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Riftbound Frequently Asked Questions

Search verified questions and answers.

How is a match determined after the 5 turns following time being called have completed?
Ruling: At the end of the 5 turns after time is called, check who is ahead on points to determine the winner of the current game. Then check who has more games won to determine the match winner. If neither player has more games won, the match is a draw. Sequence: - Step 1: At the end of turns, check who is ahead on points - that player wins the current game - Step 2: Check who has more games won - that player wins the match - Step 3: If neither player has more games won, the match is a draw Nuances: - If both players have the same number of points at the end of turns, the game is a draw - The end of match procedure is 5 turns (not 5 minutes) and is untimed
How is combat damage assigned when Kayn (with 6 might and immunity to damage) attacks Viktor and 4 tokens (total 6 health)?
Ruling: The attacking player (Kayn's controller) decides how to assign their unit's damage to enemy units. All damage is dealt simultaneously. Since Kayn is immune to damage, combat results in a draw and Kayn retreats to base. Sequence: - The attacking player assigns their unit's might as damage to enemy units - All damage is dealt at the same time - If combat results in a draw (neither side dies), the attacker retreats to base Nuances: - With 6 damage to assign, Kayn's player could kill all 4 tokens and assign 2 damage to Viktor, or kill 3 tokens and deal 3 to Viktor, or kill Viktor and 2 tokens - Kayn cannot kill all units because he only has 6 damage total to assign
How is combat done? If 2 friendly units total might = 1 enemy unit total might, do both friendly units die?
To determine the outcome when two friendly units have a combined Might equal to one enemy unit, we look at the **Combat Damage Step** (Rule 460). ### Combat Damage Resolution According to **Rule 460.2**, combat damage is resolved by summing the current Might of all units on each side and assigning that total as damage to the opposing units. If the totals are equal, each player has a total amount of damage to distribute equal to that sum. ### Does both friendly units die? **Yes.** When the total Might of one side equals the total Might of the other, and that total is sufficient to reach the lethal threshold for the opposing units, the rules dictate that all opposing units will be destroyed. 1. **Mandatory Assignment:** The defender is required to distribute their total Might as damage to the opposing units. 2. **Lethal Damage Assignment (Rule 460.2.c.3 & 460.2.c.4):** * The defender must assign lethal damage to one unit in full before moving to the next. * The defender cannot assign more damage to a unit than is necessary to make it lethal, unless they have already assigned lethal damage to all other available targets and have damage remaining. 3. **The Outcome:** Because the enemy unit’s total Might equals the combined Might of your two units, the enemy has exactly enough damage to meet the lethal threshold for both of your units sequentially. Under these rules, the defender is required to assign lethal damage to the first unit and, because they have remaining damage, assign the rest to the second unit until it is also lethal. ### Summary of Combat Rules * **Assignment (Rule 460.2.c):** Players distribute their total Might as damage to enemy units. * **Sequential Requirement (Rule 460.2.c.3):** You must fully satisfy the lethal damage threshold for one unit before assigning damage to another. * **Efficiency Requirement (Rule 460.2.c.4):** You cannot "over-assign" damage to a unit if there are other valid targets remaining that have not received lethal damage. **In short:** If the enemy's total Might is sufficient to reach the lethal threshold for both of your units, the rules force the defender to assign that damage sequentially, resulting in both of your units being destroyed. Note: I could not fully verify this ruling against the retrieved rules.
How is it determined who goes first in Riftbound, and does the randomly selected player get to choose or are they forced to go first?
Ruling: A player is randomly designated after battlefields are revealed, and that designated player decides who goes first. Sequence: - Randomly select a player (using any mutually agreed method like dice roll or coin flip) - That designated player chooses whether they or their opponent goes first Nuances: - The method of randomization (dice, coin flip, etc.) must be agreed upon by both players - The picture rules shown are just examples, not official rules - Tournament rules specify that the designated player decides, not that they are forced to go first
How long do I have to legally remember that Darius needs to be ready after my second card cast?
To determine how long you have to acknowledge the triggered ability of **Darius, Trifarian**, we must look at the tournament rules regarding triggered abilities and "observable impact." According to **Tournament Rules 2026-03-30, Rule 506.3**, the accountable player (you, as the controller of Darius) must acknowledge their triggered abilities by the time they would have an "observable impact" on the game. If you do not acknowledge the trigger before a new game action is taken after that point of impact, the trigger is considered forgotten. ### When is the point of observable impact? For **Darius, Trifarian**, his ability triggers when you play your second card of the turn. The ability has an observable impact because it modifies his Might and readies him. According to **Tournament Rules 2026-03-30, Rule 506.3.d.4** and **506.3.d.6**: * A trigger that gives a unit +Might does not have an immediate observable impact until that Might becomes relevant (e.g., during combat). * A trigger that causes a unit to ready **does** have an observable impact. Therefore, you must acknowledge the trigger and place it on the chain before you take any subsequent game action (such as playing a third card, initiating combat, or passing priority to your opponent) that would be affected by Darius being ready or having +2 Might. ### Summary of the Requirement * **Deadline:** You must acknowledge the trigger before taking any new game action after the second card has resolved. * **Consequence:** If you take a new game action (e.g., playing a third card or passing priority) without acknowledging the trigger, the ability is considered forgotten and will not be placed on the chain (**Rule 506.4**). * **Note:** Because Darius is a "When you play" trigger, he enters the board first, and his ability triggers immediately after he resolves as the second card of the turn. You have the opportunity to place this on the chain as part of the resolution process of that second card. This is my interpretation based on the Tournament Rules regarding triggered abilities and observable impact. No official FAQ exists specifically for the "time limit" of this trigger beyond the general rules for missed triggers.
How long do I need to reveal my hand for when someone uses Scuttlecrab's Deathknell effect?
To answer your question, you need to reveal your hand for as long as it takes for all players present to clearly read and understand the information. According to **Rule 424.3** and the **RiftJudge FAQ #4862**, when a card effect instructs you to reveal your hand, you present the cards to all players at the table. Once every player has had a reasonable opportunity to understand the revealed information, the reveal action is complete. Regarding the specific timing of the **Scuttle Crab** *Deathknell* effect: 1. **Trigger:** When Scuttle Crab dies and is sent to the trash, its *Deathknell* ability triggers and is placed on the chain as a pending item (**Rule 808.1.d.2**). 2. **Resolution:** When the *Deathknell* effect resolves, the chosen opponent must reveal their hand. 3. **Duration:** The reveal is a temporary state (**Rule 424.1.a**). You reveal the hand, allow all players to see it, and once the information is understood, the reveal ends. This is a one-time action triggered by the resolution of the *Deathknell* ability; it does not require you to keep your hand revealed for the remainder of the turn.
How long do might increases from cards like Decisive Strike last, especially when used during a showdown on an opponent's turn?
Ruling: Might increases and decreases last for the duration specified on the card. When a card says "this turn," it lasts until the end of the current turn (the turn during which the effect was created), not until the end of your next turn. Sequence: - If you use an action/reaction that grants +2 might "this turn" during your opponent's turn (such as during a showdown), the might increase lasts until the end of your opponent's turn - The might increase is cleared at the end of that current turn, before your next turn begins - A showdown is not itself a turn; it occurs within a turn Nuances: - "Buffs" are a specific game mechanic that are permanent game objects lasting until removed or spent by effect - Might increases/decreases are different from buffs and last only as long as specified on the card - Some effects like assault only last as long as the condition is true - Effects that say "this turn" always refer to the current turn in which they were played
How long does Stun last? Does it wear off at the beginning of the stunned unit's controller's Ending Step, or at the beginning of the very next Ending Step (which would be the active player's Ending Step)?
