Riftbound Frequently Asked Questions

Search verified questions and answers.

If my opponent uses Gust against my 3 might unit, I use Discipline to save it, and then my opponent reacts with Shakedown that kills my unit before other spells resolve, do I still draw from Discipline?
Ruling: Yes, you still draw from Discipline even if the target unit is killed before Discipline resolves. All effects that reach the chain always resolve (unless countered), and you do as much as you can on resolution. Sequence: - Effects are added to the chain with targets declared when finalized - Chain resolves in reverse order (last in, first out) - Each effect resolves doing as much as possible - Non-conditional parts of effects (like "draw 1") always happen even if targets become invalid Nuances: - Fizzling does not exist in Riftbound - effects always resolve unless countered - "Then" vs "to" matters: "then draw 1" is not conditional, but "to draw 1" would be conditional - If an effect says "its owner draws" and the unit dies, you cannot draw because the owner cannot be established when off the board - Exception: If the spell itself killed the unit, that spell can look back to establish the owner - Targets are declared when effects finalize and cannot be changed (unless a card explicitly allows it) - If a target becomes invalid, effects that reference that target will "whiff" (resolve to no effect), but non-conditional parts still resolve - You cannot block reactions - counters can target any legal item on the chain at any time while the chain is open
If my opponent uses Hextech Ray to kill my only defending unit during a showdown, can I still play action spells (like Hextech Ray) to kill their unit before they can conquer?
Ruling: Yes, you can still play action spells even after your only unit is killed during a showdown. The showdown does not end until both players pass while the state is open, so you can retaliate with spells to kill their unit and prevent conquest. Sequence: - Opponent plays Hextech Ray, killing your only unit - Your unit dies during cleanup (when state changes between open and closed) - Showdown continues because both players haven't passed - You can play action spells (like Hextech Ray) to kill their unit - If their unit also dies, conquest is prevented Nuances: - Units with lethal damage die during any cleanup that occurs while they have lethal damage - Cleanup is triggered when the state changes between open and closed (when there's a chain and when there's not a chain) - A showdown having zero units on one side does not automatically end the showdown
If my opponent uses Hidden Blade on my buffed unit and I save it with Sett The Boss's legend ability, do I still get to draw two cards?
Yes, you do draw 2 cards. Here's why: When Hidden Blade resolves, its kill instruction executes and targets your unit. The Boss's replacement effect then intercedes during execution and alters what happens - the unit is recalled instead of dying. However, the kill instruction still executed; it was just altered by the replacement effect. Since Hidden Blade says "Kill a unit at a battlefield. Its controller draws 2," and the unit still exists with a valid controller after being recalled, the draw effect still applies. The replacement effect changes what happens to the unit (recall instead of death), but doesn't make the kill instruction fail to execute or remove the valid referent for "its controller." Therefore, you draw 2 cards even though your unit was recalled instead of killed.
If my unit died on Grand Plaza last turn, can I put a unit there this turn to win?
Ruling: Yes, you can conquer Grand Plaza to win if a turn has passed since you held it, as long as you haven't already scored Plaza this turn. Sequence: - Hold Grand Plaza in one turn (scoring it) - Unit dies, turn passes - Place unit on Grand Plaza in a later turn to conquer it and score the winning point Nuances: - You cannot hold Grand Plaza and then conquer it in the same turn (unit dies and you place another in the same turn) - To score the final winning point, you must either hold a battlefield for the eighth point OR score both battlefields (which can include holding one to seven points and conquering the other to reach eight)
If my unit is Charmed off an empty battlefield to fight elsewhere, then I play Ride The Wind to move it back to the now-empty battlefield during showdown, do I conquer that battlefield?
Ruling: Yes, you can conquer the battlefield this way if you haven't already scored it this turn, provided you are the only player controlling units there at the end of the non-combat showdown. Sequence: - The combat showdown at battlefield 2 must end first (both players pass with focus in open state) - Then the non-combat showdown occurs at battlefield 1 - If you are the only player with units at battlefield 1 when that showdown ends, you conquer it Nuances: - Your opponent could potentially remove the unit you played Ride The Wind on during the non-combat showdown to prevent the conquest - This requires two separate showdown resolution processes: one for the combat showdown, then another for the non-combat showdown
If my unit is already on a battlefield and my opponent attacks it but fails, do I gain a point?
