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Riftbound Frequently Asked Questions

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I conquer with plundering poro and play a treasure. Does this satisfy the condition for Legion and can I play a Noxus Hopeful for 2 energy?
Whether you can play **Noxus Hopeful** for [2] Energy depends entirely on whether the "Treasure" you played was a **card** or a **token**. ### The Ruling * **If you played a Treasure Card:** Yes, you satisfied the **Legion** condition. Playing a card from your hand (or other zone) is the game action of playing a card, which satisfies the requirement for Legion to become active. * **If you played a Treasure Token:** No, this does not satisfy the **Legion** condition. While tokens can be "played" (Rule 349.2), Rule 812.1.c specifically requires "a card different than the one with the Legion ability" to have been finalized. Tokens are not cards (Rule 182). ### Explanation of the Sequence 1. **Conquer with Plundering Poro:** This triggers the Poro's ability: "When I conquer, play a Gold gear token exhausted." This token is placed on the chain and finalized. Because it is a token, it does not count as "playing a card" for the purposes of the **Legion** keyword. 2. **Playing the Treasure:** * If the Treasure is a **card** (e.g., from your hand), playing it finalizes an item that is a card, which satisfies the Legion condition for your **Noxus Hopeful**. * If the Treasure is a **token** (e.g., created by another ability), it does not satisfy the condition. 3. **Finalization:** As long as the **card** (the Treasure) has finished being finalized on the chain, the dependent **Legion** ability on **Noxus Hopeful** becomes active. 4. **Cost:** Once active, the Legion ability reduces the cost of **Noxus Hopeful** by [2]. Its base cost of [4] becomes [2]. **Summary:** Only **cards** satisfy the Legion keyword. **Tokens** do not. Ensure your "Treasure" is an actual card from your deck to get the cost reduction.
I conquered with Sett with only 4 power and no buff on Sunken Temple. Can I use Sett's effect first to get a buff, become mighty, and use Sunken Temple's effect to draw 1 card if you're mighty?
No, you cannot use the effect of Sunken Temple in this scenario. According to **RiftJudge FAQ #4146**, Sett cannot trigger Sunken Temple's ability if he is not already Mighty at the moment you conquer the battlefield. ### Why this interaction does not work: 1. **Trigger Condition:** Sunken Temple's ability is a triggered ability that checks for a Mighty unit at the exact moment the conquer occurs. Because the "Mighty" condition is part of the trigger condition (it appears before the comma in the card text), the ability will not trigger at all if no unit is Mighty at that moment. 2. **Timing:** Sett's own "When I conquer" ability and Sunken Temple's ability are both triggered by the act of conquering. While you control both triggers and could normally choose their order on the chain, Sunken Temple's trigger condition must be met **at the time of the conquer** for it to be placed on the chain in the first place. Since Sett is not Mighty when the conquer happens, Sunken Temple does not trigger. 3. **Buffing Sett:** Even if you order Sett's trigger to resolve first to grant him a buff, it is too late to satisfy the condition for Sunken Temple, as the check for Mighty status has already failed.
I contest an uncontrolled battlefield with Yone (5 might), my opponent rides the winds a 2 might unit in, then uses their focus to rune prison my Yone. I relentless pursuit my Yone to the other uncontrolled battlefield, and my opponent follows with ride the winds. What is the resolution on both battlefields?
To resolve this situation, we must look at how battlefields, contested status, and movement interact. ### Resolution Summary 1. **Battlefield 1:** Because you moved Yone away using *Relentless Pursuit* and your opponent moved their unit away using *Ride the Wind*, there are no units left on Battlefield 1. It becomes **Uncontrolled**. 2. **Battlefield 2:** A new showdown begins here because your move to this battlefield made it **Contested**. --- ### Detailed Sequence **1. Battlefield 1 (Initial State)** * You move Yone to an uncontrolled battlefield, making it **Contested**. * Your opponent moves a 2-might unit there using *Ride the Wind*. The battlefield remains **Contested** (Rule 184.3.b). * Your opponent uses *Rune Prison* on Yone. Yone is now **Stunned** (cannot deal combat damage this turn). **2. The Move to Battlefield 2** * You use *Relentless Pursuit* to move Yone to the second uncontrolled battlefield. * Your opponent uses *Ride the Wind* to move their unit to the second battlefield as well. **3. Resolution of Battlefield 1** * According to Rule 444.2.d: "If there are no Units remaining here controlled by any player, the Battlefield becomes Uncontrolled." * Since both units have left, Battlefield 1 is now **Uncontrolled**. No one conquers it, and no points are scored. **4. Resolution of Battlefield 2** * When you moved Yone to the second battlefield, it became **Contested** (Rule 184.3.a). * When your opponent moved their unit there, it remained **Contested**. * A **Staged Combat** (Rule 345.2.b) will occur here. * **Attacker/Defender:** You applied the Contested status first (by moving Yone there), so you are the **Attacker** (Rule 345.2.b.1). Your opponent is the **Defender**. * **Combat Outcome:** Because Yone is currently **Stunned** (from the *Rune Prison* played earlier), Yone will not deal combat damage during this showdown. If your opponent's unit has 2 might, they will deal 2 damage to Yone. If Yone survives, control will be determined at the end of the showdown (Rule 184.4). ### Important Nuances * **Stun:** *Rune Prison* stuns the unit. This effect persists even if the unit moves to a different battlefield, as it is a status applied to the unit for the turn. * **Conquer:** You only "Conquer" a battlefield if you establish control at the end of a showdown (Rule 444.2.b). Since you are currently in a Staged Combat on Battlefield 2, you cannot Conquer it until that combat resolves and you have units remaining there. * **Yone's Ability:** Yone's ability ("When I conquer a battlefield that was uncontrolled...") will only trigger if you successfully win the showdown on Battlefield 2 and establish control, provided you have not already scored that battlefield this turn.