Ruling: Stun lasts until the beginning of the next Ending Step that occurs in the game, which is the active player's (the player who applied the stun) Ending Step. This means a stunned unit becomes unstunned during the same turn it was stunned. Nuances: - ChatGPT's interpretation that stun lasts until the stunned unit's controller's Ending Step is incorrect - While stun may feel weak with this timing, it still provides value by allowing safe attacks into stunned units (taking no damage back) or causing attacking stunned units to be recalled without dealing damage
How long does damage remain on a unit, and does it matter whether the damage is from a commit effect, exhaust effect, or spell?
Ruling: Damage is cleared at the end of combat and end of turn, regardless of the source. Nuances: - The timing of when damage is dealt doesn't change when it's cleared (commit effect damage and exhaust effect damage both follow the same clearing rules) - When damage is cleared at end of combat, it clears from all units everywhere, not just units that participated in that combat
How many action cards can be played during a showdown?
There is no hard limit on the number of Action cards that can be played during a single showdown. Both players can play multiple Action cards throughout the duration of a showdown, provided they follow the rules for Focus and the state of the chain. According to **RiftJudge FAQ #4911** and **FAQ #5451**, the rules for playing Action cards during a showdown are as follows: 1. **Empty Chain Requirement:** Action cards can only be played when the chain is empty (an "Open" state). You cannot respond to an Action card with another Action card because playing an Action card creates a chain, which closes the window for further Action cards. 2. **Focus and Priority:** Players alternate opportunities to play Action cards. When a chain resolves, the state becomes "Open" again, and the player with Focus has the opportunity to start a new chain with an Action or Reaction spell. 3. **Showdown Duration:** The showdown continues, allowing players to alternate playing Action cards and passing, until both players pass consecutively on an empty chain. **In summary:** You can play as many Action cards as you have the resources and opportunities for, as long as you only play them when you have Focus and the chain is empty. Once you play an Action card, the chain is no longer empty, and only Reaction cards may be played until that chain resolves. After it resolves, the opportunity to play another Action card returns to the player with Focus.
How many actions and reactions can be played in a chain, and how does priority/focus work during showdowns?
Ruling: You can play multiple actions during a showdown by alternating focus - after a chain resolves, if your opponent passes focus and does nothing, you can play another action. You can play multiple reactions in succession by holding priority, but you cannot respond to an action with another action. Sequence: - Player plays an action (starts a chain) - Opponent gets priority to react - If opponent passes, chain resolves - Focus returns to original player - Player can start a new chain with another action - Showdown only ends when both players pass on an empty chain For reactions: - You can hold priority after playing a reaction to play additional reactions - Priority to play reactions only passes manually - You can react to your own cards to retain priority Nuances: - You can never react to a chain with an action - the whole chain must resolve first - You can only play actions when you have focus or on your turn - Focus automatically passes to the opponent when a chain ends
How many battlefields are recommended for a 3-player game?
Ruling: For a 3-player game, 3 battlefields are recommended. Nuances: - This follows the pattern where 2 players use 2 battlefields and 4 players use 3 battlefields
How many chains can occur during a showdown, and can you play actions after your opponent plays a reaction?
Ruling: You can have as many chains as you want during a showdown. The showdown only moves to damage calculation when the chain is empty and both players pass priority back to back consecutively. Sequence: - Player initiates showdown (e.g., moves unit to contest battlefield) - Players can play actions and reactions, building a chain - When chain resolves and is empty, players can start new chains - Only when the chain is empty AND both players pass consecutively does damage calculation occur Nuances: - After an opponent plays a reaction on the current chain, you can only add reactions to that chain - However, once that chain resolves, you can start a new chain with actions before damage calculation
How many decks are in one deck?
According to Rule 103, to play Riftbound, a player must have **two** decks: * **A Main Deck:** This contains your units, gear, and spells (at least 40 cards). * **A Rune Deck:** This is used to power your cards. Additionally, you must have one Champion Legend and a number of battlefields determined by the mode of play.
How many gear cards can I control at my base at any given time?
Ruling: There is no limit on the number of gear cards you can control at your base. Nuances: - Some gear can be hidden facedown at battlegrounds you control, which may have specific limits on how many can be hidden at each battlefield - Your base has no such limiter for gear cards - Similarly, you can have as many units as you want in your base
How many targets does Convergent Mutation choose?
Ruling: Convergent Mutation has two targets - the unit you want to change the might of and the unit you take the might from. Nuances: - The card text may be unclear because it uses "choose" for the first friendly unit but not for the second - According to the latest CRD update targeting rules (section 352.5), this card targets 2 friendly units - Some cards say "choose" but don't target because they make choices on resolution, while others don't say "choose" yet still target
How many times can Death from Below be played from the trash in 1 turn?
In a single turn, you can play **Death from Below** from your trash **as many times as you have the resources (Energy and Power) to pay for it**, provided each cast successfully resolves and its target meets the condition. ### The Mechanics According to the card's text and established RiftJudge FAQs: 1. **Triggering:** When *Death from Below* resolves and kills a unit with 3 [S] or less, it generates a "play this from your trash" effect. This functions as a trigger that allows you to play the card again from your trash once the current resolution concludes. 2. **Recast:** Because *Death from Below* is a spell, it moves to the trash after it finishes resolving (Rule 351.2, FAQ #10169). Once it is in the trash, it becomes a valid target for the "you may play this from your trash" effect created by the previous resolution. 3. **No Per-Turn Limit:** There is no restriction on the card itself or in the core rules that limits how many times a single card can be cast or played from the trash in one turn. As long as you have the required resources and the ability to continue validly targeting units that meet the "3 [S] or less" condition, you may repeat the process. ### Important Restrictions * **Resolution Requirement:** You cannot play the card from the trash while the previous instance is still resolving on the chain (FAQ #10169). The card must move to the trash first. * **Targeting:** If the target of *Death from Below* is removed from the battlefield (killed or otherwise) before the spell resolves, the spell fails to execute its kill instruction, and the "you may play this from your trash" effect will not trigger (FAQ #9402, FAQ #10423). * **Costs:** You must be able to pay the [A] (any domain rune/energy) cost each time you play it from the trash. *This is my interpretation based on the card text and RiftJudge FAQs #10169, #9400, and #9402. No official rule explicitly limits the number of times a card can be recurred in a turn, provided all costs and conditions are met.*
How many times can I react during the effect of Leblanc deceiver? What are the different windows where I can play a gust?
To answer your question, we first need to clarify the timing of **LeBlanc, Deceiver**'s ability and how **Gust** interacts with it. ### 1. How many times can you react? There is no fixed limit to how many times you can react to the chain created by LeBlanc’s ability. Because LeBlanc's ability is a triggered ability ("When you conquer or hold..."), it uses the chain. Once the trigger is placed on the chain, a **Closed State** begins. During this time, players can take turns adding [Reaction] cards to the chain (including *Gust*) until both players pass consecutively. ### 2. What are the windows where you can play Gust? You can play *Gust* (which has the **[Reaction]** keyword) whenever there is an item on the chain, or when the state is open. Specifically, regarding the resolution of LeBlanc's ability: 1. **Reacting to the Ability Trigger:** When you trigger the ability, it is placed on the chain. Players have a window here to play *Gust* before the ability resolves. If you play *Gust* here, it will resolve first (LIFO — Last In, First Out). 2. **Reacting to the Reflection Token:** As LeBlanc’s ability resolves, it creates a **Reflection unit token**. According to *Riftbound* rules, units enter the chain immediately and then finalize. While you cannot react to the unit *entering* the board, you can react to any triggered abilities that occur as a result of that unit entering play (if any existed). 3. **Reacting to the Reflexive Trigger:** The latter part of LeBlanc's ability ("It becomes a copy of another unit there...") is a **reflexive trigger**. This means it is a separate effect that goes onto the chain *after* the initial ability resolves. This provides a new window to play *Gust* before the token becomes a copy of another unit. ### Sequence Summary * **Trigger:** LeBlanc's ability is added to the chain. * **Window 1:** Players can play *Gust* (or other reactions). * **Resolution:** If no *Gust* prevents the ability, the ability resolves: * The Reflection token is created. * The reflexive trigger ("It becomes a copy...") is placed on the chain. * **Window 2:** Players can play *Gust* in response to the reflexive trigger before the token becomes a copy. *** *Note: This is my interpretation based on the standard rules for triggered abilities and the reflexive targeting mechanic described in the Core Rules (Rule 359). No official FAQ specifically lists the number of reaction windows for LeBlanc, but this follows the established Riftbound chain and priority timing.*
How many times can you repeat?