Ruling: You do not gain a point from successfully defending an attack. You only gain a point if you start your turn with a unit on the battlefield (holding it). Nuances: - Defending against a failed attack does not award points - Points are awarded for holding a battlefield at the start of your turn, not for defensive victories
If my unit is killed during a showdown after I pass focus, can I still play actions since focus returns to me, or does the showdown end immediately?
Ruling: Both players must pass focus consecutively without playing anything for combat to resolve and end. After a chain resolves, focus automatically passes back to you, allowing you to play actions even if your unit was killed. Sequence: - Player passes focus - Opponent plays a reaction (like Void Seeker) instead of passing - The chain resolves - Focus automatically returns to the player who passed first - That player can now play actions again - Combat only ends when both players pass focus consecutively Nuances: - This works the same whether you are attacking or defending - Even if your unit is killed and you are no longer contesting the battlefield, combat does not end until both players pass focus
If my unit is possessed by Hostile Takeover and has equipment attached, can I reattach that equipment to another unit?
Ruling: You cannot use the Gear's own Equip ability to reattach it (because attached Gear has inactive rules text), but you can reattach it using other effects that move equipment, such as Weaponmaster or Jax's legend ability. Sequence: - When a unit is possessed, you still control any equipment attached to it - The Gear's rules text is inactive while attached, so its Equip ability cannot be activated - You can use external effects (like Weaponmaster or Jax) to move the equipment to another unit you control Nuances: - You still control the equipment even though the unit is possessed - The distinction is between using the Gear's own Equip ability (not allowed) versus using other card effects that reattach equipment (allowed)
If my unit targeted by Hidden Blade is saved by Zhonya's, do I still draw the cards?
Ruling: Yes, you still draw the cards even if Zhonya's saves the targeted unit. Sequence: - Hidden Blade targets a unit and identifies its controller - Zhonya's moves the unit from battlefield to base as a replacement effect - The controller was already identified before the unit moved, so card draw still occurs Nuances: - This is different from Flash and other recall effects, which move the unit before the controller is identified - Hidden Blade doesn't target for card draw; it identifies the controller of the targeted unit and then pays them on resolution - The spell can still find information about the target's controller even after Zhonya's moves the unit because the controller was identified when the unit was targeted
If one of Dragon's Rage's targets dies from a card effect (like Hidden Blade) before Dragon's Rage resolves, does the other target still take damage?
Ruling: No, the surviving unit takes no damage. When a unit dies before Dragon's Rage resolves, it has 0 might (or null), so there is no damage to deal. Nuances: - The rule allowing effects to "look back" at a unit's last known information only applies to the spell/effect that caused the zone change, not to other effects resolving afterward - Hidden Blade can look back to find the unit's controller because it caused the death, but Dragon's Rage cannot look back to find the unit's might because it didn't cause the death
If one of the targets is no longer on the battlefield when a spell that requires both targets to be on the same battlefield resolves, does the spell still affect the remaining target?
Ruling: No, the spell does not affect the remaining target. If a spell specifies that targets must be on the "same battlefield," both units must be present at resolution for the spell to have any effect. Sequence: - When the spell is played, both targets must be on the same battlefield to enter the chain - At resolution, both targets must still be on the same battlefield - If one target is no longer present, the spell has no effect on the remaining target Nuances: - Riftbound does not have "fizzling" as a mechanic, but spells with "same battlefield" requirements still fail to resolve if the condition is not met - The key distinction is the "same battlefield" text on the card, which creates an ongoing requirement at resolution
If only one side has units remaining before the Combat Damage Step, is the step skipped or do the remaining units assign damage with no targets?
Ruling: The Combat Damage Step is skipped if units remain on only one side. The step only occurs if both Attacking and Defending units remain at the location. Nuances: - The clarifying sub-rule stating "if neither Attacking Units nor Defending Units remain" only addresses the edge case where both sides have zero units, which is already covered by the parent rule requiring both sides to have units - The clarifying sub-rule is unnecessary but was added to clarify how the rule works compared to a previous version
If opponent has Mageseeker Warden on battlefield and I play red Darius, then kill Mageseeker with either a damage spell or a kill spell, will Darius untap?