I control Irelia in Battlefield 1 with Guardian Angel equipped. Opponent plays Imperial Decree and resolves. Then opponent plays Bellows Breath repeated targeting my Irelia. Does Irelia die from Bellows Breath?
Yes, your Irelia will be killed. Because you paid the **[Repeat]** cost for **Bellows Breath**, it creates two separate instances of damage. Each instance of damage triggers **Imperial Decree**, placing two separate "kill" triggers on the chain. ### Sequence of Events: 1. **Imperial Decree** is played and resolves, creating an active effect for the turn. 2. **Bellows Breath** (with **[Repeat]** paid) is played, targeting your Irelia. 3. **Bellows Breath** resolves: * The first instance deals 1 damage. **Imperial Decree** triggers, placing a kill trigger (ID1) on the chain. * The second instance (**Repeat**) deals 1 damage. **Imperial Decree** triggers again, placing a second kill trigger (ID2) on the chain. 4. The chain resolves in **LIFO (Last-In, First-Out)** order: * **ID2 resolves first:** It attempts to kill Irelia. **Guardian Angel** activates as a replacement effect, destroying itself to save Irelia. Irelia is healed, exhausted, and recalled to your base. * **ID1 resolves next:** It attempts to kill Irelia. Because **Guardian Angel** has already been destroyed, there is no protection remaining. Irelia is killed at your base. ### Nuances: * **Replacement Effect:** **Guardian Angel** is a one-time replacement effect. Once it is destroyed to save the unit from the first kill trigger, it cannot protect against subsequent kill effects. * **Tracking:** **Imperial Decree's** kill trigger does not require the unit to remain at the battlefield. It tracks the unit to its new location (your base) and kills it there. * **Damage Instances:** **Bellows Breath** with **[Repeat]** creates two distinct damage events, which is why **Imperial Decree** triggers twice. *This is my interpretation based on the mechanics of replacement effects and triggered abilities. This interaction is consistent with RiftJudge FAQ #8930 and #9419.*
I control Irelia, Fervent at a Battlefield. Opponent moves a unit to the same Battlefield. I choose Irelia to put the Battlefield's effect on the chain. Since I'm choosing her, this also triggers Irelia Fervent's effect, as well as Irelia Legend's ability. What's the order in which these 3 effects resolve? Can I choose it?
To determine the order of resolution, we must first clarify the interactions based on the rules of *Riftbound*. ### The Ruling You **cannot** choose the order of these three effects in the way you described because the **Legend ability does not trigger** from you choosing Irelia. According to the rules and FAQs for Irelia: 1. **Irelia, Fervent's ability:** Triggers when you choose her. 2. **Blade Dancer (Legend) ability:** This ability triggers *when you choose a friendly unit*. However, the act of choosing a unit to activate a battlefield effect is a game action that triggers Irelia, Fervent, but it does **not** inherently trigger the Legend ability unless the Legend ability itself is the one doing the choosing. * *Correction:* If you are activating a battlefield ability that requires you to choose a unit, you are performing the "choose" action. If your Legend ability reads "When you choose a friendly unit...", it will trigger. ### The Sequence Assuming you are activating a battlefield ability that requires you to choose a unit, and that action triggers both Irelia, Fervent and your Legend ability, here is how the chain is constructed: 1. **The Triggering Event:** You choose Irelia, Fervent to activate the battlefield ability. 2. **Placing Items on the Chain:** * The battlefield ability is placed on the chain. * Irelia, Fervent's triggered ability ("When you choose... me, give me +1 Might") is placed on the chain. * The Legend ability ("When you choose a friendly unit...") is placed on the chain. 3. **Ordering:** According to **Rule 376.3.b**, if multiple triggered abilities are triggered simultaneously, the controller of the abilities (you) selects the order in which they are placed on the chain. ### Resolution Order Because you control all three items (the battlefield ability, Irelia's trigger, and the Legend trigger), you decide the order they are placed on the chain. Since the chain resolves **Last-In, First-Out (LIFO)** (Rule 336.1), the item you place **last** will resolve **first**. **Example Sequence:** 1. You choose Irelia to activate the battlefield ability. 2. You place the items on the chain in this order (bottom to top): * [Bottom] Battlefield Ability * [Middle] Irelia, Fervent's +1 Might trigger * [Top] Legend Ability 3. **Resolution:** * The **Legend Ability** resolves first (you may pay [A] to ready Irelia). * **Irelia, Fervent's +1 Might trigger** resolves next (she gains +1 Might). * The **Battlefield Ability** resolves last. **Summary:** You have full control over the order in which these triggered abilities are placed on the chain, which dictates their resolution order. However, ensure that the battlefield ability you are using actually requires you to "choose" a unit, as that is the specific condition required to trigger both Irelia's ability and the Legend ability.
I control a battlefield. My opponent attacks the battlefield. He has enough might to kill all of my units. However, when the units die, their deathknell triggers allow me to do damage and due to this, I am able to kill all of his attacking units. Does he still conquer?
