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How does Singularity resolve? I have a Scuttle Crab, a Stellacorn Herder and a Zhonya's Hourglass. Does the player who uses Singularity get to choose the order in which units die?
Singularity resolves as a single event that deals 6 damage to each of the chosen targets simultaneously. Because it is a single spell resolving, there is no "order" to the damage being dealt; it happens all at once.
Here is the breakdown of how your situation resolves:
### 1. Singularity Resolution
* You choose up to two units to be dealt 6 damage. Since Singularity says "Deal 6 to each of up to two units," you could target your Scuttle Crab and your Stellacorn Herder (or only one of them, or one of yours and one enemy unit).
* The damage is dealt to all targets simultaneously.
### 2. Lethal Damage and Replacement Effects
* Once damage is dealt, the game checks for "death" (units with damage equal to or greater than their Might being sent to the trash).
* Because your Scuttle Crab (0 Might) and Stellacorn Herder (3 Might) are both dealt 6 damage, they are both considered to have "died" at the same time.
* **Zhonya's Hourglass** is a **replacement effect**. Per Rule 373, when multiple units you control die simultaneously and you control a Zhonya’s Hourglass, you (the controller of the Hourglass) choose which unit’s death event to apply the Hourglass to first.
### 3. Execution of Zhonya's
* **You choose one unit to save:** If you choose the Scuttle Crab, the Hourglass is destroyed, and the Scuttle Crab is healed, exhausted, and recalled to your base.
* **The other unit dies:** Since the Hourglass is a replacement effect and is sent to the trash as part of its cost to save that first unit, it is no longer available to save the second unit. Therefore, the second unit (the one you did *not* choose to save) proceeds to the trash and is killed.
### Summary
* **The player who uses Singularity does NOT choose the order of death.** The spell resolves all at once.
* **You (the owner of the Zhonya's Hourglass) choose** which of your units is saved by the Hourglass because the death event happens simultaneously for both units.
* The other unit will die normally, as the Hourglass is consumed by saving the first unit.
*Note: This is my interpretation based on Rule 373 regarding simultaneous events and the specific function of replacement effects like Zhonya's Hourglass. No official FAQ exists for this exact three-card combo, but this is the standard mechanical interaction for simultaneous deaths.*
How does Smoke and Mirrors work with Lillia Fae Fawn?
### Interaction: Smoke and Mirrors and Lillia, Fae Fawn
To understand how **Smoke and Mirrors** interacts with **Lillia, Fae Fawn**, we must look at their specific card text and the timing rules of *Riftbound*.
#### Card Analysis
* **Lillia, Fae Fawn:** A unit with the ability: "When I move from a location, play a 3 [M] Sprite unit token with [Temporary] there."
* **Smoke and Mirrors:** A [Mind] domain [Spell] with the ability: "Choose a unit you control and another unit you control at a different location. If at least one of them has [Temporary], move each to the other's location. Draw 1."
#### Interaction Breakdown
When you play **Smoke and Mirrors** targeting **Lillia, Fae Fawn** and another unit you control at a different location, the following sequence occurs:
1. **Condition Check:** The spell checks if at least one of the chosen units has the **[Temporary]** keyword. If neither unit has [Temporary], the spell's effect is ignored.
2. **Movement:** If the condition is met, both units move to the other's location simultaneously.
3. **Triggering Lillia:** Because Lillia moved from her original location, her ability "When I move from a location..." triggers.
4. **Resolution:**
* Lillia's triggered ability is placed on the chain.
* The ability notes the location she moved *from* when it is placed on the chain.
* When the ability resolves, it plays a 3 [M] Sprite token with [Temporary] at that original location.
#### Key Timing Considerations
* **Chain Order:** Smoke and Mirrors resolves first, moving the units and drawing a card. After it finishes resolving, Lillia's triggered ability, which was placed on the chain as a result of the move, will then resolve.
* **"Look Back":** Even if Lillia is no longer at the original location when her ability resolves, the ability "looks back" at the location she moved from. The Sprite token will correctly appear at the location she vacated.
* **Temporary Keyword:** If Lillia herself does not have [Temporary], but the other unit chosen by Smoke and Mirrors does, the spell will still successfully move both units, which will still trigger Lillia's ability.
Note: I could not fully verify this ruling against the retrieved rules.
How does Soraka's replacement effect work during combat, specifically when she and multiple lower-might units would die simultaneously?
Ruling: Soraka's replacement effect can save all units at her location with less might than her when they would die from damage, as long as Soraka herself survives. However, if Soraka dies simultaneously with other units during combat damage, her effect does not trigger because all units die at the same time and she doesn't see the other units die.
Sequence:
- During showdown, damage is assigned to all units simultaneously
- If Soraka survives and other units with less might would die, her replacement effect triggers for all qualifying units
- All qualifying units are recalled, exhausted, and healed instead of dying
- If Soraka would die from the same combat damage, her effect does not trigger at all
Nuances:
- "Another unit" means any unit that isn't Soraka herself, not just one unit - the effect applies to all qualifying units
- You can play cards like Stupify or Smokescreen on your own units before damage calculation to reduce their might so Soraka can save them
- Soraka's replacement effect has no restriction on how many units it can affect, unlike effects that say "the next" or require exhausting
How does Stacked Deck and Nocturne work? Explain how do they enter the chain and resolve. Do a deep analysis.
The interaction between **Stacked Deck** and **Nocturne** is a specific sequence where a card's ability triggers during the resolution of another card's effect.
### The Interaction Sequence
According to FAQ 6744 and FAQ 1157, the resolution follows this specific order:
1. **Stacked Deck is played:** You place Stacked Deck on the chain.
2. **Stacked Deck resolves:** You look at the top 3 cards of your Main Deck.
3. **Nocturne triggers:** If Nocturne is among the 3 cards, its ability triggers. You may choose to banish it.
4. **Nocturne becomes pending:** When you choose to banish Nocturne, it is removed from the deck and placed on the chain as a **pending item**.
5. **Finish Stacked Deck:** You complete the resolution of Stacked Deck by choosing one of the remaining cards to put into your hand and recycling the others.
6. **Finalize Nocturne:** After Stacked Deck finishes resolving and is placed in the trash, the chain proceeds to finalize the pending items. You now pay the cost for Nocturne (the [A] cost) and it enters play.
### Deep Analysis of Mechanics
* **Triggering:** Nocturne’s ability triggers because Stacked Deck instructs you to "look at" the top 3 cards. This satisfies the condition for Nocturne to be banished and placed on the chain as a pending item.
* **Chain State:** When you banish Nocturne, it enters the chain as a pending item. Because it is a unit, it does not use the chain in the same way a spell does; it enters the chain to be finalized.
* **Resolution Order:** Per Rule 333.1.b, items are finalized in the order they were appended to the chain. Since Stacked Deck was already on the chain and resolving, and Nocturne was added as a pending item during that resolution, Nocturne finalizes after Stacked Deck has fully resolved and moved to the trash.
* **Cost Payment:** You do not pay for Nocturne when it is banished or when it is placed on the chain as a pending item. You pay the [A] cost during the **Finalize** step (Rule 333.1), which occurs after Stacked Deck has finished resolving. As noted in FAQ 1157, you can exhaust runes to float energy at this moment to pay for the Nocturne.
* **Nocturne's Status:** If you reveal multiple Nocturnes, you can banish all of them. They will all become pending items on the chain and you will finalize them one by one after Stacked Deck finishes.
**Summary of Key Rules:**
* **Rule 333.1:** Pending items must be finalized before the chain proceeds to the next step.
* **Rule 356.2:** Once finalized, a unit leaves the chain and becomes a game object on the board.