Ruling: Darius will untap in both cases. Darius's ability triggers when a spell is played and goes on the chain regardless of whether Mageseeker is present. By the time Darius's trigger resolves, Mageseeker will already be dead from cleanup. Sequence: - Damage/kill spell resolves (marking damage or killing Mageseeker directly) - Darius's trigger sees the played spell and goes onto the chain as pending - Cleanup begins from the spell resolving - During cleanup, Mageseeker dies (either from marked damage in step 2, or already dead from kill effect) - Darius's trigger is finalized during cleanup (step 8) - Darius's trigger eventually resolves with no Mageseeker present, allowing Darius to untap Nuances: - Mageseeker doesn't prevent these effects from entering the chain; it only causes them to resolve with no effect if Mageseeker is still present when they resolve - The only difference between the damage spell and kill spell scenarios is when Mageseeker dies: damage spells mark damage that kills during cleanup step 2, while kill spells destroy the unit as part of the ability resolving - Even if Mageseeker were present when Darius's ability resolves, Darius would still get +2 Might
If opponent plays Sprite Mother at a battlefield and I Gust it (returning it to hand), does the token still get created?
Ruling: No token is created. When Sprite Mother is returned to hand before her ability resolves, she is no longer at a location where a token can be played, so the ability creates no token. Nuances: - If Sprite Mother is moved to a different battlefield location after her ability triggers but before it resolves, the token will be created at the new location - The ability doesn't target, so it's not a mistargeting issue - the "here" reference simply means the token can only be created where Mother currently is when the ability resolves - If the ability didn't reference "here" and instead targeted a battlefield or had other location text, it could resolve even with Mother in hand
If opponent's unit runs into my Spy, Deathknell triggers, and I draw Gust during resolution, can I play Gust while combat is still contested, or does Deathknell's cleanup resolve combat fully first?
Ruling: No, you cannot play Gust while combat is still contested after Deathknell resolves. Combat must proceed through its resolution steps first. Sequence: - Deathknell resolves (assuming no abilities trigger from its resolution) - Combat immediately proceeds with the last part of combat resolution step before closing - If units from different players remain, a second combat opens where you can play Gust when you get focus - If only one player's units remain and that player gains control (and hasn't scored yet), they conquer the battlefield - You can only play Gust in response to conquest triggers, or after you get priority later Nuances: - You cannot proceed to the next combat step while the turn is in a closed state (chain not empty) - If someone played a unit with reaction in response to Deathknell before it resolved, and units from different players remain, a second combat opens with the same attacker and defender - Deathknell doesn't cause special cleanup; it is finalized by the combat cleanup
If opposing units already have damage from a spell effect, does the attacker still need to assign lethal damage during combat, or can they assign less damage since the units already have damage?
Ruling: When assigning damage during combat, you only need to assign enough damage to reach lethal when combined with damage already on the unit. You do not need to assign full lethal damage if the unit already has damage that hasn't been healed. Sequence: - Spell effect (Flurry of Blades) deals 1 damage to each unit - During combat damage assignment, the attacker can assign 1 damage to the 2 might unit (bringing it to 2 total damage, which is lethal) and 3 damage to the 4 might unit Nuances: - This only applies if the damage has not been healed yet
If purple Draven attacks into Reaver's Row and the opponent retreats their only unit, does Draven's ability trigger to gain an extra point?
Ruling: Yes, Draven gets a point. Combat consists of three steps (Showdown, Combat Damage, Resolution), and "winning combat" means only your units remain after combat ends, regardless of whether combat damage was dealt. Sequence: - Combat showdown begins when Draven attacks into Reaver's Row - Attacker and Defender statuses are applied at the beginning of combat showdown - Opponent's unit is retreated via Reaver's Row - Combat damage step is skipped (no defending units) - At end of combat, only your units remain, so you win combat - Draven's ability triggers Nuances: - Winning combat does not require dealing combat damage - it only requires that only your units remain after combat ends - The same logic applies if you kill an attacking or defending unit with a spell during combat showdown (like Hidden Blade) - as long as only your units remain at the end, you win combat - Glorious Executioner's text clarifies this interpretation with similar templating
If someone has two Zhonya's on the field and a unit dies, do both Zhonya's trigger and get sent to trash?
