJudge FAQ #3880** and **FAQ #2662**, the order in which these events occur—whether you deal damage first and then reduce might, or reduce might and then deal damage—does not matter. The game state is checked, and if at any point the damage marked on a unit is equal to or greater than its current might, that unit dies.
### Example Sequence:
1. A unit has 3 Might and 0 damage marked.
2. You deal 2 damage to the unit. (It now has 3 Might and 2 damage marked; it survives).
3. You play an effect that reduces the unit’s Might by 1.
4. The unit now has 2 Might and 2 damage marked.
5. Because the marked damage (2) is equal to its current Might (2), the unit dies.
Can I move Treasure Hunter to hand to activate its effect to get a Gold?
To answer your question: **No, simply moving Treasure Hunter to your hand does not activate its effect.**
Here is the breakdown of why this is the case:
### 1. The Trigger Condition
Treasure Hunter's ability reads: *"When I move, play a Gold gear token exhausted."*
According to **Rule 420.1**, moving is explicitly defined as a "Game Object moving between two **Locations on The Board**."
### 2. Location vs. Zone
In *Riftbound*, the "Board" consists only of battlefields and bases. Moving a card from a board zone (a battlefield or base) to a non-board zone (your hand, trash, or deck) is considered **changing zones**, not "moving" in the context of the rules.
Because the card is leaving the board entirely, it is not performing the specific "Move" action required to satisfy the condition of its triggered ability.
### 3. Summary
* **"Moving"** (Rule 420.1) only occurs between board locations.
* **"Changing Zones"** (e.g., returning to hand) is a different game event.
* Because the trigger condition "When I move" is not met when the unit returns to your hand, the ability will not trigger.
Can I move a unit from battlefield to battlefield with Relentless Pursuit?
Yes, you can move a unit from one battlefield to another using **Relentless Pursuit**.
According to the FAQ regarding battlefield-to-battlefield movement:
* The restriction against moving from battlefield to battlefield only applies to the **Standard Move** action (Rule 143.4.c.1).
* Spells and abilities, such as **Relentless Pursuit**, specify their own limitations. Since the card text for Relentless Pursuit simply states "Move a friendly unit" without restricting the destination to your base, you are permitted to move the unit to another battlefield.
**Key Details:**
* **Standard Move vs. Ability:** Because this movement is caused by a spell effect rather than a Standard Move, the Ganking keyword is not required to move between battlefields.
* **Destination:** As long as the destination is a valid location (e.g., not an invalid destination due to a Staged Combat or other game-specific restriction), the move is legal.
Can I move a unit into an occupied battlefield with standard movement (tap) and move another unit with Sett's signature spell (Showstopper) into the same battlefield before the start of the showdown?
Ruling: No, you cannot combine standard movement with non-standard movement like Showstopper in this way.
Nuances:
- Showstopper is a slow spell, not an action
- If it were a fast spell like Zenith Blade, you could move your unit with standard movement, then during the showdown use the fast spell to move another unit onto the battlefield
Can I move a unit to a battleground controlled by a friendly player in 2v2 if they aren't in combat?
Ruling: You cannot have one of your units on the same battlefield as one of your teammate's units, ever.
Nuances:
- If an enemy moves to a battleground controlled by your teammate, it results in a normal showdown
- You can move your teammate's units to a battlefield that only has an enemy unit on it, since your teammate's units are friendly
Can I move an enemy unit to a battlefield where I have defending units, choose not to select an enemy unit (if none remain), and start a battle with my defending units against the attacking unit I just moved?
Ruling: Yes, this is legal. You can move an enemy unit to a battlefield and if there are no other enemy units there after the move, you would not choose an enemy unit, resulting in a battle starting on that battlefield with your defending units against the attacking unit you just moved.
Nuances:
- If there was a second enemy unit present on that battlefield, you could not choose to not continue resolving the spell - you would be required to select an enemy unit.
Can I move more units with Showstopper or is it just the one?
Ruling: Showstopper allows you to move just one unit.
Can I move one unit from base and one unit with Ganking to the same battlefield together using Standard Move?
Ruling: Yes, units moving together using Standard Move must have the same destination, but they may come from different locations.
Sequence:
- Multiple units can use Standard Move at the same time
- Units moving together must have the same destination
- Units moving together may come from different locations
- Each unit pays the Exhaust cost
- Units with Ganking can move from battlefield to battlefield, while units without Ganking can move from base to battlefield
Nuances:
- Standard Move can only be done during your turn, outside of Showdown, and with an empty Chain
- Multiple units with Ganking can still move at the same time with a Standard Move
- All other move restrictions still apply (e.g., can't move to a battlefield already containing units from two other players)
Can I move units to a battlefield where I just lost a showdown?
Ruling: Yes, you can move units to a battlefield even after losing a showdown there. There is no restriction on how many times you can move units to the same battlefield.