* **FAQ 6744:** Confirms that playing Nocturne does not count as your "one card" from Stacked Deck; you still get to pick one of the remaining cards for your hand.
Note: I could not fully verify this ruling against the retrieved rules, specifically regarding FAQ 7941.
How does Stand United interact with buffs on Lee Sin, Ascetic, and how is his Might calculated when buffs are added or removed after Stand United resolves?
Ruling: Stand United makes buffs give +2 Might instead of +1 Might for the rest of the turn. When calculating Lee Sin's Might, count all buffs at their current value (+2 each while Stand United is active), then apply any fixed reductions like Smoke Screen.
Sequence:
- Step 3 (after Stand United): Lee Sin has 5 base Might + (4 buffs × 2) - 4 from Smoke Screen = 9 Might
- Step 5 (after spending a buff with Wallop): Lee Sin has 5 base Might + (3 buffs × 2) - 4 from Smoke Screen = 7 Might
Nuances:
- Smoke Screen's reduction is fixed/snapshotted when it resolves and remains that value for its duration, even if the unit gains more Might later
- Lee Sin, Ascetic can receive buffs from any source; the "if it doesn't have a buff" reminder text on other cards is just default behavior that his ability overrides
- When calculating with "minimum" effects, use the snapshotted values from when those effects resolved
How does Stealthy Pursuer's triggered ability interact with the chain, and what happens if the friendly unit that triggered it is killed in response before the ability resolves?
Ruling: Stealthy Pursuer's ability is a triggered ability that uses the chain. If the friendly unit is killed in response to the trigger before Stealthy Pursuer's ability resolves, Stealthy Pursuer does not move because it cannot find "it" (the reference to the friendly unit).
Sequence:
- A friendly unit moves from Stealthy Pursuer's location
- Check for triggers; Stealthy Pursuer's ability triggers
- Window for responses to the trigger opens
- If the trigger resolves and the friendly unit still exists, you may choose to move Stealthy Pursuer
- If the initial move caused a showdown, it starts after any move triggers are resolved
Nuances:
- Movement itself never starts a chain, but triggered abilities do
- The ability implicitly references the unit's current location, which is no longer available if the unit is removed from the board
- The wording "moved with it" is considered unclear; "I may move to its location" would be clearer
How does Svellsongur interact with Deathknell abilities, both on units and on equipment attached to those units?
Ruling: Svellsongur copies Deathknell abilities that are part of a unit's printed text, but does not copy appended rules text from equipment or other sources.
Sequence:
- If Svellsongur is attached to a unit with printed Deathknell (e.g., Watchful Sentry), when that unit dies, both the original Deathknell and Svellsongur's copy trigger
- If Svellsongur is attached to a unit that has Deathknell from equipment (e.g., Sacred Shears), only the equipment's Deathknell triggers, not a copy from Svellsongur
Nuances:
- The design intent is that Svellsongur does not copy appended rules text from any source
How does Svellsongur work with activated abilities that have exhaust costs, specifically does it double the values (e.g., will Lux give 4 energy instead of 2)?
Ruling: Svellsongur does not double the values of activated abilities. It gives the unit two instances of those activated abilities with the same text.
Sequence:
- The unit gains duplicate text of its activated abilities
- You can only exhaust the unit once per activation
- Exhausting the unit is the cost of using one ability
- You cannot pay for both abilities with one exhaust, just like you can't spend the same energy for two different abilities with energy costs
- If you ready the unit, you can exhaust it again, but this is already true without Svellsongur
Nuances:
- Equipment grants its effect text to the unit as a matter of how equipment works, so you cannot exhaust Svellsongur itself to use the ability
How does Switcheroo work with Blue Rumble ability and Legend?
To understand how **Switcheroo** interacts with **Rumble** (specifically the *Mechanized Menace* Legend and *Rumble, Scrapper*), we must look at how Might modifiers and passive abilities like **Shield** function during a swap.
### 1. The Core Interaction: Switcheroo
According to **Rule 420.1** and **FAQ #8531**, Switcheroo does not "swap" the raw Might values themselves; it calculates the difference between the two units' current Might (including all active buffs, equipment, and passive bonuses) and applies a persistent modifier to each unit to reach the other's total.
* **Snapshotting:** When Switcheroo resolves, it snapshots the current Might of both units.
* **Modifiers:** It applies a fixed +X or -X modifier to each unit that lasts until the end of the turn.
* **Future Changes:** If a unit's Might changes *after* the swap (e.g., a new buff is applied), that change is calculated on top of the modifier applied by Switcheroo.
### 2. Interaction with Rumble's Abilities
Rumble provides passive Might bonuses to Mechs via two sources:
* **Mechanized Menace (Legend):** Grants Mechs **Shield** (which provides +1 Might while they are a defender).
* **Rumble, Scrapper (Unit):** Grants Mechs (including himself) +1 Might.
#### How they interact with Switcheroo:
* **Shield (Passive):** As clarified in **FAQ #8532**, Switcheroo counts Shield when it resolves because Shield is a passive effect that contributes to a unit's current Might while they are a defender. Switcheroo snapshots the total Might (including the +1 from Shield) and swaps those totals. The Shield keyword itself remains on the original unit; it does not transfer.
* **Rumble, Scrapper's +1 Might:** This is a continuous passive bonus. Because it is part of the unit's current Might at the time of resolution, it is included in the calculation for the Switcheroo modifier.
### Example Scenario
If you have a Mech unit (Unit A) with 2 base Might and a Rumble, Scrapper in play (granting +1 Might), and another unit (Unit B) with 5 Might:
1. **Current State:** Unit A has 3 Might (2 base + 1 from Rumble). Unit B has 5 Might.
2. **Resolution:** Switcheroo calculates the difference (2). It applies a +2 modifier to Unit A and a -2 modifier to Unit B.
3. **Result:** Unit A now has 5 Might (2 base + 1 Rumble + 2 Switcheroo). Unit B now has 3 Might (5 - 2).
4. **If Unit A is a defender:** If Unit A also has **Shield** (from the *Mechanized Menace* Legend), it would have had 4 Might before the swap (2 base + 1 Rumble + 1 Shield). Switcheroo would have seen 4 and 5, applied a +1 modifier to Unit A and a -1 to Unit B. Unit A would end up with 5 Might (2 base + 1 Rumble + 1 Shield + 1 Switcheroo).
**Summary:** Switcheroo treats Rumble's passive bonuses and Shield as part of the unit's "current Might" at the moment of resolution. It creates a fixed modifier for the turn based on those totals, but the passive abilities themselves remain on their original units and continue to apply to the new Might totals.
Note: I could not fully verify this ruling against the retrieved rules.
How does Targon's Peak work, specifically regarding when it triggers and when runes are chosen and readied?
Ruling: Targon's Peak triggers when conquering and creates a delayed trigger that resolves at end of turn, at which point runes are chosen as targets and then readied.
Sequence:
- Targon's Peak triggers when conquering
- It enters the chain with no targets
- When it resolves, it creates a Delayed Trigger that will occur at the end of the turn
- At the end of the turn, the delayed trigger occurs and 0-2 runes are chosen as targets
- The trigger enters the chain
- Runes are readied on resolution
How does The Zero Drive interact with Baited Hook? Does the Banish effect prevent the unit from being killed, and do you still get Deathknell triggers?
Ruling: The unit is killed by Baited Hook, and you get both the Zero Drive's Deathknell effect (looking at top 5 cards and banishing a unit) and the unit's own Deathknell triggers. The unit is then banished from the trash by Zero Drive's Deathknell.