Ruling: No, only one Zhonya's is sent to trash. The first Zhonya's replaces the death with a recall and goes to trash, while the second Zhonya's stays on the board because there is no longer a death to replace. Sequence: - When a unit would die, both Zhonya's replacement effects are available - You choose the order in which they apply - The first Zhonya's replaces the death with a recall and is sent to trash - The second Zhonya's has no death to replace, so its entire effect (including going to trash) does not apply - The second Zhonya's remains on the board Nuances: - Zhonya's uses "would die" language, not "when it dies" - this means once the first replacement happens, the unit is no longer dying - If multiple units die simultaneously, you can choose which units to save with each Zhonya's, saving up to two units before both Zhonya's are in the trash
If someone plays Prison Rune on Green Yasuo, will his activated ability still trigger?
Ruling: Yasuo will still do ability damage when Prison Rune is played on him, just not combat damage. Nuances: - Prison Rune cannot be played in response to Yasuo moving to conquer because Yasuo starts the chain and no action can be played during that - If Prison Rune is played during the Focus step, Yasuo's ability would have already triggered - The scenario can occur if Prison Rune is played defensively during combat, then Yasuo is moved to another combat using move effects (like Ride the Wind), where the stunned Yasuo can still use his ability damage to kill units and conquer
If someone plays Ride the Wind on Overzealous Fan after strike/defend phase starts, does Overzealous Fan trigger its 'When I Defend' ability?
Ruling: Yes, Overzealous Fan will trigger its "When I Defend" ability. "When I Defend" triggers happen whenever a unit enters combat/the battlefield during combat, not just at the beginning of combat. Sequence: - Ride the Wind is played as an action - Opponents can respond with reactions (e.g., Shakedown) to remove Overzealous Fan before it arrives - If no responses, Ride the Wind resolves and the chain closes - Overzealous Fan arrives at the battlefield and gains defender designation - "When I Defend" trigger occurs in the cleanup after the chain closes Nuances: - The existing chain must resolve first before Overzealous Fan arrives and can trigger - If a unit becomes located at a battlefield via a reaction speed spell/ability (like Hidden Here to Help), the trigger goes on the chain in the cleanup after that spell/ability resolves, which may be mid-chain
If someone plays Time Warp, does the player whose turn would have been next still get holding points?
Ruling: No, you do not get holding points. Time Warp inserts an extra turn for the caster after their current turn, so you never enter your Beginning Phase to score holding points. Sequence: - The Time Warp caster finishes their current turn - The Time Warp caster takes an additional turn - Then the next player's turn occurs Nuances: - You only score holding points during your Beginning Phase, so if you don't take a turn, you don't score points from holding
If someone plays a spell with Ravenbloom on the field and the spell is countered, does Ravenbloom gain +1?
Ruling: No, Ravenbloom does not gain +1 if the spell is countered. A spell only counts as being "played" when it resolves, not when it is cast. If a spell is countered, it does not resolve and therefore does not trigger "when played" abilities. Sequence: - A spell is cast/declared - If the spell resolves, it is considered "played" and triggers any "when played" abilities - If the spell is countered before resolution, it is not considered "played" and does not trigger "when played" abilities Nuances: - Some triggered abilities have different trigger conditions (not "when played") and can trigger even if a card is countered - This applies to other "when played" triggers like Lux's card draw - if the spell is countered, Lux does not draw
If something is targeted and then dies on the chain, can you target something new?
Ruling: No, you cannot target something new. Targets are chosen when you play the card. If the original target is not there at resolution, that part of the spell won't have an effect. Sequence: - Targets are chosen when you play the card - Validity of targets is checked again at resolution - If target is invalid at resolution, that part of the spell has no effect Nuances: - Some rare cards make you choose things at resolution, but those are not targets - For cards that split damage among multiple targets, you choose the targets when played but decide how to split the damage among those targets at resolution
If the attacker passes priority, then the defender passes priority, can the attacker then use a reaction or does the showdown end?
Ruling: Once both players pass priority in order during a showdown, the showdown ends. The attacker cannot open a new chain after both players have passed. Sequence: - Showdown begins with attacker having focus - If attacker passes focus, defender gets focus - If defender then passes focus, the showdown ends immediately Nuances: - If there is an initial chain of "when I attack/defend" triggers, that chain resolving keeps focus with the attacker and doesn't count as them passing focus - Passing focus is a calculated gamble - you might not get focus back
If the attacker plays Hidden Blade on the defender's unit and the defender casts Retreat in response, does the defender still draw 2 cards from Hidden Blade?