You can pay the **Repeat** cost once per instance of the Repeat keyword on a card. According to **Rule 820.1.c.3**, each individual Repeat cost can be paid only a single time. However, if a card has multiple instances of the Repeat keyword (either printed on the card or granted by another effect), you may pay for each instance individually. For each instance of Repeat that you pay for: * The spell's instructions are executed an additional time (Rule 820.3). * The spell is only "played" once, regardless of how many times its instructions are executed (Rule 820.3.a). As confirmed by RiftJudge FAQ #8328 and #9252, you must decide whether to pay for each available Repeat cost at the time you play the spell from your hand. You cannot add Repeats retroactively after the spell is on the chain.
How many times can you use the repeat mechanic on a single card?
Ruling: You can pay the repeat cost once per instance of the repeat keyword on a card. A card with one instance of repeat can be repeated once; a card with multiple instances of repeat (either printed or granted by other effects) can be repeated multiple times. Sequence: - When finalizing a spell to the chain, you choose whether to pay the repeat cost(s) - You must declare all repeats at activation; you cannot pass priority and then decide to repeat later - You pay the cost for each instance of repeat separately Nuances: - The number next to repeat is the cost to pay, not the number of times you can repeat - Multiple instances of repeat are formatted as separate lines (e.g., "repeat :1Energy:" on one line, "repeat :1Energy:" on another line) - Cards can gain additional instances of repeat from other card effects
How many times does Leona's leader skill trigger when stunning units, and does it matter if multiple stuns happen on the same chain or from the same effect?
Ruling: Leona's leader skill triggers once per effect that stuns one or more units. Multiple stuns caused by a single resolving effect only trigger Leona once, but separate effects that each stun (even on the same chain) trigger Leona separately. Sequence: - If one effect stuns multiple units simultaneously, that counts as "1 or more" and adds one trigger - If separate effects each stun units (even on the same chain), each effect triggers Leona separately - Effects with "do this twice" create separate triggers on the chain that resolve individually, so each iteration triggers Leona - Triggers are added to the chain after the effect that causes them completes Nuances: - An "effect" is something that is added to the chain to resolve - Targets for "do this" effects aren't declared until each trigger hits the chain, so targets can change if original targets become invalid - If valid enemy targets are gone when a stun effect resolves, you must stun your own units if required - A hypothetical "stun a unit, then stun another unit" on a single effect would likely only trigger Leona once, though the rules are somewhat unclear on this edge case
How many times does your mana pool empty per turn?
According to Rule 163 and multiple RiftJudge FAQs, your rune pool (which holds your Energy and Power) empties **twice** per turn: 1. **After the draw phase:** This is to prevent exploits where players could float resources from the beginning of the turn to use later. 2. **At the end of the turn:** Any remaining unspent Energy or Power is lost. As noted in Rule 163.1 and FAQ #1497, these are the only two times the pool empties; it does not empty during cleanup steps or after combat.
How much extra Might does Irelia Fervent get when chosen by the skill En Garde, when alone on a battlefield?
Irelia, Fervent will receive a total of **+3 Might** when you play *En Garde* on her while she is the only unit you control at that battlefield. Here is the breakdown of the sequence: 1. **Targeting:** When you play *En Garde* and choose Irelia, Fervent as the target, her own ability triggers because she has been "chosen." This grants her **+1 Might**. 2. **Resolution:** *En Garde* resolves. Because she is the only unit you control at that location, it grants her its base **+1 Might** plus the additional **+1 Might** bonus, for a total of **+2 Might** from the spell. 3. **Total:** 1 (from her own ability) + 2 (from *En Garde*) = **+3 Might**. *Note: This assumes Irelia, Fervent is already on the battlefield when you play the spell.*
How much power do you need to spend to target a card with Deflect when no number is specified?
Ruling: When Deflect has no number specified, you pay 1 universal power to target it. If it's Deflect X, you pay X universal power. Nuances: - Shield and Assault work the same way - if there's no number after the keyword, it defaults to 1 - Universal power can be generated by recycling a rune of any color or through legend, gear, or unit abilities that generate universal power
How should 'Not So Fast' be read - does it counter (enemy spell) OR (ability that chooses friendly unit/gear), or does it counter (enemy spell or ability) that chooses (friendly unit or gear)?
Ruling: Not So Fast counters an enemy spell or ability that chooses a friendly unit or gear. Both "spell" and "ability" must be enemy, and both must choose a friendly unit or gear to be valid targets. Sequence: - The card reads as: "Counter an [enemy spell or enemy ability] that chooses [a friendly unit or friendly gear]" - The "or" collapses within each bracketed group - it does not split the clause into separate effects - Both the spell/ability must be enemy AND must target your friendly unit/gear Nuances: - If the card were meant to counter any enemy spell OR counter abilities that target friendly units/gear separately, it would use the "choose one:" template - The absence of a second "an" before "ability" indicates the modifiers apply to both nouns - This reading is confirmed by the existence of Wind Wall (which costs more and counters any enemy spell) - Can counter spells like Singularity that target your own units - Cannot counter Time Warp (doesn't target anything) - Can only counter one trigger from multi-trigger abilities like Falling Star
How to Lux Crownguard ability?
Based on the card data for **Lux, Crownguard**, here is how her ability works: ### **Ability Breakdown** * **Text:** `exhaust : [Reaction] — [Add] 2 energy . Use only to play spells. (Abilities that add resources can't be reacted to.)` * **Cost:** You must exhaust Lux to activate this ability. * **Effect:** You gain 2 energy that can **only** be spent to play spells. ### **Key Rules & Nuances** 1. **Floating Energy:** When you activate this ability, the 2 energy enters your "Rune Pool" as floating energy. You do not need to spend it immediately; you can use it later in the turn. 2. **Spending:** This energy can be spent on one spell or split across multiple spells. Any unused floating energy disappears when your rune pool empties (at the draw step and at the end of your turn). 3. **Timing:** Because this ability has the `[Reaction]` tag and the `[Add]` tag, it can be activated at any time you have priority, including in response to an opponent's spell. 4. **Unreactable:** As noted on the card, abilities that add resources (with the `[Add]` tag) resolve immediately and cannot be reacted to. 5. **Usage Restriction:** This energy cannot be used to pay for effect costs (like "counter a spell unless its controller pays 2") or unit abilities; it is strictly for playing spells. 6. **Exhaustion:** Since the ability requires you to exhaust Lux, you cannot use it if she is already exhausted. If an opponent uses an effect to exhaust Lux, you can respond by activating her ability *before* the exhaustion effect resolves, provided you have priority. *** *Disclaimer: This interpretation is based on the card text and standard Riftbound mechanics. If you have a specific scenario involving other cards, please let me know!*
How to install Riftbound modules on Tabletop Simulator?
Ruling: Find the Riftbound workshop on the TTS community page, search for it, and subscribe to it to install everything needed. Nuances: - This is not a rules question but a technical setup question
How would Kai'sa Evolutionary and the legend Jhin Virtuoso interact? If I conquer a battlefield with Kai'sa, then play a spell from my trash that costs four energy or more, can I banish the card (with Jhin) instead of recycling it (with Kai'sa)?