Sequence:
- Activate Baited Hook, choosing the equipped unit
- Baited Hook resolves, killing the equipped unit
- Unit's Deathknell (provided by Zero Drive) is added to the chain as a pending item
- Look at the top five cards, banish a unit, then add it to the chain as a pending item
- Deathknell finalizes on the chain
- The selected unit finalizes on the chain and then resolves immediately
- Deathknell resolves, banishing the (formerly) equipped unit from the trash
Nuances:
- The banish effect does not prevent the kill; it happens after the unit dies and triggers are resolved
- You get both the Zero Drive's effect and any other Deathknell triggers the unit has
How does Thousand Tailed Watcher's effect interact with units being buffed by a Brush?
Thousand-Tailed Watcher’s ability creates a "snapshot" effect that reduces the Might of all enemy units currently in play by 3 (to a minimum of 1).
Regarding your question about interacting with buffs (specifically those from a "Brush"):
1. **The Snapshot:** When Thousand-Tailed Watcher’s "When you play me" ability resolves, it checks the current Might of all enemy units on the battlefield. It applies the -3 Might reduction to those values, ensuring no unit's Might drops below 1.
2. **Buffing Later:** If a unit is buffed *after* the Watcher's ability has already resolved (for example, by a Brush effect that grants a buff/Might increase), the buff is applied on top of the previously reduced Might value. As stated in **RiftJudge FAQ ID 6274** and **ID 6445**, Might modifications are cumulative. The reduction does not re-apply to the new buff.
### Example Scenario
* **Initial State:** Your opponent has a unit with 2 Might.
* **Watcher Enters:** You play Thousand-Tailed Watcher. Its ability resolves, reducing the opponent's unit from 2 Might to **1 Might** (the minimum).
* **Brush Effect:** Your opponent later uses a Brush effect to buff that unit (e.g., +1 Might).
* **Result:** The unit's Might becomes 1 (the reduced value) + 1 (the new buff) = **2 Might**.
**Important Notes:**
* **Passive vs. Snapshot:** This effect is not a persistent aura. Units that enter the battlefield *after* the Watcher's ability has fully resolved are not affected by the -3 Might reduction (see **RiftJudge FAQ ID 10209**).
* **Buffed Battlefield:** If a battlefield is already buffed when the Watcher's ability resolves, the reduction is calculated based on the unit's Might *including* that battlefield bonus.
This is my interpretation based on the mechanics of "snapshot" effects described in the RiftJudge FAQs and Rule 710 regarding Might evaluation. No official FAQ exists specifically mentioning "Brushes," but the interaction follows the established rules for cumulative Might modifications.
How does Thousand-Tailed Watcher's "minimum of 1" Might reduction work with units that have buffs?
Ruling: When Thousand-Tailed Watcher reduces a unit's Might, buffs are factored into the reduction. The reduction is "snapshotted" at the minimum value (1), and that snapshot value persists even when new buffs are added later.
Sequence:
- Start with base Might plus any existing buffs (e.g., 2 base + 1 buff = 3 Might)
- Apply Thousand-Tailed Watcher's reduction, but snapshot at minimum of 1 (e.g., 2 + 1 - 2 = 1 Might, not -3 total reduction)
- If new buffs are added later, they add to the snapshotted reduction (e.g., 2 + 1 + 3 - 2 = 4 Might with a +3 buff)
Nuances:
- If you spend the buff to play a card for free, the unit's Might adjusts accordingly (would be 3 instead of 4 in the example if the +1 buff was spent)
How does Thousand-Tailed Watcher's -3 Might reduction interact with Trifarian War Camp's +1 Might buff? Specifically, does the order matter and what happens to units with low Might?
Ruling: The effects apply in the order they were applied to the unit. There is no "refreshing" or "regaining" the might increase from the War Camp after other effects are applied.
Sequence:
- If a unit is already at War Camp (e.g., a 1 Might recruit becomes 2 Might), then Watcher is played, the unit goes down to 1 Might (minimum)
- If Watcher is played first reducing a unit's Might, then the unit moves to War Camp, it gains +1 Might on top of the reduced amount
- If a unit is moved off War Camp after being affected by Watcher, it loses the +1 Might bonus (e.g., the recruit would go to 0 Might for that turn)
Nuances:
- A 5 Might unit at War Camp is effectively 6 Might; when Watcher is played, it becomes 3 Might (6 - 3 = 3)
- The -3 reduction from Watcher is calculated when it enters and applies for the duration of the turn
- Might modifications cannot reduce a unit below 1 Might during combat
How does Thrill of the Hunt ruling happen with Imperial Decree and Bellows Breath?
To determine how *Thrill of the Hunt* interacts with *Imperial Decree* and *Bellows Breath*, we must follow the chain and the rules governing targeting.
### The Chain Sequence
1. **You play *Bellows Breath*:** You target up to three units at a battlefield. This places *Bellows Breath* on the chain.
2. **Opponent plays *Thrill of the Hunt* (Reaction):** In response, your opponent plays *Thrill of the Hunt*. This places *Thrill of the Hunt* on top of the chain.
3. **Chain Resolution (LIFO - Last In, First Out):**
* *Thrill of the Hunt* resolves first. It banishes the targeted unit (moving it to the Banishment zone) and then immediately plays that unit to a battlefield.
* According to **Rule 359.3.e.4** and **FAQ #9870**, a unit that moves to a non-board zone and returns becomes a "new object." Because it is a new object, the targeting relationship between the original *Bellows Breath* and that unit is severed.
### Ruling on *Bellows Breath* and *Imperial Decree*
* **Targeting Legality:** When *Bellows Breath* attempts to resolve, its previously chosen target is now a "new object" that was not the target selected when the spell was played. Per **Rule 359.3.e.5**, this target is considered illegal and is unaffected by the spell.
* **Damage:** Because the target of *Bellows Breath* is no longer legal, the instruction to deal 1 damage to that unit cannot be executed.
* ***Imperial Decree* Interaction:** *Imperial Decree* is a triggered ability that creates a delayed effect: "When any unit takes damage this turn, kill it." Since the damage from *Bellows Breath* is never dealt (because the unit is no longer a legal target), the trigger condition for *Imperial Decree* is not met.
**Summary:** The unit played via *Thrill of the Hunt* survives, and *Imperial Decree* does not kill it because no damage was successfully dealt by *Bellows Breath*.
***
*This is my interpretation based on the mechanics of targeting, zone changes, and "new object" rules established in Core Rule 359.3.e and FAQ #9870.*
How does Tideturner and Overzealous Fan work when I play Tideturner in the first priority step during a showdown and swap it with Overzealous Fan? Does the When I defend trigger still trigger and what would be the first possible point to play Tideturner as a defender?
To address your questions regarding the interaction between **Tideturner** and **Overzealous Fan** during a showdown, here is the breakdown based on the official rules and mechanics.
### 1. Does the "When I defend" trigger still trigger?
**Yes.** When you use Tideturner to swap a unit into the defender position during a showdown, that unit gains the "Defender" designation. According to **Rule 376.4.e**, "When I defend..." triggers occur when a unit gains the Defender designation for the first time during a combat.
Because Tideturner's ability moves the target unit into the combat, it will gain the Defender designation during the cleanup phase following the resolution of Tideturner's ability. Consequently, Overzealous Fan's "When I defend" ability will trigger at that time.
### 2. What is the first possible point to play Tideturner as a defender?
You can play Tideturner from Hidden as a reaction as soon as you have priority.
In a showdown, the first opportunity to play a reaction occurs **after the Initial Chain is created** (if one exists) or **after the showdown begins** (if no initial chain is created). If you are the defender, you gain priority to play reactions during the Initial Chain (if you have any) or during the first Open State of the showdown when you have priority.