Ruling: No, the defender does not draw 2 cards. Once the unit returns to hand, Hidden Blade cannot resolve because it no longer has a legal target. Sequence: - Hidden Blade is played targeting a unit at a battlefield - Retreat is cast in response, returning the unit to hand - When Hidden Blade resolves, it checks for its target - The target must be "a unit at a battlefield" to be legal - Since the unit is no longer at a battlefield, Hidden Blade has no legal target and cannot determine "its controller" - Hidden Blade does not resolve and no cards are drawn Nuances: - This ruling applies similarly to other cards like Fight or Flight - if the target was on the battlefield but is no longer there when the effect resolves, the target becomes illegal
If the attacking player's only unit dies during a showdown (killed by Hextech Ray with no reaction), does the showdown end immediately or can the attacking player still play action cards like Hidden Blade?
Ruling: Killing the attacking unit does not automatically end the showdown. The attacking player can still play action spells like Hidden Blade. Sequence: - Unit is killed during showdown - Showdown continues - Players can still play action cards - Showdown ends only when both players pass Focus in a row Nuances: - A showdown does not end simply because one side has no units remaining - The showdown only ends through the normal passing mechanism
If the first target of Piercing Light leaves the battlefield, will the second target still take damage?
Ruling: Yes, the second target will still take damage even if the first target leaves the battlefield. Nuances: - The word "then" in card text does not create a dependency between effects - it's essentially meaningless for resolution purposes - The keyword "to" (as in "do X to do Y") creates a cost-to-effect relationship where X must successfully resolve for Y to happen - If Piercing Light were templated with "to" instead (e.g., "Deal 2 to a unit to deal 2 to another unit"), then the first damage would need to resolve for the second to happen - Costs don't target, so in a cost-based version you wouldn't choose the first unit until resolution
If the opponent has a 4 Might unit on Reavers Row and I attack with a 4 Might unit, I have priority first. If I pass priority and my opponent chooses to retreat instead of using Reavers, can I still use Cleave after they retreat, or is it too late?
Ruling: Reavers Row goes onto the initial chain in combat. When it resolves, the defender decides whether to retreat. After they decide (whether they retreat or not), the rest of the showdown continues and you can use Cleave then. Sequence: - Reavers Row triggers and goes onto the initial chain in combat - When Reavers Row resolves, the defender decides whether to retreat - After the retreat decision is made, the showdown continues - You can use Cleave during the continued showdown Nuances: - You cannot use Cleave before the battlefield (Reavers Row) triggers during the showdown
If the source of a triggered ability is removed from the board (e.g., using Gust on Solari Shieldbearer in response to its Play trigger), does the triggered ability still resolve?
Ruling: Once a triggered ability has been put on the chain after its trigger condition is fulfilled, it will resolve even if its source is removed from the board. Removing the source does not prevent the ability from resolving. Sequence: - The trigger condition must be fulfilled while the source is in the appropriate zone (on the board for permanents) - Once the condition is fulfilled, the triggered ability is put on the chain - After the ability is on the chain, removing the source does not prevent it from resolving - The ability resolves to the fullest legal extent possible Nuances: - The source must be in the appropriate zone when the trigger condition is fulfilled for the ability to trigger in the first place (e.g., Darius in the trash will not trigger when you cast your second spell) - If a unit dies without death knell, its "when a unit dies" triggers don't see its own death because it's no longer on the board when the trigger condition occurs - Delayed abilities are unique in that they exist independently of their source and can trigger even after the source has left the board, but once any ability (triggered, delayed, or reflexive) is on the chain, it resolves regardless of the source's location
If there is a hidden Teemo and Imperial Decree comes in with 4 recruits, can the Teemo player reveal Teemo after combat damage and keep Teemo on board after all the other units die?