To determine the interaction between **Kai'Sa, Evolutionary** and **Virtuoso**, we must look at the timing of their triggered abilities and the specific instructions on their cards. ### 1. The Sequence of Events When you conquer a battlefield with Kai'Sa, Evolutionary, the following sequence occurs: 1. **Conquer Trigger:** Kai'Sa's "When I conquer" ability triggers and is placed on the chain. 2. **Resolution of Kai'Sa's Ability:** As this ability resolves, you choose a spell from your trash and play it. The spell is placed on the chain. 3. **Spell Resolution:** The spell resolves normally and is placed in the trash. 4. **Kai'Sa's "Then" Instruction:** Kai'Sa's ability includes the instruction: "Then recycle it." This is a mandatory game action that moves the spell from the trash to the bottom of your deck. 5. **Virtuoso's Trigger:** Virtuoso's ability ("When you play a spell...") triggers after the spell has finished resolving. ### 2. Can you Banish the spell with Virtuoso? **No, you cannot banish the spell with Virtuoso in this scenario.** * **Timing Conflict:** Virtuoso's trigger condition ("When you play a spell") is met only after the spell has fully resolved. By the time this trigger is placed on the chain, Kai'Sa's ability has already finished resolving, which includes the mandatory instruction to "recycle it." * **Zone Change:** Because the spell has been recycled (moved to the bottom of your deck) as part of Kai'Sa's ability resolution, it is no longer in the trash when Virtuoso's ability attempts to target it. Virtuoso requires the spell to be a valid target to be banished; since the card has moved to a different zone (the deck), it is no longer a legal target for Virtuoso's effect. ### Summary Kai'Sa's ability is a single, cohesive instruction set: play the spell, resolve it, and then recycle it. Because the recycle instruction is part of the resolution of Kai'Sa's ability, it happens before Virtuoso's "When you play a spell" trigger can even be placed on the chain. Consequently, the spell is moved to your deck before you have the opportunity to use Virtuoso to banish it. Note: I could not fully verify this ruling against the retrieved rules.
How would Timewarp with repeat effect work?
If you were to play a card with the **Repeat** keyword that also has the effect "Take a turn after this one" (such as a hypothetical version of *Time Warp* modified with *Repeat*), here is how it would function according to the rules: ### The Ruling When you pay the **Repeat** cost as an additional cost while playing the spell, you are effectively instructing the game to execute the spell's instructions twice. According to **Rule 746.1.d.1**: "When the additional cost is paid, the effect of the spell, upon resolution, will be performed an additional time." ### How it resolves 1. **Playing the Spell:** You play the spell and pay the *Repeat* cost. The spell is added to the chain as a single item. 2. **Resolution:** As the spell resolves, it executes its instructions in order: * **First Execution:** You take an extra turn after the current one. * **Second Execution:** You take another extra turn after the one just created. * **Banishment:** The spell is placed in your trash (or banished, depending on the specific card's text). ### Important Nuances * **Turn Order:** Because you are queuing two extra turns, you would take two consecutive turns immediately following the current turn. * **Overtime/Time Limits:** If you are playing during a game where a turn limit is in effect (such as the 5-turn limit after time is called), these extra turns still count toward that limit. If you play a spell that grants two extra turns when only one turn remains in the game, you will only receive that one final turn; the second extra turn will not occur because the game will have ended. * **Single Play:** Per **Rule 746.3.a**, even though the instructions are executed twice, the spell is only considered "played" once. This is relevant for any other game effects that trigger "when you play a spell." *** *Note: This interpretation is based on the official rules for the **Repeat** keyword (Rule 746). As of current card data, the standard version of **Time Warp** does not possess the Repeat keyword.*
I activate Bellows Breathe to target 3 units in base and repeat it to target 1 unit at Battlefield A. Can my opponent use Repulse to counter the Bellows Breathe, or will it only counter 1 of the repeats?
Your opponent **cannot use Repulse to counter your repeated Bellows Breath.** ### Reasoning According to the established RiftJudge FAQ #9655 and #10127: 1. **Repulse's Targeting Constraint:** Repulse can only be used as a reaction to an enemy spell or ability if it targets **exactly one friendly unit and no other friendly unit**. 2. **Bellows Breath's Total Targeting Scope:** When you pay the **Repeat** cost for Bellows Breath, the spell is played once, but its effect is executed twice upon resolution. Per **Rule 820.3.a**, the spell is only played once, but its targeting scope for the purpose of the chain includes every unit targeted across both executions. 3. **Interaction:** In your scenario, you chose three units at your base (the first execution) and one unit at a battlefield (the second execution). Because your repeated Bellows Breath is targeting a total of four units across its two executions, it fails the requirement of Repulse, which requires the spell to target exactly one friendly unit and "no other friendly units." ### Summary of Timing * **Bellows Breath** is played as an [Action]. * When you pay the **Repeat** cost, you are finalizing the spell on the chain with all four targets (three in base, one at battlefield A) chosen at once. * Because the spell's total target count is four, it does not meet the "exactly one" requirement for **Repulse**. Consequently, Repulse is not a legal reaction to this spell instance.
I am 1 point from winning and I have Lucian Tri Force Skyfall combo, can I win with 1 Conquer?
Yes, you can win the game in this scenario. According to multiple RiftJudge FAQs (specifically **FAQ 10436**, **FAQ 10122**, and **FAQ 7390**), a player at 7 points (one point away from the 8-point Victory Score) can win the game by conquering a single battlefield with a unit equipped with both **Trinity Force** and **Skyfall of Areion**. ### How it works: 1. **Conquer Action:** You perform a "Conquer" action on a battlefield. Because you are at 7 points, the standard point gain from the "Conquer" action itself is replaced by drawing two cards (per Rule 466.1.b.2). 2. **Skyfall of Areion Effect:** This card makes your unit's "Hold" effects also count as "Conquer" effects. 3. **Trinity Force Trigger:** Because of the Skyfall, the "When I hold, score 1 point" effect of **Trinity Force** now triggers off your Conquer action. 4. **Chain Resolution:** The triggered ability is placed on the chain. Once all players pass priority, it resolves. You gain 1 point from this triggered ability, bringing your total to 8. 5. **Victory:** As soon as you reach 8 points upon the resolution of that trigger, you win the game. ### Important Nuance: The strict game rule requiring you to have scored every battlefield in a single turn to earn the "Final Point" (Rule 466.1.b.2) applies **only** to the direct point gained from the "Conquer" game action. Points gained from triggered abilities (like those from **Trinity Force**) bypass this restriction entirely, allowing you to win the game even if you have only conquered one battlefield.
I am attacking a battlefield, I attack with a 2 might unit. The opponent reacts with gust, I react with vi's ambush ability, would vi be able to be played on this battlefield?
Yes, you can play **Vi, Peacekeeper** to the battlefield as a reaction, and she will successfully enter the battlefield before the chain resolves. Here is the breakdown of the interaction based on the official rules and timing: ### 1. The Chain Sequence 1. **Attack:** You attack with your 2-might unit. The battlefield becomes contested (Combat begins). 2. **Opponent's Action:** Opponent plays **Gust** targeting your 2-might unit. 3. **Your Reaction:** You play **Vi, Peacekeeper** via her [Ambush] ability. ### 2. Resolution and Timing * **Vi Enters Play:** As per **RiftJudge FAQ #9129**, units enter the battlefield immediately when played. Even though you are in a "Closed" state (due to the chain containing *Gust*), Ambush allows you to play the unit as a [Reaction]. Vi enters the battlefield immediately and finalizes. * **Trigger Placement:** Once Vi is on the battlefield and combat is ongoing, she gains the "Attacker" designation. Her "When I attack" triggered ability then triggers and is placed on top of the chain (Rule 383.4.e.2). **The current state of the chain (bottom to top):** 1. *Gust* 2. *Vi’s "When I attack" trigger* ### 3. Resolution (LIFO) According to **Rule 340.1** and the LIFO (Last-In, First-Out) principle, the topmost item resolves first: 1. **Vi’s Trigger Resolves:** You choose an enemy unit at the battlefield to [Stun]. 2. **Gust Resolves:** After Vi's trigger finishes, the next item on the chain, *Gust*, resolves. It checks for its target (the 2-might unit). If the unit is still on the battlefield, *Gust* returns it to your hand. ### Summary * **Can you play Vi?** Yes, Ambush allows you to play her as a [Reaction] to the battlefield where you have units (the 2-might attacker). * **Order:** Vi enters the battlefield first (finalizing immediately), then her triggered ability is added to the chain on top of *Gust*, and finally, the chain resolves in the order of Vi's trigger followed by *Gust*. *This is my interpretation based on Rule 340.1 (LIFO resolution), Rule 822 (Ambush timing), and the established rules for chain item resolution. No official FAQ exists for this exact stack, but it follows the standard mechanics for triggered abilities and reaction timing.*
I am attacking an uncontested battlefield. My opponent plays Rengar the new orange one. He has Master Yi leader from Proving Grounds. Is it now a surprise defender with the +2 from Yi?