### Sequence of Events
When you play Tideturner from Hidden to swap it with Overzealous Fan:
1. **Play Tideturner:** You play Tideturner from Hidden. Playing Tideturner starts a chain which immediately resolves.
2. **Trigger Ability:** Tideturner's "When you play me" ability triggers and is placed on the chain.
3. **Reaction Window:** Players now have the opportunity to play reactions to Tideturner's triggered ability.
4. **Resolution:** The chain resolves. Tideturner swaps positions with Overzealous Fan.
5. **Cleanup/Designation:** After the swap, the game performs a cleanup. Overzealous Fan (now at the contested battlefield) gains the Defender designation.
6. **Trigger:** Overzealous Fan's "When I defend" ability triggers and is placed on the chain.
### Summary of Mechanics
* **Hidden Timing:** Per **Rule 737.6**, a card that is Hidden gains Reaction while facedown and may be played any time a card with Reaction may be played.
* **Entering Play:** As noted in **FAQ 8196**, Tideturner enters the battlefield *before* its "When you play me" ability goes on the chain. You cannot react to the unit entering play, but you can react to the triggered ability that follows.
* **Triggering:** The "When I defend" trigger is not missed because the unit enters combat mid-showdown; it triggers during the cleanup phase after the unit gains the Defender designation (**Rule 376.4.e.2**).
*Note: I could not fully verify this ruling against the retrieved rules.*
How does Time Warp work during extra turns after time is called?
Ruling: When time is called, turns proceed as normal for exactly 5 more turns total, regardless of who takes them. Time Warp takes an extra turn but counts toward the 5-turn limit.
Sequence:
- If Player A starts turn 1 and plays Time Warp on turn 3, the turn order is: A, B, A, A, B
- The extra turn from Time Warp counts as one of the 5 turns
Nuances:
- Playing Time Warp on turn 5 has no effect because there are no further turns available after the 5-turn limit
How does Time Warp work during overtime (OT), specifically regarding the 3:2 turn split and whether it can be played on turn 5?
Ruling: Time Warp can be played during overtime, but if played on turn 5 (the final turn of OT), it has no effect and you won't get an extra turn. If played on turns 0-4 of OT, you take the next turn, stealing it from your opponent.
Sequence:
- If Time Warp is played on OT turns 0-4: You get the next turn (stealing from opponent)
- If Time Warp is played on OT turn 5: No effect, game ends after turn 5
Nuances:
- Playing Time Warp on turn 4 of OT means you also get turn 5 (the final turn), then OT ends
- Playing Time Warp on turn 5 of OT is entirely pointless as the game ends and you don't get a 6th turn
- The 3:2 turn split note in the ruling explains default behavior; Time Warp modifies this by stealing turns from the opponent
How does Timewarp interact with Overtime's 5-turn limit?
Ruling: Timewarp adds an extra turn for you that counts as one of the 5 turns in Overtime. This means your opponent gets one fewer turn in the Overtime sequence.
Sequence:
- Turn 0: Your turn
- Turn 1: Opponent's turn
- Turn 2: Your turn (play Timewarp)
- Turn 3: Your extra turn from Timewarp
- Turn 4: Opponent's turn
- Turn 5: Your turn
Nuances:
- If you play Timewarp on turn 5, the game ends at the end of turn 5 and you don't get the extra turn because the game is already over
How does Undertitan work? What are the 2 runes for?
Undertitan has two distinct abilities that trigger under different circumstances:
### 1. "When you play me, give your other units +2 [S] this turn."
* **Trigger:** This is a triggered ability that activates when you play the card from your hand (or another zone) onto the battlefield.
* **Effect:** When this ability resolves, all other units you control on the battlefield receive +2 Might for the remainder of the turn.
* **Note:** Because this is a triggered ability, it goes on the chain and can be responded to. If you play another unit as a reaction to this ability, that new unit will be on the board when the ability resolves and will receive the +2 Might bonus.
### 2. "As I'm revealed from your deck, [Add] [2]."
* **Trigger:** This ability triggers only when a game effect explicitly instructs you to **reveal** cards from your deck and Undertitan is among them.
* **Effect:** When revealed this way, you add 2 Energy to your Rune Pool.
* **Important Clarifications:**
* **Drawing is not revealing:** Simply drawing a card (e.g., during your Draw Phase) does not count as revealing it. You do not get the 2 energy when you draw Undertitan.
* **Looking is not revealing:** Effects that allow you to "look" at the top card of your deck (like the card *Hook*) do not count as revealing. You must be specifically instructed to "reveal" the card for this ability to trigger.
* **Playing is not revealing:** Playing the card from your hand does not trigger this ability; it only triggers the "When you play me" ability.
In summary, the "2 runes" (which refers to **2 Energy**) is a bonus you receive specifically when a card effect forces you to reveal Undertitan from your deck, not when you draw or play it.
How does Undying Loyalty cost work? Do you choose the unit you want to play at the moment you play the spell, and pay 2 less if that unit is a cat, dog, poro, or bird?
Or do you first pay 2 energy and a power, then choose a unit, then based on the choice get the energy back?
To understand how **Undying Loyalty** works, we must look at the standard sequence for playing a card (Rule 357 and Rule 356).
The short answer is: **You choose the unit first, and the cost reduction is applied before you pay.** You do not pay the full cost and get energy back.
Here is the step-by-step sequence for playing Undying Loyalty:
1. **Initiate:** You place Undying Loyalty on the chain.
2. **Make Relevant Choices (Rule 355):** You choose the unit in your trash that you intend to play.
3. **Determine Total Cost (Rule 356):**
* The base cost of Undying Loyalty is [2] Energy and [1] Power.
* The ability states: "This costs [2] less if you choose a Bird, Cat, Dog, or Poro."
* Because you made the choice in Step 2, the game checks the chosen unit. If it is a Bird, Cat, Dog, or Poro, the discount is applied to the total cost immediately.
* In this case, the [2] Energy cost is reduced by [2], making the total cost to play the spell [0] Energy and [1] Power.
4. **Pay Costs (Rule 357):** You pay the final calculated cost ([0] Energy and [1] Power).
### Key Takeaways:
* **No "Refunds":** Because the cost is determined and applied *before* you pay, you never pay the full amount and receive a refund. If you choose a valid unit, you simply pay the discounted price.
* **Legality:** You must choose a valid target (a unit with cost no more than [2] and no more than [A] in your trash) to initiate the process. If you cannot choose a valid unit, you cannot play the spell.
* **Timing:** The choice is locked in when the spell is placed on the chain. If the chosen unit were to somehow leave the trash before the spell resolves, the spell would still attempt to resolve, but the target would be invalid (Rule 355.8).
How does Unyielding Spirit work to prevent damage, and what types of damage/effects does it block or not block?
Ruling: Unyielding Spirit prevents damage from spells and abilities for the rest of the turn when played. It does not prevent effects that don't deal damage (like might reduction, banish effects, or units dealing damage to each other).
Sequence:
- Can be played as a reaction (chain 2) to prevent damage from a spell like Singularity
- Prevents the damage portion only; spells/abilities can still be played and resolve their non-damage effects
- Lasts for the remainder of the turn
Nuances:
- Blocks damage from spells (like Singularity) and unit abilities (like Tibbers, Anivia, Yasuo)
- Does NOT block damage from units fighting each other (Challenge, Gentlemen Duel)
- Does NOT prevent non-damage effects like Imperial Decree (which creates a trigger on damage), Watcher (banish effect), Smoke Screen or Stupify (might reduction)
- Spells like Void Seeker can still be played and draw cards, but won't deal damage
- If played after Deflect costs are paid (like with Icathian Rain triggers), those costs have already been paid and cannot be refunded
How does Vi Destructive's ability work?