Ruling: Yes, you can reveal hidden Teemo after combat damage is dealt in response to Imperial Decree's trigger and keep Teemo on board while other units die. Sequence: - Combat damage is dealt - Imperial Decree's delayed trigger activates - You can react to the Imperial Decree trigger by revealing hidden Teemo - Imperial Decree resolves, killing damaged units - Teemo survives Nuances: - Imperial Decree is not considered when calculating "lethal damage" during damage assignment, so you cannot assign just 1 damage to each unit expecting Decree to kill them. You must assign damage following normal rules. - To work around this, send recruits in one at a time rather than all at once. - The Imperial Decree trigger occurs in a window between the special cleanup and control being removed during combat cleanup. - You must react to the Decree trigger itself; you cannot wait until after a unit leaves the battlefield, as control is lost during combat cleanup (step 5) after the special cleanup.
If there is a showdown between two units and someone plays Facebreaker (and no other effects are played), what happens? Does the turn end with a contested battlefield, who controls it, and is there immediately a showdown the next turn?
Ruling: If a combat ends with units from two players still at the battlefield, the attacker's units are recalled (sent to base but not as a move). If an open showdown ends with units from two players still at the battlefield, a combat showdown immediately begins. Sequence: - Open showdown ends with units from both players still present - Combat showdown immediately begins - The player who initially contested the open battlefield becomes the attacker in the new combat showdown Nuances: - The defending player in this combat showdown will be defending a battlefield they don't control (sometimes called a "surprise defense") - If you manage to remove the opponent's unit before the open showdown ends, that would result in a conquer instead
If time is called during setup for game 3 (after a 1-1 split), does the match end in a draw or do players play game 3 with 5 turns?
Ruling: If time is called while players are between games (during setup for game 3), no new game is started and the match ends in a draw. Nuances: - A game has not begun until turns actually start, not during setup - If there are several minutes remaining when game 2 ends 1-1, players should still start game 3 and proceed to turns if time runs out - Players should be mindful of pace of play throughout the match - Conceding drawn-out games can be a reasonable strategy to preserve time
If two Lee Sins are buffing each other and one has 6 damage marked on it before combat, then during combat 9 damage is dealt to the first Lee Sin and 1 damage to the second, do both Lee Sins die?
Ruling: No, only one Lee Sin dies. The other survives because damage is cleared immediately after the first lethal damage check, before any subsequent lethal damage checks occur. Sequence: - All combat damage is dealt simultaneously - Lethal damage is checked once (at this point both Lee Sins still have their buffs) - Units with lethal damage die and are put into trash - All damage is immediately cleared from all units - Lethal damage is NOT rechecked between the death and damage clearing - The surviving Lee Sin is no longer buffed, but the damage is already gone Nuances: - You cannot interrupt a cleanup - once you're in a cleanup, you must finish that entire cleanup (including healing) before any subsequent cleanups occur - This differs from Magic: The Gathering, where damage remains on creatures until end of turn - Units heal at the end of combat, but do NOT heal at the end of non-combat showdowns
If two Viktor units die at the same time, do their death-triggered abilities see each other die?
Ruling: When two Viktor units die simultaneously, they do not see each other die and their triggered abilities do not activate. Triggered abilities from permanents must meet their conditions and trigger while on the board, and units that die simultaneously are no longer present to see other units move zones. Sequence: - Multiple units take lethal damage (from combat, spells, or abilities) - All units marked with lethal damage are killed at the same time during cleanup - Triggered abilities check, but the dead units are no longer on the board to trigger Nuances: - This applies even when damage is dealt in multiple instances by a single spell (like Falling Stars or Singularity) - units still die simultaneously during cleanup after the spell fully resolves - Units can see each other die if they die at different times, but this never happens during a single resolution step - Even abilities that directly kill units (like Warwick) result in simultaneous deaths - Riftbound does not use "last known information" rules that exist in other TCGs like MTG
If units at both battlefields are damaged by Flurry of Blades, then a showdown starts at battlefield A, are units at battlefield B healed?
Ruling: Yes, when a combat showdown occurs at battlefield A, units everywhere (including battlefield B) are healed at the end of combat. Sequence: - Flurry of Blades deals 1 damage to all units at both battlefields - A combat showdown starts at battlefield A - At the end of the combat, units everywhere are healed (including those at battlefield B)
If you Awaken at 6 points, hold BF1 for +1 point in Beginning, and then conquer BF2 the same turn, do you win or draw?
Ruling: You win because you've scored on all battlefields that same turn, so you can earn the 8th point by conquering. Nuances: - Awakening at 6 points and holding one battlefield for +1 point in Beginning phase puts you at 7 points before conquering the second battlefield - Conquering the second battlefield the same turn allows you to reach 8 points and win rather than draw
If you Defy a spell that targets an opponent's unit at Dreaming Tree, does the opponent still draw a card?