Yes, *Rengar, Trophy Hunter* will be designated as a **Defender**, and he will receive the +2 might bonus from your *Wuju Bladesman, Starter* legend (assuming he is the only friendly unit at that battlefield). Here is the breakdown of why this happens: ### 1. Attacker and Defender Designations * **Attacker:** When you moved your unit to the empty (unoccupied) battlefield, you initiated a non-combat showdown and that battlefield became **Contested**. According to **Rule 442.1.a.1**, you are the **Attacker**. * **Defender:** Because *Rengar, Trophy Hunter* has a special ability allowing him to be played to a battlefield with enemy units (even if you have no other presence there), your opponent may play him there as a **[Reaction]** during that showdown. Once he joins that contested battlefield, your opponent is designated as the **Defender** (**Rule 442.1.a.2**). ### 2. Interaction with Master Yi Legend * **Passive Ability:** The +2 might bonus from *Wuju Bladesman, Starter* is a continuous **passive ability**, not a triggered ability. * **Condition:** The ability checks "While a friendly unit defends alone." * **Application:** As soon as *Rengar, Trophy Hunter* enters the battlefield, he becomes the defender. Because there are no other friendly units at that battlefield, he is "defending alone." The game state updates immediately, and *Rengar* receives the +2 might bonus automatically. *This interpretation is based on Rule 442.1.a, the definitions of Attacker/Defender designations, and the mechanical distinction between passive and triggered abilities confirmed in RiftJudge FAQs #9877 and #10141.*
I am controlling Ravenbloom Conservatory with 3 Might units, and my opponent attacks it with Anivia. Does Anivia's ability activate first to kill my units, or do I get to use the Battlefield ability first?
To determine the order of operations when Anivia attacks your battlefield containing a 3-Might unit and Ravenbloom Conservatory, we must look at the showdown timing rules. ### The Ruling **Ravenbloom Conservatory’s ability will resolve first.** According to the showdown timing rules, when a unit moves to an occupied battlefield, the initial chain is populated by triggered abilities. Because the Ravenbloom Conservatory’s "When you defend here" ability is placed on the chain after Anivia’s "When I attack" ability, it resolves first due to the Last-In, First-Out (LIFO) nature of the chain. ### Sequence of Events 1. **Anivia moves to the battlefield:** This initiates a showdown. 2. **Triggers are placed on the chain:** - Anivia's "When I attack" trigger is added to the chain. - Ravenbloom Conservatory's "When you defend here" trigger is added to the chain (on top of Anivia's). 3. **Chain Resolution (LIFO - Last-In, First-Out):** - The chain resolves in reverse order. - **Ravenbloom Conservatory resolves first:** You reveal the top card of your Main Deck. If it is a spell, you put it in your hand; otherwise, you recycle it. - **Anivia's ability resolves second:** Anivia deals 3 damage to all enemy units at the battlefield. Since your unit has 3 Might, it will be killed by this damage. ### Summary You resolve the Ravenbloom Conservatory ability first because it is the last trigger added to the chain, followed immediately by Anivia's ability, which deals the damage that kills your unit. *Note: I could not fully verify this ruling against the retrieved rules.*
I am defending a battlefield alone with Fiora, Peerless. My opponent attacks it with a 1 unit. My legend is Master Yi, Wuju Bladesman. On the when I defend trigger, I use Disciple on my Fiora. I let it resolve then in the showdown I play an ambush unit to the same battlefield. What is the might of my Fiora?
To determine the final Might of your *Fiora, Peerless*, we must follow the layering rules for static bonuses and the resolution order of triggered abilities and spells during a combat showdown. ### Final Might Calculation Your *Fiora, Peerless* will have **12 Might** for this combat. ### Sequence of Events 1. **Passive Application:** Your *Master Yi, Wuju Bladesman* legend has a passive ability: "While a friendly unit defends alone, it gets +2 might." As soon as *Fiora* is designated as the lone defender, her base Might of 3 receives this +2 bonus, resulting in **5 Might**. 2. **Initial Chain:** *Fiora’s* "When I defend" trigger is placed on the Initial Chain. 3. **Reaction (Discipline):** In response to the trigger, you play *Discipline* ([Reaction]). * *Discipline* grants *Fiora* +2 Might. This is an Arithmetic layer increase. * *Fiora's* current Might becomes: 3 (base) + 2 (Master Yi) + 2 (*Discipline*) = **7 Might**. 4. **Resolution of Initial Chain:** * *Discipline* resolves first (LIFO). * *Fiora’s* "When I defend" trigger resolves, doubling her current Might (7). Her Might becomes **14**. 5. **Ambush:** You play an Ambush unit. Because *Fiora* is no longer defending alone, the +2 Might bonus from *Master Yi* ceases to apply (Rule 741.1). However, because *Fiora's* doubling trigger has already resolved, the +7 Might gained from that effect remains for the duration of the combat. Her final Might is 14 - 2 = **12 Might**. ### Why this works * **Layering:** Passive bonuses (like *Master Yi's* +2) and spells (like *Discipline's* +2) are applied in the Arithmetic layer. * **Trigger vs. Passive:** As established in **RiftJudge FAQ #10960** and **#11088**, triggered abilities that double Might do so based on the current stat at the time of resolution. Once the trigger resolves, that doubled value is locked in for the duration of the combat, but conditional passive bonuses (like *Master Yi's*) continue to be monitored and will be removed if the conditions are no longer met. *This interpretation is based on the rules governing passive application (Arithmetic Layer) and the standard resolution order of the Initial Chain as defined in the Showdown Flow.*
I am defending a battlefield with Fiora, Peerless. My opponent attacks it with a 1 unit. If I react with an ambush unit, does my Fiora's might get doubled? What if instead I use Disciple on my Fiora, is it at 8 might or 10 might? Also, what's its interaction with Master Yi, Wuju Bladesman?
When defending with **Fiora, Peerless**, her might-doubling ability is a **triggered ability** that checks its condition—being "one-on-one"—**only at the moment she is designated as the defender** and the trigger is placed on the initial chain. Here is the breakdown of your questions: ### 1. Ambush and Fiora's Might If you react to the attack trigger by playing a unit with **Ambush** to your battlefield, **Fiora's Might will still double.** * **Reasoning:** As established in RiftJudge FAQs #1231 and #577, the "one-on-one" condition is checked at the moment of designation. Because the battlefield was one-on-one at that moment, the trigger is placed on the chain. Adding more units to the battlefield later via Ambush does not retroactively cancel or prevent the trigger from resolving. ### 2. Interaction with Discipline If you play **Discipline** (assuming this is the spell you meant) on your Fiora, she will have **10 Might**, not 8. * **The Sequence:** 1. **Initial Chain:** The showdown begins, Fiora is designated, and her "When I defend" trigger goes on the chain. 2. **Closed State:** The game enters a Closed State. Because *Discipline* is a **[Reaction]**, you can play it while the chain is closed. 3. **Discipline Resolution:** *Discipline* resolves first, giving Fiora +2 Might. Her current Might increases from 3 (base) to 5. 4. **Trigger Resolution:** Fiora’s trigger then resolves, doubling her *current* Might (5). 5. **Final Result:** 5 × 2 = **10 Might**. * *Note:* You must ensure you play *Discipline* in response to her trigger. If you wait until the chain is empty, the trigger will have already resolved on her base Might (3 × 2 = 6), and adding the +2 later would only bring her to 8. ### 3. Interaction with Master Yi, Wuju Bladesman When *Wuju Bladesman* is active, it provides a **passive ability** (+2 Might to a lone defender). This interacts with Fiora as follows (consistent with RiftJudge FAQ #10960): 1. **Passive Application:** As soon as Fiora defends alone, the +2 from *Wuju Bladesman* is applied in the Arithmetic layer. Fiora's Might becomes 5 (3 base + 2 passive). 2. **Triggered Ability:** Fiora's "When I defend" trigger is placed on the chain. 3. **Resolution:** When the trigger resolves, it doubles her *current* Might (5), resulting in **10 Might**. If you use *both* *Discipline* and *Wuju Bladesman* in the same combat, the passive +2 applies first, *Discipline* adds another +2 (total 7), and then the trigger doubles that to **14 Might**.