Vi, Destructive is a 2-energy Fury champion with 3 Might and two distinct abilities: a keyword and an activated ability.
### **1. Keyword: Ganking**
Vi has the **Ganking** keyword, which allows her to move from one battlefield to another. Unlike standard units that can only move between a battlefield and the base (bench), Vi can move directly between the two active combat zones.
### **2. Activated Ability: Might Buff**
Her text reads: *"Recycle 1 from your trash: Give me +1 might this turn."*
* **Timing:** This is a **Base Speed** ability. It can only be used on your turn, during the action phase, while the chain is empty, and **not** during a showdown (Rule 443/FAQ).
* **Cost:** To activate it, you must **Recycle 1** (place a card from your trash onto the bottom of your deck).
* **Stacking:** You can use this ability multiple times in a single turn as long as you have cards in your trash to pay the cost. Each activation grants an additional +1 Might until the end of the turn.
* **Specifics:** The buff only applies to the specific Vi instance you activated. If you have two copies of Vi, Destructive in play, recycling one card only buffs one of them (FAQ 0.66).
### **Summary of Key Rulings**
* **No Showdown Use:** You cannot wait until a showdown begins to buff her. You must activate the ability during your main action phase before declaring an attack or passing priority.
* **Not a Trigger:** This does not happen automatically when you recycle cards for other reasons. You must specifically choose to activate Vi's ability and pay the cost for her.
* **Response Window:** Because this uses the chain, your opponent can react to the activation (for example, with a reaction-speed removal spell like *Shakedown*) before the Might buff resolves.
How does Void Gate and a repeated Piercing Light work? How about for a unit in the base which is being targeted by an instance of the Piercing Light?
To understand how *Piercing Light* (with *Repeat*) interacts with *Void Gate*, we must look at how damage is dealt and how *Void Gate* modifies that damage.
### 1. How *Void Gate* Works
According to the rules, spells and abilities affecting units at a *Void Gate* battlefield deal 1 Bonus Damage to those units.
* **Bonus Damage:** When a spell or ability deals damage to a unit at a battlefield with *Void Gate*, the amount of damage dealt is increased by 1 for that specific instance.
* **Scope:** This effect only applies to units "here" (at the battlefield where *Void Gate* is present). It does **not** apply to units in a base.
### 2. *Piercing Light* with *Repeat*
* *Piercing Light* is a single spell that, when *Repeat* is paid, performs its instructions twice during a single resolution.
* **Instruction:** "Deal 2 to a unit at a battlefield, then deal 2 to up to one other unit."
* **Resolution:** Because *Repeat* is paid, the spell executes this instruction twice. All damage is dealt during the resolution of the spell.
### 3. Interaction Scenario
If you play *Piercing Light* with *Repeat* and target a unit at a *Void Gate* battlefield and a unit in your base:
**The Sequence:**
1. **Playing the Spell:** You pay the energy cost for *Piercing Light* and the *Repeat* cost. You declare your targets for both executions.
2. **Resolution:** The spell resolves as a single event.
* **First Execution:**
* The unit at the *Void Gate* battlefield is dealt 2 damage + 1 Bonus Damage = **3 total damage**.
* The unit in the base is dealt **2 damage** (no bonus, as it is not at the *Void Gate*).
* **Second Execution:**
* The unit at the *Void Gate* battlefield is dealt 2 damage + 1 Bonus Damage = **3 total damage**.
* The unit in the base is dealt **2 damage**.
**Total Damage:**
* The unit at the *Void Gate* battlefield receives a total of **6 damage** (3 from the first execution + 3 from the second).
* The unit in the base receives a total of **4 damage** (2 from the first execution + 2 from the second).
### Summary of Key Rules
* **Bonus Damage:** *Void Gate* adds 1 to the damage dealt by each instance of a spell or ability targeting a unit at that battlefield.
* **Repeat:** *Repeat* executes the spell's instructions twice. Each execution is a separate instance of dealing damage, and each instance is modified by *Void Gate* if the target is at the battlefield.
* **Base Units:** Because *Void Gate* specifically references units "here" (at the battlefield), units in a base are unaffected by the bonus damage, regardless of whether they are targeted by a spell that is also hitting a unit at a *Void Gate* battlefield.
Note: I could not fully verify the exact card text of *Void Gate* against the retrieved rules.
How does Void Gate interact with Volibear Furious's damage splitting ability?
Ruling: Void Gate increases the total pool of damage that Volibear splits among units. Instead of splitting 5 damage, Volibear splits 6 damage among the targets.
Nuances:
- Volibear is currently the only effect that splits damage, which is why it receives specific treatment in the rules
- The damage increase applies to the total pool before splitting, not to each instance or target
How does Volibear's Imposing ability work? Does it trigger when opponents move units to battlefields?
Ruling: Volibear must be at a battlefield for his ability to trigger. When an opponent moves one or more units with a Standard Move or spell to a different battlefield (not the one Volibear is at), you draw a card.
Sequence:
- Volibear must be positioned at a battlefield (not in base)
- Opponent performs a Standard Move or uses a spell to move their unit(s)
- The unit(s) must move to a battlefield where Volibear is not present
- You draw one card (regardless of how many units moved simultaneously)
Nuances:
- Conquering a battlefield does not trigger the ability
- Summoning a unit directly to a battlefield (like Deadbloom) does not trigger it, as this is not a move
- If you move an opponent's unit (e.g., with Charm), this does not trigger the ability - the opponent must be the one performing the move action
- Moving multiple units simultaneously in one move action only draws one card, not multiple
How does Warwick's ability work with damage timing, and does damage persist between combats?
Ruling: Damage persists on units between combats and is only removed at end of combat and end of turn, not during cleanup. Warwick's ability triggers when he moves to a battlefield and kills all damaged units "here" (at that battlefield) when his ability resolves.
Sequence:
- Deal damage to enemy units (via spell or combat)
- Move Warwick to that battlefield
- Warwick's ability goes on the chain
- Players can respond with reactions (e.g., killing Warwick)
- When the ability resolves, all damaged units at that battlefield die (if Warwick is still there)
Nuances:
- Cleanup does not remove damage; it only checks state-based actions
- Warwick's ability uses "here" which means he must still be at the battlefield when his ability resolves for it to have effect
- If the ability said "at the battlefield" instead of "here", it would still work even if Warwick was removed
- Warwick does not kill undamaged units, even if they are stunned and don't fight back
How does Warwick's ability work, specifically when does it trigger and resolve?
Ruling: When Warwick becomes an attacker for the first time (typically when moved to an occupied battlefield with a standard move), his triggered ability goes on the chain as part of the initial chain of combat. When his ability resolves, it kills all enemy units at the battlefield that have damage marked on them.
Sequence:
- Warwick is moved to an occupied battlefield and immediately becomes an attacker
- Warwick's triggered ability is added to the initial chain (along with any other attack/defend triggers)
- Players can respond with reaction spells/abilities only (not actions, as actions can only be played when there is no chain)
- When both players pass in a row, the newest item on the chain resolves
- This process repeats until all items on the chain resolve
- Once the initial chain fully resolves, the attacker gets focus and can play actions or pass
- Warwick's ability kills all damaged enemy units at the battlefield when it resolves
Nuances:
- If multiple units with attack triggers move to the battlefield together (like Warwick and Crackshot Corsair), the controller can order those triggers on the chain, allowing combos like dealing damage first then killing the damaged unit
- Warwick's ability says "here" so if he is moved to a different battlefield before his ability resolves, it will kill damaged units at that new battlefield instead
- The attacker still has priority to act first after the initial chain resolves, even though Warwick's ability was on that chain
How does Weaponmaster work with equipment costs, and can you equip multiple items or equip on the same turn the unit/equipment is played?