Ruling: Yes, the opponent still draws. Dreaming Tree triggers when the spell that targets the unit is added to the chain, which happens before Defy can be played. Sequence: - Spell targeting unit at Dreaming Tree is added to the chain - Dreaming Tree triggers and opponent draws - Defy can now be played to negate the spell Nuances: - "When played" effects don't trigger until after a spell resolves (played = resolves) - Defy negates "when played" interactions but does not negate the targeting that occurred when the spell was added to the chain
If you Repeat a spell like Missile Barrage (which costs 4 Energy + 1 Mind), does the total cost become 8 Energy + 2 Mind for the purpose of cards like Defy that check cost?
Ruling: No. Effects that check a card's cost always use its base (printed) cost, not the total cost paid. Defy would still be able to counter a Repeated Missile Barrage because it checks the base cost of 4 Energy + 1 Mind. Nuances: - This principle applies to all cards that look at costs - they always reference the printed cost, not what was actually paid
If you Ride the Wind to leave a contested battlefield and then Ride the Wind back into the same showdown, do you score if you win?
Ruling: No, you do not score if you Ride the Wind out and back into the same combat. You only score by conquering when you gain control of a battlefield you did not control before the combat started. Sequence: - When you Ride the Wind out of a contested battlefield, you still control it as the defender until the end of combat - If you Ride the Wind back into the same ongoing combat and win, you have successfully defended but won't score because you already controlled the battlefield - To score after losing control, you must wait for the current combat to end (letting opponent conquer), then start a new combat and win it Nuances: - Surprise defense (RTW into an empty battlefield being contested) does score if you win, because you didn't control the battlefield at the start of combat - Since Ride the Wind is an action, you can only play another one if your opponent starts a new showdown or activates a reactable effect after the first combat ends - Scoring via conquest requires gaining control you did not have before, not maintaining control you already had
If you are already holding one battlefield, and then conquer the other battlefield in the same turn, do you score the 8th point for having conquered both battlefields?
Ruling: No, you do not get the 8th point. You can score at most once per battlefield per turn. Nuances: - Scoring includes both conquering and holding - If you already held a battlefield this turn, you cannot conquer it - You cannot score twice from the same battlefield in one turn
If you are at 12 runes and cannot channel for your turn, do you draw one more card?
Ruling: No, you do not draw a card if you cannot channel. You simply do not channel at all. Nuances: - Some learn-to-play videos incorrectly showed this rule, but it was a mistake - Ramp spells that draw cards when you can't channel may create confusion, as they seem like reminder text for channeling, but this is not how the base channeling rule works
If you are at 6 points and holding both battlefields at the start of your turn, do you immediately win with 8 points, or does scoring stop at 7 requiring another turn to win?
Ruling: You win immediately. When you are at 6 points and holding both battlefields at the start of your turn, you score 2 points and win with 8 points. Sequence: - Start your turn at 6 points while holding both battlefields - Score 2 points for holding both battlefields - Reach 8 points and win immediately
If you are at 7 points with one battlefield controlled, and during your opponent's turn you play Deadbloom Predator via Promising Future to conquer the other battlefield, does this give you the winning point?
Ruling: No, this does not give you the winning point. To win through conquer, you must score both battlefields during your own turn, not during your opponent's turn. Nuances: - Time Warp (if played from Promising Future) resolves completely before the showdown begins - The extra turn from Time Warp is added after the end of the current turn, so the showdown proceeds as normal first
If you are at 7 points with one open battlefield and another battlefield with a unit, do you win immediately by using Ride the Wind on the opponent's turn to conquer the second battlefield?
Ruling: No, you do not win immediately by using Ride the Wind to conquer a battlefield on your opponent's turn. You need to score both battlefields during the scoring phase to reach 8 points and win. Nuances: - You will still draw a card from conquering the battlefield with Ride the Wind, even though you don't score the point immediately.
If you are instructed to reveal 5 cards but only have 1 card in deck (Nocturne), does this cause a Burn Out?