No, the opponent does not conquer the battlefield in this scenario. According to **Rule 461.3.d**, if both players have no units remaining at the battlefield during the "Determine Combat Result" step of the combat resolution (or if both have units remaining), the result of the combat is **"No Result."** Because the result is "No Result" and there are no units remaining for either player at the battlefield, the battlefield becomes **uncontrolled** (per Rule 461.5.b). Since the opponent does not establish control of the battlefield, they do not trigger a Conquer (Rule 464.1). ### The Sequence of Resolution: 1. **Combat Damage Step:** All units (both your defenders and your opponent's attackers) are killed. 2. **Combat Cleanup:** Your units' Deathknell triggers resolve (assuming they were added to the chain during the kill instruction). 3. **Determine Combat Result:** The game checks the battlefield. Since neither player has units present, the result is "No Result" (**Rule 461.3.d**). 4. **Finalize:** Because no units remain for either player, the battlefield becomes uncontrolled (**Rule 461.5.b**). Because no one established control, no Conquer occurs.
I defend Battlefield with Glasc Mixologist vs a 6 might unit. Glasc dies then I take back a 3 might unit from my trash. Can I play the 3 might unit on the same Battlefield? Does it participate in the same showdown? And is the 6 might unit healed before or not?
To answer your questions regarding the interaction with **Glasc Mixologist** during a showdown: ### 1. Can you play the 3 might unit on the same battlefield? **Yes.** When Glasc Mixologist dies, its **Deathknell** ability triggers. According to Rule 322.3, Deathknell abilities are added to the chain as pending items. When you resolve this ability, you are instructed to play a unit from your trash. Since you control the battlefield where the Glasc Mixologist was (and it is currently contested), you are permitted to play the unit there. ### 2. Does it participate in the same showdown? **Yes.** Because the showdown is still in progress (the combat damage step has occurred, but the resolution step/cleanup has not yet finished), the new unit enters the battlefield while the showdown is still active. It will be present for the remainder of the resolution phase. ### 3. Is the 6 might unit healed before or not? **No, it is not healed yet.** According to the sequence of events in the Resolution Step (Rule 444.1): 1. **Combat Cleanup** occurs first (which includes healing all units). 2. However, your Deathknell trigger is processed as a "Pending Item" on the chain (Rule 322.3). 3. The cleanup phase must complete as a whole before pending triggers (like Deathknell) are put on the chain and resolved. **Sequence:** * **Combat Damage Step:** Damage is dealt (Glasc Mixologist dies). * **Resolution Step:** The game performs Combat Cleanup, which includes healing all units. * **Pending Items:** After cleanup, the Deathknell trigger is placed on the chain and resolved, allowing you to play your 3 might unit. **Summary:** The 6 might unit is healed during the Combat Cleanup phase, which happens **before** your Deathknell ability resolves and you play your new unit.
I don't see a question in your input. You've provided only "vanguard armory," which appears to be a card name. Please provide the question that needs spelling correction.
Vanguard Armory is an Order-domain Gear card with the following details: * **Cost:** 7 Energy * **Ability:** Exhaust ([T]) this card to play three 1-Might Recruit unit tokens. You may distribute these tokens across different valid locations (your Base or a Battlefield you control). ### Key Rulings and Interactions: * **Reaction Window:** Yes, your opponent can react to you using Vanguard Armory. Because its ability requires exhausting the card, it is an **activated ability** and uses the chain. Your opponent receives a window of priority to play Reactions or other fast-speed effects before the tokens are played. * **Valid Locations:** You cannot play the Recruit tokens to an open (uncontrolled) battlefield. They must be played to your Base or a Battlefield you already control. * **Token Buffs:** If you have cards like *Rally the Troops* that buff units, they will apply to these Recruit tokens unless the card specifically excludes tokens (e.g., "non-token unit"). If you have a specific scenario involving this card, feel free to ask!
I gank to another battlefield and they react to Ride the Wind a unit from their base to the BF I left to get a point. If I ready my unit and gank back over to take it again can I get a point even if I had a point from holding it before?
### The Short Answer **No, you cannot score the battlefield again in the same turn.** The restriction that "a player may only Score... once per Battlefield per turn" (Rule 465) prevents you from scoring the same battlefield twice within a single turn, regardless of how you move or interact with that battlefield. ### Sequence Breakdown 1. **Initial Scoring:** You held the battlefield at the start of your turn and received a point from Holding. You have now reached your limit for scoring on this battlefield for the current turn. 2. **Ganking:** Even if you use **Ganking** to move your unit to a different battlefield and then return, or if you win a showdown on that battlefield later in the turn, you are still bound by the restriction set at the beginning of your turn. 3. **Restriction:** Because you already Scored that battlefield earlier in this turn cycle, you are ineligible to score it again, even if you Conquer it following a successful showdown. ### Important Nuances * **The "Turn" Definition:** According to Rule 465 and FAQs #4853 and #8120, the "once per battlefield per turn" restriction applies to your entire turn cycle. Scoring on your turn prevents any further scoring on that specific battlefield until your next turn begins. * **Conquer vs. Hold:** Whether you score via **Hold** or **Conquer**, both actions count toward your single scoring opportunity per battlefield per turn. Once one has been performed, the other is not possible until the turn restriction resets. Note: I could not fully verify this ruling against the retrieved rules.
I get my Aurora that was stolen by Akshan back via Elder Dragon played by Aurora at the end of turn, does the Aurora I got back still trigger?