Ruling: Weaponmaster is a triggered ability that activates when you play the unit, allowing you to equip one gear to it by reducing the equip cost by 1 power at that moment only.
Sequence:
- When you play a unit with Weaponmaster, the triggered ability activates
- You may equip one gear to that unit with the equip cost reduced by 1 power
- The cost reduction applies only during this trigger resolution
- You can equip gear on the same turn the unit and equipment are played
Nuances:
- Weaponmaster reduces the cost but does not replace it - equipment with non-power costs (like BOTRK requiring a unit kill) still require those conditions to be met
- An equip cost of 1 power becomes 0 power (free)
- Weaponmaster only equips 1 gear per trigger, but nothing prevents attaching additional gear through other means in the same turn
- The cost reduction only applies when the Weaponmaster trigger resolves, not on subsequent turns
How does Whirlwind the spell work in 1v1 and 2v2 scenarios?
Whirlwind functions identically in both 1v1 and 2v2 scenarios regarding its core mechanics: it does not target, and it relies on players making choices during resolution.
### How Whirlwind Works
According to **RiftJudge FAQ #3563** and **#548**, Whirlwind works as follows:
1. **No Targeting:** Whirlwind does not target units. Because it does not target, it does not trigger abilities like **Deflect** (see **RiftJudge FAQ #3908** and **#4619**) and can affect units with protection from enemy spells and abilities, such as **Ruin Runner** (see **RiftJudge FAQ #548**).
2. **Resolution:** When Whirlwind resolves, starting with the next player in turn order, each player makes a choice.
3. **The Choice:** Each player may choose any unit on the battlefield to return to its owner's hand. The "may" is included so that players are not forced to return their own units if there are no other valid targets available (or if they simply choose not to).
4. **Player Choice vs. Spell Choice:** Because the players are the ones making the selection during resolution, the spell itself is not considered to be "choosing" or "targeting" the units.
### 1v1 vs. 2v2
* **1v1:** The turn player (the one who cast Whirlwind) and their opponent each get to make a choice in turn order.
* **2v2:** In a 2v2 match, the turn order follows the sequence defined in **Rule 603.7.a** (Team A Player 1, Team B Player 1, Team A Player 2, Team B Player 2). Each player in that sequence will have the opportunity to choose a unit to return to its owner's hand when Whirlwind resolves.
How does Whirlwind work? Can players choose any unit to return to hand, including opponents' units?
Ruling: Each player chooses any unit on the battlefield to return to hand, not just their own units. The "may" is included so players aren't forced to return their own units if there aren't enough opponent units available.
Nuances:
- Players can choose opponent units to return
- Opponents can also choose any unit, including yours
- The "may" prevents forcing you to bounce your own units when insufficient targets exist
How does Yasuo's 'When I Attack' ability resolve when he moves into a battlefield, and can you respond with action spells or only reaction spells?
Ruling: When a unit moves to a battlefield and triggers a showdown, all 'When I Attack/Defend' abilities go on an initial chain at the beginning of the showdown. Players can only respond to this initial chain with reactions, not actions.
Sequence:
- Unit moves to battlefield, triggering a showdown
- Initial chain is created with all 'When I Attack/Defend' abilities
- Players can respond to this chain with reactions only
- Once the initial chain fully resolves, the attacking player gets priority and can cast actions first
- After that, both players can play actions
Nuances:
- Actions can only be played when the state is open (no active chain)
- The attacker gets to play actions first in showdowns after the initial chain resolves
How does Yi interact with Reaver's Row when units move in or out?
Ruling: Yi's effect activates when you have exactly 1 unit in Reaver's Row. If you initially have 1 unit and then move another unit in, Yi's effect stops.
Nuances:
- The effect is conditional on having exactly 1 unit in Reaver's Row
- Moving units in or out can start or stop the effect based on the count
How does Zhonya's Hourglass activation cost work when using its hidden effect, and what is the orientation of the face-down card?
Ruling: When playing Zhonya's Hourglass normally, it costs 2 Runes and is placed readied in your base. When using the hidden effect, you only pay power to hide it, then can play it for free from hidden (not an additional 3 Runes total).
Sequence:
- To play normally: Pay 2 Runes, place readied in base
- To use hidden effect: Pay power to hide it, then play for free from hidden
Nuances:
- The face-down card orientation (horizontal or vertical) does not matter
How does Zhonya's Hourglass work when a unit would die during battlefield resolution?
Ruling: When a unit would die, Zhonya's Hourglass saves it by sending it to base instead, and Zhonya's is placed in the trash.
Sequence:
- Calculate battlefield might totals
- Determine winner and which units would die
- If a unit would die, Zhonya's triggers: send that unit to base and place Zhonya's in trash
- Other losing units go to trash normally
Nuances:
- Zhonya's is not attached to a specific unit beforehand
- If multiple units die simultaneously (like from combat damage), the owner of Zhonya's chooses which unit to save
- If the unit dies before combat damage is calculated, the saved unit's might is removed from the battlefield total
- If the unit dies to combat damage, you still lose the battlefield but keep the unit alive
How does `soraka` interact with `temporary`? Do they go back to base when they die? Do they still have `temporary`?
Based on the rules and the provided FAQs, here is how **Soraka, Wanderer** interacts with units that have the **Temporary** keyword:
### 1. Does Soraka save units with Temporary?
**Yes.** According to **RiftJudge FAQ #2131**, Soraka’s ability acts as a replacement effect that intercedes when a unit would die. Because the **Temporary** keyword is functionally a "Kill" instruction at the start of the Beginning Phase (Rule 816.1.b), Soraka’s ability can replace that death event.
### 2. Do they go back to base?
**Yes.** When Soraka’s ability replaces the death of a unit with **Temporary**, it instructs you to "heal it, exhaust it, and recall it." Recalling a unit sends it to your base. Since your base is a board location, the unit remains on the board and is not sent to the trash.
### 3. Do they still have the Temporary keyword?
**Yes.** The unit retains the **Temporary** keyword. Because the unit was recalled to your base (which is a board zone) rather than being sent to the trash or a non-board zone, it does not lose its characteristics or keywords (Rule 110).
### Important Nuance: The "One-Turn" Limit
While Soraka saves the unit, this only buys the unit one extra turn. Because the unit still has the **Temporary** keyword, it will trigger again at the start of your next Beginning Phase. If Soraka is still in play and the conditions are met (the unit still has less Might than Soraka), she can save it again, but the unit will continue to be threatened by its own **Temporary** ability every turn until it is no longer **Temporary** or Soraka is no longer able to save it.
***
*This interpretation is based on Rule 816 (Temporary), Rule 453 (Recalls), and RiftJudge FAQs #2131 and #2.*
How does a Gold Gear token work?
## How Gold Gear Tokens Work
**Basic Function:**
A **Gold gear token** is a gear token that gives you **1 Power** when you **exhaust and kill it**. According to the official patch notes, Gold tokens debuted in the Spiritforged set.