I am defending with a Rift Herald, I cast Sacrifice and then play Vi. Do I get a stun on the attacker? Is Vi now an attacker?
### 1. Does Vi stun the attacker? **No, you do not get to stun an enemy unit with Vi, Peacekeeper in this scenario.** Vi, Peacekeeper’s ability ("When I attack, [Stun] an enemy unit here") is a triggered ability that requires the unit to possess the "Attacker" designation. In this scenario, you are the **Defender**. When you play **Vi, Peacekeeper** via **Ambush** into an ongoing combat, she joins the combat as a **Defender**, not an Attacker. Because she does not gain the "Attacker" designation, her "When I attack" trigger condition is never met, and she will not [Stun] an enemy unit. ### 2. Is Vi now an attacker? **No.** As established in the rules of combat (**Rule 459.2.b.2-4**), units entering an ongoing combat are designated based on the controller's role in that combat. Since you are the defending player in this showdown, any unit you play into that battlefield joins as a **Defender**. Because Vi enters as a Defender, she does not trigger her "When I attack" ability. ### 3. Ability Clarification In Riftbound, there is a clear distinction between abilities: * **Triggered Abilities:** Vi’s ability is a triggered ability. These can occur during a showdown provided the condition (gaining the "Attacker" designation) is met. * **Activated Abilities:** Rules regarding Action/Reaction keywords (as seen in FAQ #6091) do not apply to Vi's triggered ability. Because you are the **Defender**, you cannot fulfill the "When I attack" condition required to trigger Vi, Peacekeeper. ### Sequence of Events 1. **Combat State:** You are currently the Defender at the contested battlefield. 2. **Cast *Sacrifice*:** You play the spell *Sacrifice*, choosing a friendly [Mighty] unit as the additional cost. That unit is killed, and you draw 2 cards and channel 1 rune exhausted. 3. **Play *Vi, Peacekeeper*:** You play *Vi, Peacekeeper* via **Ambush** to your battlefield. 4. **Designation:** Vi enters the battlefield and, because you are the defending player, she receives the **Defender** designation. 5. **Trigger Check:** Vi’s ability ("When I attack...") checks for the "Attacker" designation. Since she is a Defender, the condition is not met, and the ability does not go on the chain. *Note: I could not fully verify this ruling against the retrieved rules.*
I am playing Volibear legend. I use here to help to play Towering Combatant while defending. Does this trigger the Volibear legend ability?
No, playing Towering Combatant in this situation will **not** trigger Volibear’s legend ability. Here is the breakdown of why: 1. **Volibear’s Condition:** According to the Volibear legend card, his ability triggers "When you play a [Mighty] unit." A unit is defined as Mighty only if it has 5 or more Might (Rule 708). 2. **Towering Combatant's Stats:** Towering Combatant has a printed Might of 3. While it has an ability that grants it "+2 Might while I'm a defender," this is a passive ability (effectively an aura-style effect that applies under specific conditions). 3. **Timing and Checking:** When you play a unit, Volibear checks its Might value at the moment it enters play. Because Towering Combatant enters the battlefield as a 3 Might unit, it does not meet the "Mighty" (5+ Might) condition at the exact moment it is played. 4. **Reference:** As established in RiftJudge FAQs (e.g., FAQ 6972 and 6020), units that only become Might 5+ *after* entering play—through passive stat bonuses, combat cleanup, or triggered effects—are not considered "Mighty" at the time they are played, and therefore do not trigger Volibear's legend ability. Even though you are defending when you play it, and its passive ability will eventually make it Might 5, that increase happens too late for Volibear to register it as a Mighty unit upon being played.
I am playing with Purifier legend. My Veteran Poro is equipped with a serrated dirk. My Kati the Arm is equipped with a serrated dirk and a Doran's blade and I have used Punch First on my Kato the Arm. When I move both my Kato the Arm and Veteran Poro to a battlefield to start a combat showdown, what might does my units have?
When you move Kato the Arm and Veteran Poro to a battlefield to start a combat showdown, their Might is calculated as follows: ### **Kato the Arm (Attacker)** * **Base Might:** 3 * **Doran's Blade:** +2 * **Punch First:** +5 * **Serrated Dirk (Assault 2 + Purifier Legend Assault 1):** +3 (Active while attacking) * **Doran's Blade (Purifier Legend Assault 1):** +1 (Active while attacking) * **Total Might:** 3 + 2 + 5 + 3 + 1 = **14 Might** ### **Veteran Poro (Attacker)** * **Base Might:** 2 * **Serrated Dirk (Assault 2 + Purifier Legend Assault 1):** +3 (Active while attacking) * **Kato the Arm's Ability:** +10 (Kato's Might at the moment of moving: 3 base + 2 Doran's Blade + 5 Punch First = 10) * **Total Might:** 2 + 3 + 10 = **15 Might** *** ### **Sequence and Rules** 1. **Movement:** When you move Kato the Arm and Veteran Poro to the battlefield, the combat showdown begins. 2. **Triggered Ability:** Kato the Arm's ability ("When I move to a battlefield, give another friendly unit my keywords and +[M] equal to my Might this turn") triggers. 3. **Snapshot:** Kato's Might at the moment of moving is 10 (3 base + 2 Doran's Blade + 5 Punch First). This value is snapshotted and applied to the Veteran Poro as a +10 Might bonus for the turn. 4. **Passive Abilities:** The [Assault] keywords from your equipment (boosted by the Purifier legend) are passive abilities that apply during the combat damage step. 5. **Combat Damage:** During the combat damage step, both units are attackers, so their [Assault] bonuses are active. *Note: This is my interpretation based on the card text and standard game mechanics. No official FAQ exists for this specific interaction.*
I am running the Draven champion, my opp is currently in control of a bf with an Overzealous Fan, I use my unit to contest that battlefield and my opp trigger the Overzealous Fan, killing it to move my unit back to base. Does that consider as me winning the combat because the Overzealous Fan is being killed first or is there no outcome? Provide the full resolution breakdown.