No, the *Dazzling Aurora* you regained will not trigger again this turn. According to **RiftJudge FAQ #6040**, *Dazzling Aurora* has an end-of-turn trigger that only triggers once at the end of the turn. Once that trigger condition has been checked and the trigger has resolved for the turn, it cannot trigger again, even if you regain control of the card or it is readied. ### Why this happens: 1. **Trigger Timing:** *Dazzling Aurora* triggers at the "end of your turn." This is a singular timing window. 2. **State Check:** Because the trigger condition ("At the end of your turn") has already been met and processed for this turn, the game does not check for the condition again to see if it should trigger a second time, regardless of the change in ownership or the state of the card. 3. **Not an Exhaust Ability:** As noted in the FAQ, although some players physically exhaust the card to track that it has been used, it does not actually have an exhaust ability that can be refreshed. It is simply a one-time end-of-turn event. This is my interpretation based on the mechanics of end-of-turn triggers and **RiftJudge FAQ #6040**. No official FAQ exists for this specific "steal back" interaction, but the rule regarding the single trigger per turn remains constant.
I go into an empty battlefield and my enemy plays Ride the Wind to go to that battlefield. What happens? Do I conquer, or do I not score after I die to the enemy?
### The Ruling When you move to an empty battlefield and trigger a non-combat showdown, if your opponent subsequently uses **Ride the Wind** to move their unit to that same battlefield, you do **not** conquer and you do **not** score that battlefield. Instead, the battlefield becomes contested, the showdown transitions to a combat showdown, and the presence of both players' units prevents you from establishing the control required to conquer. ### Sequence of Events 1. **Initial Movement:** You move a unit to an empty battlefield, triggering a **Non-Combat Showdown** (Rule 344). Because the battlefield was empty, it is currently "open" and you are the only player with units there. 2. **Opponent's Action:** Your opponent plays **Ride the Wind** to move their unit to your battlefield. 3. **Showdown State:** Per Rule 459.2 and the 2026-03-30 Patch Notes, if a combat is staged at a battlefield with an ongoing non-combat showdown, a cleanup causes the current showdown to become a combat showdown. 4. **Combat Resolution:** Once the showdown concludes, the game evaluates the battlefield status. Because units from both players are present, control cannot be established by either player (Rule 345.2.b). 5. **Result:** * Since you cannot establish control, you cannot fulfill the requirements for **Conquering** (Rule 464.1). * To score a conquer point, you must establish control of a battlefield. Because the battlefield remains contested due to the presence of your opponent's unit, the condition for conquering is not met. ### Clarification on Showdown Type A non-combat showdown transitions into a combat showdown once the combat is staged. If both players have units present when the current showdown ends, the game recognizes the contested state and prevents you from securing the battlefield. You are entering a state of contested control where you fail to secure the objective. **Summary:** By the time the showdown resolves, the presence of the opponent's unit prevents you from establishing control. You will not score a conquer point at that battlefield. *Note: I could not fully verify this ruling against the retrieved rules.*
I have 3 Bird units, 2 Poros, and 1 Cat unit in play. How much Might does Friendship give? How much energy discount applies when I play Daisy?
Friendship gives +3 Might. Daisy gets a discount of 3 generic energy.
I have Akshan on the field. I stole the enemy's Guardian Angel equipment. I moved the equipment to another unit with Jax's legend ability. (The enemy GA is now equipped to my Jax unit.) Next turn: Opponent plays a spell and kills Akshan. Akshan dies and leaves the field. Do I or do I NOT give the Guardian Angel equipped to Jax back to my opponent? I thought "Yes, I give equipment back" because Akshan left the field. My opponent, a fellow Jax player with experience, told me that once the equipment is attached to another unit, it cannot be disposed of in this way. The equipment stays on my Jax. He said it was in the rules but didn't specify which rule.
## ⚖️ Ruling: **Your opponent is correct. The Guardian Angel stays on your Jax.** This is directly addressed in **RiftJudge FAQ #694**, which covers this exact sequence: --- ### What Akshan's ability actually says: > *"You control it **until I leave the board**. If it's an Equipment, attach it to me."* The control effect is tied to Akshan — **but only the initial attachment to Akshan is mandatory.** Once you used the **Jax Legend ability** to move the Guardian Angel off Akshan and onto your Jax unit, the equipment is still under **your control** (Akshan is still alive at that point), but it is now attached to a **different unit** — your Jax. --- ### What happens when Akshan dies: Per **RiftJudge FAQ #694**: > *"The equipment remains on Lucian even after Akshan leaves play. Once Akshan leaves play, control returns to the opponent."* So the sequence is: 1. ✅ Akshan steals Guardian Angel → you control it, it attaches to Akshan 2. ✅ Jax Legend ability moves it to your Jax unit → still under your control (Akshan alive) 3. ✅ Opponent kills Akshan → Akshan's control effect **stops applying** 4. ✅ Control of the Guardian Angel **returns to your opponent** 5. ❓ **But it's still physically attached to your Jax** — it doesn't auto-detach or teleport away --- ### The key distinction: **Control ≠ Physical Location** When Akshan's effect ends, **control** of the Guardian Angel reverts to your opponent — but the card is still **attached to your Jax**. It doesn't instantly detach. Your opponent now controls a piece of gear that is sitting on your unit. Per **Rule 718.8**: > *"Attached cards may have different Controllers from their Top-Most card."* This is explicitly allowed by the rules. Your opponent now controls the Guardian Angel, but it remains attached to your Jax until they actively do something about it (like use their own Jax Legend ability or Weaponmaster to move it, or until your Jax leaves the board). --- ### Bottom Line: | What happens | Result | |---:|:---| | Akshan dies | ✅ Control of GA returns to opponent | | GA detaches from Jax | ❌ Does NOT happen automatically | | GA stays on Jax | ✅ Yes, physically remains attached | | Opponent can use GA abilities | ✅ Yes, they control it now | | You can use GA abilities | ❌ No, you no longer control it | **Your opponent was right** — the Guardian Angel stays on your Jax. However, your opponent now *controls* it, meaning they can use their own Jax Legend ability or Weaponmaster to pull it back to one of their units on their next opportunity.