**Key Details:**
1. **It's a Gear Token** — Gold tokens are gear, so they:
- Enter play Ready (like all gear)
- Can only be played to your Base
- Can be chosen, affected, or killed by effects that target gear
- Count as gear for abilities like Pit Crew or Ornn, Forge God
2. **Activation Sequence** — To use a Gold gear token:
- Activate its ability (exhaust and kill it)
- Pay the cost by killing the token
- The ability resolves and adds **1 Power to your Rune Pool**
- You can then use that Power to pay for other card abilities or costs
3. **Important Limitations:**
- Gold tokens **only provide Power**, not Energy or other resources
- Gold tokens **do NOT count toward Legion** (they're tokens, not Main Deck cards)
- If a Gold token moves to a non-board zone (like your hand), it **ceases to exist immediately**
**Related FAQs:**
- You can target a Gold gear token with costs that require returning gear to hand — the token moves to your hand (satisfying the cost), then ceases to exist
- You can use Pickpocket to kill a Gold token (treating its cost as 0)
Is there a specific interaction with Gold tokens you'd like to know more about?
How does a Repeat on Hard Bargain work? Do you target one spell so that the opponent needs to pay 4 energy to use it, or do you target 2 different spells?
When you play **Hard Bargain** with **Repeat**, you have flexibility in how you use it. You can choose to target the same spell twice or two different spells.
Here is how it works based on the official rules and FAQs:
### 1. Declaring Repeat
You must decide whether to pay the **Repeat** cost ([2] energy) at the moment you play **Hard Bargain** from your hand. It is an additional cost that must be paid upfront. You cannot wait to see if your opponent pays the cost for the first instance before deciding to add a second one.
### 2. Targeting
Because **Repeat** allows you to execute the spell's instructions an additional time, you make targeting choices for each execution during the "Make Relevant Choices" step of playing the card:
* **Targeting two different spells:** You can target two separate spells on the chain. If you do, your opponent must pay the cost for each one individually to prevent them from being countered.
* **Targeting the same spell twice:** You can target the same spell with both executions. If you do, your opponent must pay the cost for both instances (a total of 4 energy) to prevent that single spell from being countered.
### 3. Important Nuances
* **The Chain:** Even with **Repeat** paid, **Hard Bargain** is only played once and goes on the chain as a single object. However, its effect (countering) is executed twice.
* **Opponent's Choice:** If you target the same spell twice, your opponent must pay 4 energy total to save it. If they only pay 2, the first instance of the counter is nullified, but the second instance will still resolve and counter the spell.
* **Timing:** You must play **Hard Bargain** as a reaction to the spell(s) you are targeting. If the opponent's spell has already resolved, it is too late to counter it.
*This information is based on the standard rules for the chain and the specific FAQs for Hard Bargain (FAQ #3433, #9, #816, #710, #4047).*
How does a gold token's `add` work? If I'm trying to play Spellfire which has 2 cost + 2 pay and I have two gold tokens, does that mean I still have to exhaust 2 runes in addition to spending my gold tokens?
To address your question regarding Gold gear tokens and paying costs, we must look at the official rules and the provided FAQ clarifications.
### 1. How a Gold gear token's `Add` ability works
According to FAQ #8649, a Gold gear token does not provide resources directly by being "spent" as a payment. Instead, it has an activated ability that you must trigger.
* **The Cost:** To use the ability, you must pay the cost specified on the token, which is killing the Gold gear token (as noted in FAQ #8649).
* **The Effect:** Once the cost is paid (the token is killed), the ability resolves and adds Power to your Rune Pool.
* **Timing:** Because this is an activated ability, you must initiate this process during an Open State (or as a Reaction if the token's ability has the Reaction tag, as per Rule 416.3).
### 2. Paying for a spell with Gold tokens
If you are playing a spell that requires both Energy and Power, you must satisfy both requirements using your Rune Pool.
* **Energy vs. Power:** Gold tokens generate Power, not Energy (as clarified in FAQ #307).
* **The Payment Process:**
1. **Initiate Play:** You begin the process of playing your spell.
2. **Pay Costs:** You must pay the total Energy cost and the total Power cost.
3. **Using Gold Tokens:** If you need Power, you can activate your Gold gear tokens. You kill the tokens to add Power to your Rune Pool.
4. **Rune Requirements:** Gold tokens provide Universal power that can be used to pay any power cost of any domain.
5. **Exhausting Runes:** You do not necessarily have to exhaust runes if you have already added sufficient Energy and Power to your Rune Pool through other means (like the Gold tokens). However, if you do not have enough resources in your Rune Pool, you must exhaust/recycle runes to add the remaining required resources to your pool before you can complete the payment step.
**Summary:**
You do not "spend" the tokens directly. You kill the tokens to generate Power in your Rune Pool. Once that Power is in your pool, you use it to pay the Power portion of the spell's cost. You still need to ensure you have paid the required Energy cost separately, as Gold tokens do not provide Energy.
*Note: I could not find a card named "Spellfire" in the database. If this is a specific card, please verify the name so I can provide a more precise ruling on its specific costs.*
How does action/reaction timing work during combat, specifically regarding who can cast reactions first and when buffs apply?
Ruling: The attacker has priority to add to the chain first during combat. Players alternate adding reactions to the chain, which resolve in reverse order (last in, first out). If both players pass consecutively, combat resolves and no more reactions can be added.
Sequence:
- Attacker has priority and can play a reaction first or pass
- Defender can respond with their own reaction or pass
- Players continue alternating until both pass consecutively
- Once both players pass, the chain resolves in reverse order (last played resolves first)
- A player can "hold priority" and play multiple reactions in a row, but opponent gets a window to respond between each card
Nuances:
- Reactions can be played before moving units during an attack (pre-combat)
- If a reaction is played before movement, opponent can only respond with reactions (not actions)
- Some reactions have targeting conditions (like requiring units to be at a battlefield) that may prevent them from being played at certain times
- Strategic passing can allow you to respond to opponent's reactions by letting them act first
How does ambush work on an empty Battlefield? If opponent moves to one open Battlefield, can I ambush there?
No, you cannot use **Ambush** to play a unit to an empty battlefield.
According to **Rule 822.1.b** and **RiftJudge FAQ #9556**, the **Ambush** keyword has two specific requirements:
1. **Presence Requirement:** You must already control at least one unit at the target battlefield.
2. **Timing Permission:** It grants you the **[Reaction]** keyword, allowing you to play the unit even if the game state is **Closed** (such as during a showdown), provided the first requirement is met.
### Regarding your scenario:
If your opponent moves a unit to an empty battlefield, that battlefield is currently unoccupied. Because you have no units there, you do not meet the requirement to use the **Ambush** keyword. Therefore, you cannot play a unit with Ambush to that location using the Ambush ability.
**Key takeaways:**
* **Ambush is not a way to deploy to empty locations:** It is designed to allow you to reinforce a battlefield where you already have a presence.
* **Requirement Check:** The condition (controlling a unit at the location) is checked at the moment you declare you are playing the card. If you do not have a unit there, the location is not valid for Ambush (Rule 822.3).
* **No "Ambush from Base":** Even if you have units in your base, they do not count as being "at the battlefield," so they do not satisfy the Ambush requirement for a battlefield (FAQ #9556).
How does attacker and defender status work with Ride the Wind when a player tries to take an open battlefield and another player uses Ride the Wind in response?
Ruling: When player A moves a unit to an open battlefield and player B uses Ride the Wind in response, player A is the attacker and player B is the defender. The player who moved to the battlefield first (applying contested status first) is the attacker.
Sequence:
- Player A moves a unit to the open battlefield, making it contested and starting a non-combat showdown
- Player B uses Ride the Wind during this non-combat showdown to move their unit to the battlefield, which stages a combat
- Player A has a chance to respond (e.g., cast a spell or kill the Ride the Wind unit)
- If player A passes, the non-combat showdown ends
- The staged combat showdown begins, and only then do units gain attacker/defender status
- Player A (who moved first) is the attacker, player B is the defender
Nuances:
- There are no attackers or defenders during the initial non-combat showdown
- The first player has an opportunity to prevent combat entirely by responding before the non-combat showdown closes
- Combat includes the entire showdown phase, not just the damage step
How does banish work?