To determine the result of this encounter, we must follow the sequence defined in the **Showdown Flow** and the **Rules FAQ**. ### The Verdict **This is "No Result."** You do not win the combat because you never established control of the battlefield by having units remain there while your opponent had none. By moving your unit to the base, the battlefield ends up with no units remaining for either player. According to **Rule 461.3.d**, if neither player has units present during the "Determine Combat Result" step, the result is "No Result," and the battlefield becomes uncontrolled (Rule 461.5.b). ### Resolution Breakdown 1. **Initial Chain (Showdown Begins):** You move your unit to the battlefield controlled by your opponent's *Overzealous Fan*. The battlefield becomes Contested. 2. **Triggered Ability:** Because the *Overzealous Fan* is at the contested battlefield, it gains the "Defender" designation. Its ability—*"When I defend, you may kill me to move an attacking unit to its base"*—triggers and is placed on the chain. 3. **Chain Resolution:** * Your opponent resolves the trigger. They pay the cost (killing *Overzealous Fan*). * The effect resolves: Your attacking unit is moved back to your base. 4. **Showdown Ends:** The chain is now empty, and both players pass focus. The showdown closes. 5. **Combat Cleanup:** Since no units are currently present at the battlefield, the game performs a cleanup. 6. **Determine Combat Result:** The game checks the battlefield for units. * Because your unit was moved to the base and the *Overzealous Fan* was killed, **zero units remain** at the battlefield. * Per **Rule 461.3.d**, the result is **"No Result."** * Per **Rule 461.5.b**, the battlefield becomes **Uncontrolled**. Because no one established control, no **Conquer** occurs, and no combat-win-related triggers (such as those from *Draven* legends) will fire. *** *Note: This interpretation is based on the provided showdown flow and rules for combat resolution. No official FAQ exists for this specific scenario, but it follows directly from Rule 461.3.d and Rule 461.5.b regarding combat results when no units remain.*
I am star crossing one Ezreal Prodigy mine, and opponent's Rengar, when the effect is on the chain I want to heedless the Ezreal and get a Fizz, can the Fizz use that star cross?
To answer your question: **No, your new Fizz, Trickster cannot use the *Star-Crossed* that is currently on the chain.** Here is the breakdown of the timing and interaction: ### 1. The Interaction * **The Chain:** When you play *Heedless Resurrection* to kill your *Ezreal, Prodigy* and play *Fizz, Trickster*, these actions resolve before the original *Star-Crossed*. * **Targeting Loss:** Once *Ezreal* is killed by *Heedless Resurrection*, he moves from the battlefield to the trash. Per Rule 359.3.e.4, because the unit has changed zones to a non-board zone, it is no longer the same game object. The targeting relationship between the original *Star-Crossed* and your *Ezreal* is severed. * **Fizz's Ability:** When you play *Fizz, Trickster*, his "When you play me" ability triggers. This ability instructs you to "play a spell from your trash." Because *Star-Crossed* is currently on the chain, it is a **Finalized Chain Item** (not a card in your trash). Therefore, *Star-Crossed* is not a legal target for *Fizz's* ability. ### 2. Resolution Sequence 1. **Original *Star-Crossed* (A, B):** Placed on the chain targeting your *Ezreal* and your opponent's *Rengar*. 2. **Your Reaction (*Heedless Resurrection*):** You pay the cost (kill *Ezreal*) and place *Heedless Resurrection* on the chain. 3. **Heedless Resolution:** * *Ezreal* is killed and moves to your trash. * *Fizz, Trickster* is played to a battlefield. 4. **Fizz's Triggered Ability:** *Fizz's* "When you play me" ability is added to the chain on top of the original *Star-Crossed*. 5. **Fizz's Ability Resolution:** You must select a spell currently in your trash to play. *Star-Crossed* is still on the chain (a spell is not in the trash until it has finished resolving and moves there per Rule 156), so it cannot be selected. 6. **Original *Star-Crossed* Resolution:** It attempts to resolve. Since *Ezreal* is no longer on the board, that target is invalid. Per Rule 359.3.e.8, the spell will resolve using only the remaining valid target (*Rengar*), returning *Rengar* to his owner's hand, while ignoring the instruction to return *Ezreal*. In summary, *Star-Crossed* is not in the trash when *Fizz* triggers, and even if it were, the targeting relationship with your *Ezreal* was severed the moment he was moved to the trash by *Heedless Resurrection*.
I am using Master Yi Wuju Master Legend. When I defend with Fiora Peerless, do I get the +2 from Yi first, then my Fiora ability procs going to 10 might, or does it do the double before and then apply the +2 might?
When defending with *Fiora, Peerless* while your *Master Yi, Wuju Bladesman* legend is active (and *Fiora* is defending alone), your *Fiora* will reach a total of **10 Might**. The calculation follows the game's layering and ability types: ### Sequence of Events 1. **Passive Application:** *Master Yi's* bonus is a **passive ability** (it does not use the chain). As soon as the showdown begins and *Fiora* is designated as the lone defender, her base might of 3 receives the +2 bonus from *Master Yi*, resulting in **5 Might**. 2. **Triggered Ability:** *Fiora's* "When I defend" ability is a **triggered ability**. It is placed onto the Initial Chain. 3. **Resolution:** When the *Fiora* trigger resolves from the chain, it doubles her current might. Since her current might is 5, it doubles to **10**. ### Why it works this way * **Layering:** Passive bonuses that modify stats (like *Master Yi's* +2) are applied in the Arithmetic layer. Because *Fiora's* trigger is a "When" ability, it acts upon her current value at the time of resolution. * **Passive vs. Triggered:** As confirmed in **RiftJudge FAQ #9025**, *Master Yi's* bonus is a continuous passive, not a trigger. It does not wait for a chain to resolve; it is active immediately upon the condition being met. *Fiora's* ability, however, is a trigger that doubles the current might. Since the +2 is already applied when her trigger resolves, the math correctly results in (3 + 2) × 2 = 10. *This interpretation is based on the constant application of passive abilities and the standard resolution order of the Initial Chain as defined in the Showdown Flow.*
I attach Brutalizer to a unit, it gets +1 from Brutalizer and +2 because of Brutalizer effect. If I detach Brutalizer from the unit, does the unit keep the +2? If I reattach the equipment to the unit, does it get +2 again and push the equipment to 5 might?
No, the unit does not keep the +2 bonus when Brutalizer is detached. According to the rules and the specific interaction for Brutalizer: 1. **Detachment:** When Brutalizer detaches from a unit, the unit immediately loses all bonuses provided by that equipment (both the base +1 Might and the conditional +2 Might). The unit returns to its base Might. 2. **Re-attachment:** If you re-attach Brutalizer to the unit, it will gain the bonuses again. If the unit had 2 base Might, it would gain the +1 (base bonus) and the +2 (conditional effect), totaling 5 Might. As noted in the rules for attachments (Rule 136.3.a), the Might bonus is applied only while the card is attached and stops applying as soon as the card is no longer attached.
I attack a battlefield where my only attacker is a Poro. In the showdown my opponent plays a spell that would kill my Poro. I react by playing Stalking Wolf with Ambush and choose to kill my Poro as part of its cost. Is this legal?
It is not legal on the battlefield you are attacking. It is legal if Stalking Wolf is played to a different battlefield than the one where the Poro is. (Stalking Wolf may receive updated wording later.)
I attack an Abandoned Hall battlefield with my sole Irelia Fervent. I play En Garde and choose her to get +2 might. Since En Garde chooses her, she gets an additional +1 might. Now that I've played a spell, Abandoned Hall allows me to give a unit an additional +1 might, and I choose Irelia for it. Does this mean that I can give her an additional +1 might for choosing her with Abandoned Hall's ability? If I calculate right, she gets +5 might in total.