I have Alpha Wildclaw and an 8 Might unit on a battlefield. My opponent attacks; during the showdown they play a kill spell targeting my 8 Might unit. I react with Discipline targeting my Alpha Wildclaw. After everything resolves, does my 8 Might unit still die?
No. The spell still resolves, but instructions that refer to the unit are ignored because the spell has mistargeted.
I have Battlefield 1 and Battlefield 2. Say I have a bird token at Battlefield 1. Then I want to play Stalker Wolf. Can I kill the bird at Battlefield 1 and play the wolf to Battlefield 2?
Yes, you can kill the Bird token at Battlefield 1 and play **Stalking Wolf** to Battlefield 2. According to the rules and FAQs for Stalking Wolf: 1. **Paying the Cost:** You must kill a Bird, Cat, Dog, or Poro you control as an additional cost to play Stalking Wolf. Killing your Bird token at Battlefield 1 satisfies this requirement. 2. **Choosing the Destination:** While the card text says "You may play me to its battlefield" (referring to the battlefield where the sacrificed unit was), this is an optional choice. You are not restricted to playing Stalking Wolf to that specific location. 3. **Legal Destinations:** As per FAQ #9954, you can choose to play Stalking Wolf to any other legal location, such as your base or another battlefield (like Battlefield 2), provided you have a valid reason to play it there (such as having control of a unit at the target battlefield to satisfy the Ambush keyword's requirement). **Sequence:** 1. Initiate the play of Stalking Wolf. 2. Pay the additional cost by killing your Bird token at Battlefield 1. 3. Choose the destination for Stalking Wolf; in this case, Battlefield 2. As long as you have units at Battlefield 2 to satisfy the Ambush requirement, it is a valid destination.
I have Elder Dragon and Anivia in base. I move my Anivia to a base where an enemy has units. The enemy reacts with Rengar Trophy Hunter. Does Rengar take damage since he was played as a reaction before Anivia's ability resolved?
To determine if Rengar, Trophy Hunter takes damage, we must look at the timing of the chain and the resolution of Anivia's ability. ### Ruling **Yes, Rengar, Trophy Hunter will take 3 damage from Anivia's ability.** ### Reasoning 1. **Anivia's Trigger:** When you move Anivia to the battlefield, her "When I attack, deal 3 to all enemy units here" ability triggers and is placed on the chain. 2. **Reaction:** The enemy plays Rengar, Trophy Hunter as a reaction to Anivia's triggered ability. Rengar enters the battlefield. 3. **Chain Resolution:** The chain resolves in reverse order (LIFO). Rengar enters play first, then Anivia's triggered ability resolves. 4. **Damage Execution:** When Anivia's ability resolves, it checks the battlefield for enemy units. Since Rengar is now present at that battlefield, he is included in the "all enemy units here" instruction and is dealt 3 damage. 5. **Elder Dragon's Interaction:** Elder Dragon's ability states: "Any amount of **your damage** is enough to kill enemy units." Because Anivia's ability is a triggered ability of a unit you control, the damage she deals is considered "your damage." Therefore, if Rengar's current Might is 3 or less, he would be killed instantly by this damage. If his Might is greater than 3, he survives with 3 damage marked on him. ### Summary of Sequence * Anivia moves to the battlefield, triggering her ability. * Anivia's ability is placed on the chain. * The opponent plays Rengar, Trophy Hunter as a reaction to the ability. * Rengar enters the battlefield. * The chain resolves: Anivia's ability deals 3 damage to all enemy units at that location, including Rengar. * Because this is "your damage," Elder Dragon's ability applies, and Rengar is killed if the 3 damage is equal to or greater than his current Might.
I have Ember Monk and Mutated Mouser on my board, I play Switcheroo from Hidden on my Ember Bonk and Mouser, what are the final might totals they have. Is it 1 Ember Monk 6 Mouser, or is it 3 Ember Monk and 4 Mouser. Essentially what resolves first, is it the Switcheroo or Ember Monk proc?