Nuances:
- You can move units to the same battlefield one at a time if you choose
- You can even move the same units that just participated in the showdown if you can ready them and they didn't die
Can I not so fast? A mind splitter? He is targeting an Adaptatron that's in my hand.
No, you cannot use **Not So Fast** to counter **Mindsplitter**'s ability in this situation.
There are two primary reasons why this interaction is not legal:
1. **"Friendly unit or gear" Requirement:** According to its card text, **Not So Fast** can only counter a spell or ability that chooses a "friendly unit or gear." While **Adaptatron** is a unit card, **Mindsplitter** is targeting a **card** in your hand, not a unit on the battlefield. Because **Adaptatron** is not a unit on the battlefield, it does not qualify as a "friendly unit" for the purposes of the **Not So Fast** targeting restriction.
2. **Targeting Restriction:** Even if **Adaptatron** were on the battlefield, **Mindsplitter**'s ability chooses a "card" from the hand. Since **Not So Fast** specifically requires targeting a unit or gear, and cards in your hand are neither units nor gear (they are just cards), the ability does not meet the necessary criteria for **Not So Fast** to target it.
This is my interpretation based on the rules governing targeting restrictions and card types. No official FAQ exists for this specific interaction, but it follows the established rules that protection and targeting based on "unit" or "gear" statuses only apply to those objects while they are on the battlefield.
Can I over assign damage to a unit?
No, you cannot over-assign combat damage.
According to **Rule 460.2.c.4**: "Units cannot have more damage assigned to them than the minimum required to constitute lethal damage unless no further units remain to have damage assigned to them."
Additionally, per **Rule 460.2.c.3**, you must assign lethal damage to a unit in full before you can move on to assign any remaining damage to a different unit.
**Summary of Combat Damage Assignment:**
* You must assign lethal damage (damage equal to a unit's Might) to a unit before you can assign damage to another unit.
* You cannot assign more than the lethal amount to any unit, unless it is the very last unit available to receive damage.
* If you have a Tank unit on the board, you are required to satisfy the lethal damage requirements for all Tank units before assigning damage to non-Tank units.
*Note: This interpretation is based on the Core Rules 2026-03-30 regarding the Combat Damage Step. This is the official standing on over-assignment.*
Can I pay for Attakan with a Reflection of Attakan?
Yes, you can use a Reflection token that is currently copying Atakhan to pay for the additional cost of playing a new Atakhan.
According to **Rule 182.1.d**, token units are units and follow all rules for their type. When you sacrifice a unit to pay an additional cost, the game checks the current attributes of that unit. Because a Reflection token that is copying Atakhan adopts the attributes of Atakhan (including its printed Energy and Power costs), it is a valid unit to sacrifice.
**Cost Reduction Calculation:**
When you sacrifice that Reflection token to play Atakhan:
1. The game looks at the Energy and Power costs of the sacrificed unit (the Reflection token copying Atakhan).
2. Since it is copying Atakhan, its attributes are treated as Atakhan’s base Energy and Power costs.
3. You will receive the cost reduction based on those values.
This differs from sacrificing a standard Reflection token (which has no base Energy or Power cost), where the reduction would be zero, as detailed in **RiftJudge FAQ #9993**.
Can I play Abandon with nothing on the stack?
No, you cannot play **Abandon** if there is nothing on the chain.
According to **RiftJudge FAQ #9981** and **Rule 4070**, because **Abandon** requires a target ("Counter a spell"), you must have a legal target available on the chain to put the spell on the chain in the first place. If there are no spells on the chain, there is no valid target, and you cannot play the card.
Can I play Acceptable Loses if only 1 player controls a Gear?
Yes, you can play **Acceptable Losses** if only one player controls a gear.
According to **RiftJudge FAQ #4344**, Acceptable Losses can be played even if you do not control a gear, as long as your opponent does. The card does not target, and at resolution, each player who controls a gear will choose one to kill.
Can I play Acceptable Losses during a showdown after my opponent reveals Zhonya's Hourglass to force them to destroy it before their unit dies?
Ruling: Yes, if you have focus during a showdown and Zhonya's is revealed, you can play Acceptable Losses to force your opponent to destroy a gear. If Zhonya's is their only gear, they must destroy it.
Nuances:
- If the opponent has multiple gears, they can choose which gear to destroy (not necessarily Zhonya's)
- Scrapheap can counter this strategy by recovering the destroyed gear from the scrapheap
Can I play Arcane Shift when my opponent only has Ruined Runner at a battlefield (the one that I can target it and is body type)?
No, you cannot play **Arcane Shift** in this situation.
According to the card text and established rulings (such as **RiftJudge FAQ #9022** and **#8655**), **Arcane Shift** requires you to target both a friendly unit and an enemy unit at a battlefield to be played.
Because **Ruin Runner** has the ability "I can't be chosen by enemy spells and abilities," it cannot be targeted by your **Arcane Shift**. Since there is no other enemy unit at the battlefield for you to target, you cannot satisfy the targeting requirements of the spell, and therefore you cannot play it.