To determine Irelia, Fervent's total Might, we must break down the sequence of events step-by-step. ### The Sequence 1. **Attack:** You attack the *Abandoned Hall* battlefield with Irelia. 2. **Play *En Garde*:** You play *En Garde* (an [ACTION] or [REACTION]) and target Irelia. * **Trigger:** Choosing Irelia with *En Garde* triggers her ability ("When you choose... me, give me +1 [S]"). * **Chain:** The chain consists of [Irelia’s ability (Top)] -> [*En Garde* (Bottom)]. 3. **Resolution:** * **Irelia's Ability Resolves:** She gains +1 Might. * ***En Garde* Resolves:** It grants its +1 Might, plus the additional +1 Might for being the only unit there (+2 total). * *Running Total:* Irelia (4 base) + 1 (Ability) + 2 (Spell) = **7 Might**. 4. **Abandoned Hall Trigger:** After *En Garde* finishes resolving, the *Abandoned Hall* triggered ability triggers. * You place the *Abandoned Hall* ability on the chain. You choose Irelia as the target to receive +1 Might. * **Trigger:** Choosing Irelia with the *Abandoned Hall* ability triggers her ability again (+1 [S]). * **Chain:** [Irelia’s ability (Top)] -> [Abandoned Hall ability (Bottom)]. 5. **Final Resolution:** * **Irelia's Ability Resolves:** She gains +1 Might. * ***Abandoned Hall* Ability Resolves:** She gains +1 Might. * *Final Total:* 7 + 1 + 1 = **9 Might**. ### Conclusion Your calculation of +5 Might is incorrect because it does not account for Irelia's base Might or the secondary trigger from the *Abandoned Hall* ability. **Irelia, Fervent will have a total of 9 Might.** * **Base:** 4 * **From *En Garde* sequence:** +3 (+1 from her ability, +2 from the spell). * **From *Abandoned Hall* sequence:** +2 (+1 from her ability when chosen by the battlefield, +1 from the battlefield itself). **A note on your math:** In your prompt, you assumed she gains +5 Might, but that likely ignored her printed base Might of 4. When you "give" a unit Might, it adds to their existing total. Following these steps, she reaches 9 Might total for the turn. *** *This interpretation is based on the interaction of Triggered Abilities and the LIFO resolution of the chain. Per RiftJudge FAQ #10297, choosing a unit via an ability like Abandoned Hall's triggers Irelia, Fervent's ability.*
I attempt to gank from a battlefield to another battlefield but I am stunned. Do I get recalled to base or to my original battlefield?
You are recalled to your **base**. According to **Rule 450** and the official clarifications on **Recall**, a recall is defined as relocating a permanent from anywhere to its base. Regardless of whether you were stunned or where you were moving from, a recall always sends units to the base, not to their previous battlefield location. This is further supported by the RiftJudge FAQ #7062: > "Ruling: Recall always sends units to the base, not to their previous battlefield location."
I baited hook a Glasc Mixologist. Baited Hook finds and plays a Karthus. Will the Karthus that was just played through Baited Hook trigger the Glasc Mixologist Deathknell to trigger an additional time?
No, the *Karthus, Eternal* played via *Baited Hook* will not cause the *Glasc Mixologist*'s *Deathknell* to trigger an additional time. According to **RiftJudge FAQ #9256** and **Rule 808.1.d.2**, *Karthus, Eternal* must already be on the battlefield at the moment the *Deathknell* trigger is created for his passive ability ("Your *Deathknell* effects trigger an additional time") to apply. ### Sequence of Resolution: 1. **Baited Hook** begins resolving and kills your *Glasc Mixologist*. 2. The *Deathknell* trigger for *Glasc Mixologist* is created and becomes a **pending item**. Because *Baited Hook* is still in the middle of resolving, the trigger cannot enter the chain yet (Rule 808.1.d.2). 3. *Baited Hook* continues resolving: you look at the top 5 cards, find *Karthus, Eternal*, and play him. He becomes a **pending item** on the chain. 4. *Baited Hook* finishes resolving. Now, all pending items finalize in the order they were created: * First, the *Deathknell* trigger for *Glasc Mixologist* finalizes and enters the chain. * Second, *Karthus, Eternal* finalizes and enters the battlefield. Because the *Deathknell* trigger was created and placed on the chain *before* *Karthus* was on the board, his passive ability does not see the event to double it. You will receive only the single, base *Deathknell* trigger.
I cast Hidden Blade on a unit with deflect and pay its deflect cost. Can it be countered by Defy?
Yes, **Defy** can counter **Hidden Blade**, even if the target unit has **Deflect**. ### Ruling According to **RiftJudge FAQ #3777** and **FAQ #7555**, when a card (like Defy) checks the cost of another card, it only considers the **printed (base) cost** of that card. It does not factor in any additional costs, such as those imposed by the **Deflect** keyword. ### Sequence of Events 1. **Activation:** You play **Hidden Blade** targeting a unit with **Deflect**. 2. **Finalization:** You must pay the printed cost of Hidden Blade plus the mandatory additional cost of the **Deflect** value (as per Rule 735.1.d). 3. **Chain:** Once the costs are paid and the target is chosen, **Hidden Blade** is placed on the chain. 4. **Reaction:** Because **Hidden Blade** has a printed cost that meets the requirements of **Defy** (≤ 4 Energy and ≤ 1 Power), it is a legal target. You may now play **Defy** to counter it. ### Important Clarifications * **Printed Cost:** **Defy** checks the base cost of the card, not the total amount paid after adding the **Deflect** cost. * **Cost Payment:** Per **RiftJudge FAQ #2001** and **FAQ #1922**, the **Deflect** cost is paid when the spell is played and finalized on the chain. If the spell is subsequently countered by **Defy**, that cost is not refunded. * **Defy Requirements:** **Defy** can target any spell with a printed cost of 4 or less Energy and 1 or less Power. Since **Hidden Blade** meets these criteria, it is a valid target. Note: I could not fully verify the specific printed cost values mentioned in this ruling against the retrieved rules.
I cast Piercing Light, and declare an opponent's target in a BF and a target in my opponent's base. My opponent fight or flights his unit at the BF, does the unit in base still take damage?
Yes, the unit in your opponent's base will still take 2 damage. According to the RiftJudge FAQ #813 and #1752, the word "then" in *Piercing Light* is a timing instruction, not a condition that requires the first target to remain valid for the second part of the effect to resolve. *Piercing Light* follows "Do As Much As You Can" (DAMAYC) logic. Here is the sequence of events: 1. **Play:** You play *Piercing Light*, targeting a unit at a battlefield and a unit at a base. 2. **Reaction:** Your opponent plays *Fight or Flight* in response, removing their unit from the battlefield. 3. **Resolution:** When *Piercing Light* resolves: * The first part of the effect (dealing 2 damage to the unit at the battlefield) fails because the target is no longer present/legal. * The spell continues to resolve, and the second part of the effect (dealing 2 damage to the unit at the base) is executed. As stated in Rule 356.3.e.1: "The spell resolves even if some or all of its targets are illegal." Since the second target is still legal, it takes the damage.
I cast a Hidden Wages of Pain and my opponent responds with a Hidden Tideturner, does Wages still resolve?
Yes, your **Wages of Pain** will still resolve. Here is the breakdown of the timing and chain resolution: ### 1. The Sequence * **Your Play:** You play your hidden **Wages of Pain**. It is a spell, so it is placed on the chain. You choose your target at this time. * **Opponent's Reaction:** Your opponent reacts by playing their hidden **Tideturner**. Per **RiftJudge FAQ #6244**, playing a unit (even from hidden) finalizes immediately and does not use the chain in a way that allows further reactions to the unit entering play. **Tideturner** enters the battlefield. * **The Trigger:** Because **Tideturner** has a "When you play me" ability, that ability triggers and is placed on the chain, on top of your **Wages of Pain**. ### 2. Resolution (LIFO) The chain resolves in **LIFO** (Last-In, First-Out) order: 1. **Tideturner's ability resolves:** The opponent may choose a unit they control at another location to swap places with **Tideturner**. 2. **Wages of Pain resolves:** After the **Tideturner** trigger finishes, your **Wages of Pain** spell is the next item on the chain and will resolve. ### Key Rules * **Targeting:** As long as the unit you targeted with **Wages of Pain** is still a legal target when it resolves (i.e., it hasn't left the battlefield or gained protection like *Spellshield*), your spell will deal its 3 damage and complete its instructions. * **Independent Resolution:** Per **Rule 359.3.e.12**, even if the **Tideturner**'s movement somehow caused your target to become illegal, your spell still resolves; it simply ignores the instruction that cannot be performed. The **Tideturner** entering play does not "counter" or stop your spell from attempting to resolve. *This is my interpretation based on the chain rules and the Tideturner FAQ. No official FAQ exists for this specific combination of cards, but the LIFO resolution order is standard for all Riftbound showdowns.*
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