Based on the rules and FAQs for *Riftbound*, here is how your situation resolves. ### The Ruling **Switcheroo resolves in full first**, swapping the Might values of the units. Only after Switcheroo has finished resolving does Ember Monk's triggered ability go on the chain. According to **RiftJudge FAQ #1468** and **#3381**: 1. **Switcheroo resolves fully:** This performs the swap of current Might values between Ember Monk and Mutated Mouser. 2. **Ember Monk's trigger occurs:** After the spell is fully resolved, Ember Monk’s "When you play a card from [Hidden]" trigger is placed on the chain. 3. **Trigger resolves:** Ember Monk gains +2 Might. ### Calculation To determine your final totals, we look at the state of the units: * **Ember Monk (Base 4):** Initially 4 Might. * **Mutated Mouser (Base 1):** If it has *Shield* active (as a defender), it has 3 Might (1 base + 2 from *Shield*). If it is not a defender, it has 1 Might. Assuming they are at the same battlefield and Mutated Mouser **is** a defender (receiving the +2 from *Shield*): 1. **Before Swap:** Ember Monk is 4 Might, Mutated Mouser is 3 Might. 2. **Switcheroo Resolves:** The Might values are swapped. Ember Monk effectively becomes 3 Might (from the swap), and Mutated Mouser becomes 4 Might. * *Note:* The *Shield* keyword is a passive ability, not a trigger; it continues to apply its +2 to the Mouser after the swap. 3. **Ember Monk Trigger:** Ember Monk's trigger resolves, adding +2 Might to its current total of 3. **Final Totals (if Mouser is a defender):** * **Ember Monk:** 5 Might (3 from swap + 2 from trigger) * **Mutated Mouser:** 4 Might (effectively holding the swapped value while maintaining its *Shield* bonus) If Mutated Mouser is **not** a defender: 1. **Before Swap:** Ember Monk is 4, Mutated Mouser is 1. 2. **Switcheroo Resolves:** Swaps to 1 Might for Ember Monk, 4 Might for Mutated Mouser. 3. **Ember Monk Trigger:** Ember Monk gains +2 Might. * **Final Totals:** Ember Monk 3 Might, Mutated Mouser 4 Might. *** **Sequence Summary:** 1. Switcheroo is played from [Hidden] and enters the chain (resolving immediately as it is a spell being played). 2. Switcheroo's swap effect fully resolves. 3. Ember Monk's triggered ability is placed on the chain. 4. Ember Monk's ability resolves. *Disclaimer: This is my interpretation based on the mechanics of "play" vs "played" and the referenced FAQs regarding Switcheroo and triggered abilities. No official FAQ exists for the exact combination of Ember Monk and Mutated Mouser, but the priority of resolution is standard for Riftbound.*
I have Glass Mixologist at a battlefield, enemy starts a showdown with a unit that has more might total than me. With the deathknell of the mixologist, can I play a unit on the same battlefield and kill the remaining enemy unit before it heals?
Yes, you can play a unit to that battlefield using the *Deathknell* ability, and yes, it will participate in the ongoing showdown. However, your goal of killing the enemy unit *before it heals* is not possible due to the rules of combat resolution. Here is the breakdown of why this works, but how the timing limits your tactical options: ### 1. Can you play the unit to the same battlefield? **Yes.** According to the official **RiftJudge FAQ #9541** and **FAQ #8852**, as the defending player, you control the battlefield where the combat is taking place. When **Glasc Mixologist** dies, its *Deathknell* ability triggers and is placed on the chain as a pending item. You are permitted to play the new unit to that same contested battlefield. ### 2. Can you kill the enemy unit *before* it heals? **No.** Combat resolution follows a strict sequence (Rule 444.1 and Rule 460). * **Combat Damage Step:** Damage is dealt simultaneously. Your **Glasc Mixologist** dies. * **Combat Cleanup:** The game performs cleanup, which includes **healing all units** (Rule 418). * **Pending Items:** Only *after* combat cleanup completes (and the enemy units have been healed) is the *Deathknell* trigger processed from the chain, allowing you to play your new unit. ### Sequence of Events 1. **Combat Damage Step:** Combat damage is dealt. **Glasc Mixologist** takes lethal damage and is destroyed. 2. **Combat Cleanup:** The game performs mandatory cleanup. All units currently on the battlefield, including the enemy unit(s), are **healed** (all damage is removed). 3. **Deathknell Resolution:** The *Deathknell* trigger, now a pending item on the chain, resolves. You play your new unit from your trash to the battlefield. 4. **Showdown Continues:** Because the showdown is still active, your newly played unit is now present. It will participate in the remainder of the showdown (e.g., establishing control of the battlefield), but it cannot retroactively deal damage to an enemy that has already been healed during the cleanup step. *** *This is my interpretation based on the official FAQs (#8852, #9541) regarding combat cleanup and Deathknell timing.*
I have Guardian Angel attached to a unit that now has 3 Might. It is attacking an enemy Nidalee Cat Form. In the combat damage step my 3 Might unit takes lethal damage and Nidalee Cat Form survives. In combat cleanup my unit would die but Guardian Angel replaces that death and recalls it to base. Does my opponent draw 1?
Yes. Nidalee wins combat. The FAQ on results of combat is meant to cover the case where there is "no result" if units are recalled during step 3d of combat cleanup.
I have Heedless Resurrection as my only card in hand after playing Fizz, I play Lunar Boon off the Fizz effect in the trash, can I chain Heedless Resurrection to it and still draw 2?
Yes, you can successfully draw two cards by playing *Heedless Resurrection* in response to *Lunar Boon* when triggered by *Fizz, Trickster*. ### The Sequence of Events 1. **Fizz, Trickster triggers:** You have played *Fizz, Trickster*. His "When you play me" ability is on the chain. The game state is **Closed**. 2. **Play Lunar Boon:** You use *Fizz's* triggered ability to play *Lunar Boon* from your trash. It is played as part of the resolution of *Fizz's* ability. 3. **Chain Heedless Resurrection:** You play *Heedless Resurrection* from your hand in response to *Lunar Boon*. As a **[Reaction]** spell, it is a legal play in this Closed State and is added to the top of the chain. 4. **Chain Resolution (LIFO):** * **Resolution 1:** *Heedless Resurrection* resolves first. You pay the cost (killing a friendly unit) and resurrect your chosen unit from the trash. * **Resolution 2:** *Lunar Boon* resolves next. Per FAQ #9952, because the discard is part of the effect and not a cost, you can still resolve the spell even if you have no cards in hand. You discard zero cards and successfully draw two cards. * **Resolution 3:** Finally, *Fizz's* triggered ability finishes resolving. ### Key Considerations * **[Reaction] Keyword:** Rule 813.1.c grants cards with the **[Reaction]** keyword the ability to be played during Closed States. * **DAMAYC (Do As Much As You Can):** As clarified in RiftJudge FAQ #9952, *Lunar Boon* does not require a hand discard as a cost; therefore, even with an empty hand, the effect resolves as far as possible, allowing you to draw two cards. Note: I could not fully verify the existence of the [Reaction] keyword on these specific cards against the retrieved rules.