Ruling: Revealing cards does not cause a Burn Out. You reveal as many cards as possible (in this case, 1 card) and do not Burn Out, even if your deck becomes empty during the reveal process. Sequence: - You attempt to reveal 5 cards but only have 1 (Nocturne) - You reveal the 1 card available - If Nocturne is revealed, you banish it and it remains pending - Complete the rest of the effect (dealing 0 damage if this was Teemo) - Play Nocturne - No Burn Out occurs Nuances: - Revealing is not defined as "reveal 1 card N times" (unlike drawing, which is defined as "draw 1 N times") - Revealing takes place simultaneously for all cards, not one at a time - Burn Out only occurs when drawing cards, not when revealing them - This ruling is based on rules as written (RAW) and may be subject to future clarification
If you attack a stunned unit with more power than your unit (resulting in both units surviving with only damage dealt), does that count as a "tie"?
Ruling: Yes, if both the attacking and defending units remain on the battlefield at the end of a combat showdown, it is considered a tie and attackers are recalled to base (this is not a move). Nuances: - This applies even when attacking stunned units where damage is dealt but neither unit is destroyed
If you attack an empty battlefield, are you considered an attacker? Can you still use Cleave (which grants Assault) in this situation?
Ruling: If you move a unit to an unoccupied battlefield, a showdown (not a combat) begins and you are not considered an attacker. You can still play Cleave to target a unit since it only requires "a unit" as a target, but the unit won't get the +3 Might from Assault because they are not an attacker. Sequence: - Moving to an empty battlefield triggers a showdown, not a combat - Your unit is not an attacker in a showdown - Cleave can still be played on any unit (legal target) - The unit gains Assault until end of turn - If that unit later becomes an attacker in combat during the same turn, they will get the +3 Might from Assault Nuances: - If you move to an occupied battlefield and the opponent flashes their units away mid-combat, you still complete the full combat process and your units remain attackers with the Assault bonus until end of combat - Cleave does not help you play around Gust when moving to an empty battlefield because you won't be an attacker and won't get the +3 Might
If you attack an enemy-controlled battlefield and all units die, can you move another unit to that same battlefield on the same turn to conquer it?
Ruling: Yes, you can move another unit to the same battlefield on the same turn. If none of your attacking units survived, you haven't conquered it yet, so you can move to that battlefield again and start another combat to try and conquer it. Nuances: - If one of your attacking units survived and you've already conquered the battlefield, you can't conquer it again (but you can still move units there) - You can only score a battlefield once per turn - if you conquer, retreat to base, then move back to the same battlefield, you don't score again - The restriction is only about your ability to score, not about moving to or fighting at the battlefield
If you attack into Back-Alley Bar and the defender responds with Fight or Flight to return your unit to base, does that unit get +1 for moving from the battlefield?
Ruling: Yes, the unit gets +1 from Back-Alley Bar when returned to base by Fight or Flight. Back-Alley Bar does not use the word "you" in its text, so control of the battlefield does not matter for its ability to trigger. Nuances: - Under the new rules update, battlefield abilities that use the word "you" require the player moving the unit to have control of that battlefield for the ability to trigger - Back-Alley Bar specifically does not use "you" in its wording, so it triggers regardless of who controls it - This is different from cards like Dreaming Tree which were errata'd specifically because they use "you" and the control requirement changed their functionality
If you attack with a large creature and the opponent reveals a hidden Hidden Blade at that battlefield, can you flip Tideturner to switch the creature's location and save it from Hidden Blade?
Ruling: Yes, if Tideturner is at the other battlefield, flipping it will save the unit from Hidden Blade. When Hidden Blade is hidden, it gains the 'here' tag to its targeting, so when the unit is moved away it's no longer a legal target. Sequence: - Opponent reveals hidden Hidden Blade at the battlefield where your creature is - You flip Tideturner (which is hidden at the other battlefield) at reaction speed - Your creature switches to the other battlefield - Hidden Blade can no longer target the creature because it's not 'here' anymore Nuances: - If Hidden Blade was not hidden, it would still work because the target would still be 'at a battlefield' (the 'here' restriction only applies when hidden) - If Tideturner was at the same battlefield as Hidden Blade, the unit would still be 'here' and targetable, but this scenario isn't possible since you can't both control the same battlefield to hide cards - This same principle applies to other hidden removal like Fight or Flight - they can only target units at the battlefield where they are hidden due to the 'here' restriction gained when hidden
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