Banishing is a specific game action in Riftbound. According to Rule 414 and Rule 107.5, here is how it works:
### **What is Banishment?**
* **Definition:** Banishing is the action of placing a card from any zone directly into the **Banishment zone** (Rule 414.1, 414.2).
* **Not a Kill or Discard:** Banishing is **not** a subset of "Kill" or "Discard." If an effect banishes a unit, it does not count as the unit dying (Rule 414.2.a, 414.2.b). Consequently, "Deathknell" abilities do not trigger when a unit is banished.
* **Public Information:** The cards in any player's Banishment zone are Public Information (Rule 107.5.f).
### **How it Functions**
* **Limited Action:** Players may only banish cards when a game effect specifically directs them to do so (Rule 414.4.a).
* **Temporary vs. Permanent:**
* Some effects use Banishment as a temporary holding space to process cards (e.g., playing a card from the deck). If a card is banished and can be played (like via an effect), it enters play normally.
* If a card is banished and cannot be played (or the effect does not allow it), it remains in the Banishment zone for the rest of the game and cannot be recycled or returned to the deck.
* **New Objects:** When a unit is banished and then replayed (such as with *Portal Rescue*), it enters play as a "new object." This means it is healed of all damage, loses all previous buffs, and triggers its "When you play me" effect again. Effects that were targeting the original unit will no longer target the new object.
### **Key Nuances**
* **Board Zone:** The Banishment zone is considered a "Board Zone" (Rule 107.5, FAQ).
* **No Choosing/Attachment:** References to cards in Banishment do not count as "Choosing" or "Attachment" (Rule 107.5.i, 107.5.j).
* **Ownership:** A card owned by a player can never be put into the Banishment zone of another player; it will always go to its owner's Banishment zone (Rule 107.5.d).
If you have a specific card interaction in mind involving banishing, please let me know the card names, and I can provide a more detailed ruling!
How does battlefield selection work at the start of the game?
Ruling: Battlefield selection depends on the number of players and match format. In Best of 1 (Bo1), players select battlefields at random. In Best of 3 (Bo3), each player selects which battlefield to use each match (cannot repeat battlefields in subsequent matches of the same round).
Sequence:
- In 1v1 Bo1: Both players select a battlefield at random, and both are used
- In 1v1 Bo3: Each player selects which battlefield to use each match
- In multiplayer (2v2 or 4 players): Apply Bo1 ruleset (random selection), but the first player removes their battlefield from the game, resulting in 3 battlefields in play
- Selected battlefields are placed face up on the battlefield zones before drawing 4 cards
Nuances:
- In 4-player games, only 3 battlefields are used, so the first player does not provide a battlefield
- The same rule applies to 2v2 format
How does buff work in Riftbound, including permanence, interactions, and whether units can have multiple buffs?
Ruling: A buff gives +1 might to a unit as long as the unit has it, and units can only have one buff at a time. Buffs stay on the unit until it dies or is spent for other benefits.
Sequence:
- A unit can only receive a buff if it doesn't already have one
- The buff remains on the unit until death or spent
- The +1 might bonus applies continuously while the buff is present
Nuances:
- You can target a unit that already has a buff with a buff effect, but it won't gain another buff (matters for legal targeting and sequencing)
- Many cards allow spending buffs from units for other benefits
How does combat damage distribute when attacking with multiple units and they are defending with multiple units?
When multiple units are attacking and defending, combat damage is resolved through a two-part process: **Assignment** (which is sequential) followed by **Dealing** (which is simultaneous).
According to Rule 443.1 and the associated FAQs, here is the sequence for resolving combat damage:
1. **Sum Might:** Each player calculates the total Might of all their units currently in combat at that battlefield.
2. **Assign Damage:** Starting with the Attacker, each player assigns their total Might as damage to the opposing units.
* **Sequential Assignment:** You must assign lethal damage (damage equal to or exceeding a unit's Might) to one unit in full before you can assign any damage to the next unit (Rule 443.1.d.3).
* **Tank Priority:** If any units have the **Tank** keyword, they must be assigned lethal damage before any units without Tank (Rule 741.1.b).
* **Assignment vs. Dealing:** Assigning damage is not the same as dealing it. You are simply declaring how the total damage will be distributed (Rule 443.1.d.1).
3. **Deal Damage:** Once all damage has been assigned, it is dealt simultaneously to all targeted units (Rule 443.1.d.1.a).
4. **Cleanup:** Units with damage marked equal to or greater than their Might are killed.
**Important Nuances:**
* **No Excess Assignment:** You cannot assign more damage to a unit than the minimum required to reach lethal, unless no other units remain to receive damage (Rule 443.1.d.4).
* **Simultaneous Dealing:** While the *assignment* process is sequential to ensure lethal damage is distributed correctly, the actual *dealing* of that damage happens all at once.
* **Stunned Units:** Stunned units contribute 0 Might to their side's total and are still eligible to be assigned damage.
How does combat damage work with stunned units, and how is damage distributed among multiple blocking/attacking units?
Ruling: Each player adds up the total might on their side of combat and distributes that damage to opposing units simultaneously. Stunned units do not contribute their might to their side's total. After damage is dealt, units with damage marked equal to or greater than their might are killed.
Sequence:
- Each player totals up the might of all their units in combat (stunned units contribute 0 might)
- Each player distributes their total might as damage to opposing units
- All damage is dealt simultaneously
- Units with damage marked equal to or greater than their might are killed
- Marked damage is cleared
Nuances:
- Damage does not reduce might
- When distributing damage, you must assign exactly lethal damage (damage equal to a unit's might) to a unit before you can assign damage to the next unit
- Each player chooses how to distribute their own side's damage among opposing units
How does damage allocation work when a single 10 might unit attacks three defending units that total 10 might, and does it work the same way in reverse?
Ruling: Combat damage adds up the total might of units on each side, then you allocate it, and then it's all dealt to both sides simultaneously. In this scenario, all units on both sides will die regardless of which side is attacking.
Sequence:
- Total might is calculated for each side (10 vs 10)
- Each player distributes lethal damage to opposing units
- Damage is dealt simultaneously to both sides
- All units die
Nuances:
- The number of units on each side doesn't matter for damage calculation
- Units can be recalled to base instead of dying in cases like when units are stunned and combat ends in a draw without a clear winner
How does damage sourcing work in Riftbound, specifically why does Challenge damage not get blocked by Unyielding Spirit?
Ruling: Challenge damage is not blocked by Unyielding Spirit because Challenge specifies that the chosen units are the source of the damage, not the spell itself. When a spell or ability specifies a unit as the damage source, it replaces the spell/ability as the source rather than being in addition to it.
Sequence:
- When Challenge is played, it specifies that the chosen units deal damage to each other
- The damage source is the units themselves, not the Challenge spell
- Therefore the damage is not spell damage and bypasses Unyielding Spirit
Nuances:
- When an ability deals damage without specifying a unit as the source (like Hextech Ray), the spell itself is the damage source
- When an ability is the source of damage, it is in addition to the spell or unit that created that ability (like Iron Ballista dealing damage as both a gear and an ability)
- Yasuo, Remorseful's damage would be blocked by Unyielding Spirit (ability is additional source)
- Snapvine's damage would go through Unyielding Spirit (unit is specified as source)
How does damage work during showdown?
Ruling: You add up all the might of living units you control to determine total damage available, then assign lethal damage to opponent units one at a time.
Sequence:
- Add up all the might of your living units you control
- Assign lethal damage to opponent units one at a time