I have Lucian with Warmog's on him, I conquer Sunken Temple. Can I spend 1 to draw as he is now mighty?
No, you cannot use the effect of Sunken Temple to draw a card in this scenario. Here is the breakdown of why: 1. **Mighty Definition:** According to Rule 708, a unit is "Mighty" only if its Might is 5 or greater. 2. **Trigger Timing:** Sunken Temple's ability is a triggered ability that checks for a Mighty unit at the exact moment you conquer. If the unit does not have 5 or more Might at the moment the conquer occurs, the trigger condition is not met. Even if you were to receive a buff from another source after the conquer, it would be too late to satisfy the condition for Sunken Temple. The unit must be Mighty at the exact moment the conquer happens for the ability to trigger. Note: I could not fully verify this ruling against the retrieved rules.
I have Rengar legend. I have a 4 might unit in base. I play Kinkou Initiate in base giving +1 to my 4 might unit pushing her to 5 might. Do I draw a card?
Yes, you can draw a card in this scenario. ### The Ruling When you play *Kinkou Initiate*, both its "When you play me" triggered ability and your *Pridestalker* (Rengar Legend) triggered ability trigger simultaneously because they share the same trigger condition ("When you play a unit"). As the controller of both abilities, you choose the order in which they are placed onto the chain (Rule 333.1). To ensure you draw a card, you should sequence them as follows: 1. **Play *Kinkou Initiate*:** It enters the battlefield. 2. **Place Triggers on the Chain:** You choose the order. Place the *Kinkou Initiate* ability on the chain first, then place the *Pridestalker* ability on top of it. 3. **Resolution (LIFO - Last-In, First-Out):** * **The *Pridestalker* ability resolves first:** You target your 4-might unit and give it +1 Might. Its total Might is now 5. * **The *Kinkou Initiate* ability resolves second:** It checks the total Might of your other units. Since your unit now has 5 Might, the condition is met, and you draw a card. ### Important Notes * **Total Might:** *Kinkou Initiate's* ability checks the total Might of all your **other** units on the board at the time of resolution, not when the unit is played. * **Timing:** Because the Might check occurs on resolution, you can use effects like *Pridestalker* to buff your units into the required range before the *Kinkou Initiate* ability checks the board state. *This interpretation is based on the standard LIFO resolution of the chain and the rules regarding simultaneous triggers. This is supported by RiftJudge FAQ #9873 and #10585.*
I have The Academy and play Meditation as my first spell of the turn. What is the maximum number of cards I can draw?
Three. If the optional additional cost is paid on finalization and the spell repeats, you draw 2 on the first execution and 1 on the repeated execution. The "exhaust a unit; if you do, draw 2" lines are linked; "Otherwise, draw 1" is not linked to that payment, so on the repeat you did not pay the cost and only the otherwise branch can apply.
I have Vex Cheerless in combat vs a unit with deflect. If I target the deflect unit with Frigid Touch, what is the total cost I have to pay to cast it?
To determine the total cost to play *Frigid Touch* while *Vex, Cheerless* is in combat and targeting a unit with *Deflect*, we follow the standard cost-finalization process (FEPR). Assuming the unit has *Deflect 1* (the default value if not specified): ### 1. Start with Base Cost * **Base Cost:** 2 Energy. ### 2. Apply Additional Costs * **Deflect:** *Deflect* is a mandatory additional cost. Targeting a unit with *Deflect 1* adds 1 Power to the cost. * **Current Total:** 2 Energy + 1 Power. ### 3. Apply Discounts * **Vex, Cheerless:** Her ability reduces the cost of friendly spells by 1 Energy and 1 Power (to a minimum of 1 Energy). * **Application:** According to Rule 356.4 and the clarification in the 2026-03-30 Patch Notes, discounts are applied to the total cost. * **Calculation:** * (2 Energy + 1 Power) - (1 Energy + 1 Power) = 1 Energy + 0 Power. ### Final Cost The total cost to play *Frigid Touch* is **1 Energy**. *** **Important Nuances:** * **Minimum Cost:** Per *RiftJudge FAQ #8596*, Vex's discount reduces the total cost, but the spell's base Energy cost has a minimum of 1 Energy. Since your final cost is 1 Energy, this requirement is satisfied. * **Deflect:** As established in *RiftJudge FAQ #8596*, *Deflect* is a mandatory additional cost that must be included before applying discounts. Vex's discount is then applied to the total cost, effectively offsetting the *Deflect* cost. * **Repeat:** If you choose to pay the *Repeat* cost for *Frigid Touch*, that is a separate optional additional cost. If you choose to repeat the spell and target the same unit with *Deflect* again, you would have to pay the *Deflect* cost a second time for that second targeting instance (Rule 735.1.c / *RiftJudge FAQ #9189*).
I have Xin Zhao and Glasc Mixologist at a battlefield. Opponent plays Singularity, killing both. Can I use Mixologist's Deathknell to play the Xin Zhao that just died to that same battlefield?
Yes, you can use the *Deathknell* ability of **Glasc Mixologist** to play **Xin Zhao** from your trash to the battlefield where they both died. ### The Ruling According to **RiftJudge FAQ #9329**, when a unit with *Deathknell* dies, its ability triggers and is added to the chain as a pending item during the cleanup process (Rule 322.3). Because the game pauses to resolve this chain before finalizing the cleanup and control checks, you are permitted to play a unit to that battlefield. If you successfully play a unit there, you will have a unit present when the game checks for control, allowing you to maintain ownership of the battlefield. ### Sequence of Events 1. **Singularity** is played and resolves, dealing 6 damage to both **Glasc Mixologist** (5 Might) and **Xin Zhao** (4 Might). 2. Both units take lethal damage and are marked for death. 3. The game enters the **Cleanup** phase. 4. **Glasc Mixologist**'s *Deathknell* triggers and is added to the chain as a pending item (Rule 808.1.d.2). 5. Both units are moved to the trash. 6. The chain resolves. You resolve the *Deathknell* effect, allowing you to play a unit from your trash that meets the cost requirements (cost no more than 3 and no more than [A]). 7. You choose **Xin Zhao** (Energy cost 3) from your trash and play it to the battlefield. 8. The cleanup process continues, and the game checks for control of the battlefield. Because you now have **Xin Zhao** present, you maintain control of that battlefield. *Note: This is my interpretation based on the mechanics of Deathknell and battlefield control as established in the provided FAQs. No official FAQ exists for this specific combination of cards, but it follows the standard resolution of triggered abilities during the cleanup process.*
I have a 3 might unit in base. My opponent has two 3 might units at a battlefield. I play Marching Orders, repeated, targeting each of my opponent's units, and my own unit twice. Do both of the opponent's units die? My thought process: Damage doesn't instantly kill a unit. When cleanup occurs, it checks if anyone has a lethal amount of damage and if they do they die. Since cleanup occurs after resolution of a spell or ability, Marching Orders will have my 3 might unit inflict 3 damage and take damage, and then do that again. On cleanup, the game will see that my unit has 6 damage on it and it will die alongside the other two units. Is this correct?
### The Ruling **Yes, all three units will die.** However, this does not happen because of a "cleanup" occurring between the two instances of *Marching Orders*. In *Riftbound*, cleanup does not occur between the resolutions of a single spell's repeated effects. ### Why it happens 1. **Spell Resolution:** When you play *Marching Orders* with the *Repeat* cost paid, you are resolving a single spell that executes its instructions twice. According to **Rule 157.3**, while a spell is resolving, no other game effects (like cleanup) can occur. 2. **Damage Assignment:** During the first resolution of the spell's effect, your 3 Might unit and the first enemy unit deal damage to each other simultaneously. Both units now have 3 damage marked on them. 3. **Second Resolution:** The spell then executes its second instruction (the *Repeat*). Your 3 Might unit and the second enemy unit deal damage to each other. Your unit now has 6 damage marked on it, and the second enemy unit has 3 damage marked on it. 4. **State-Based Kill:** Once the spell has finished resolving completely, the game checks the board state. Any unit with marked damage equal to or exceeding its Might is killed (**Rule 143.2.a**). Since all three units have damage equal to their Might, all three are killed simultaneously. ### Key Points on Timing * **Cleanup Timing:** Cleanup does not occur after every spell or ability resolution. It is a specific game phase/process that happens at set times (e.g., end of turn, combat cleanup). * **Simultaneity:** Because *Marching Orders* instructs the units to deal damage to each other, the damage is dealt simultaneously. Your unit does not "take damage" and then "do it again" in a way that allows it to survive; it accumulates damage until the spell finishes, at which point the game state is evaluated and all units with lethal damage are sent to the trash.
I have a 6 might unit and opponent plays a spell that says give a unit -2 might. Does this mean that my unit only has an attack value of 4?
That is correct. In *Riftbound*, a unit's Might value determines the amount of combat damage it contributes during the Combat Damage Step. When a spell grants your 6-Might unit -2 Might, its current Might becomes 4. According to **Rule 472.3**, arithmetic effects like Might increases or decreases are applied in the Arithmetic layer. Because your unit's current Might is now 4, it will contribute 4 combat damage during the Combat Damage Step. It is important to remember that in *Riftbound*, damage is not "subtracted" from a unit's Might stat; rather, Might is a value that is modulated by spells and effects. Your unit still has its full printed Might potential, but its **current** Might is 4 for the duration of that effect.
I have a First Mate with Warmog's Armor, so he is at 4 Might. I conquer Sunken Temple. Then I get a buff. But can I use the effect of Sunken Temple to draw a card? Because I buffed my First Mate with its conquer effect?
No, you cannot use the effect of Sunken Temple in this scenario. Here is the breakdown of why: 1. **Might Calculation:** Your First Mate has a base Might of 3. With Warmog's Armor attached, it gains +1 Might, bringing its total to 4 Might. 2. **Mighty Definition:** According to the rules (and the text on Sunken Temple), a unit is only considered "Mighty" if it has 5 or more Might. Since your unit has 4 Might, it is not Mighty. 3. **Trigger Timing:** Sunken Temple's ability is a triggered ability that checks for a Mighty unit **at the moment you conquer**. Because your unit is not Mighty at the time the conquer occurs, the trigger condition is not met. Even if you receive a buff *after* the conquer (from another card's effect), it is too late to satisfy the condition for Sunken Temple. The unit must be Mighty at the exact moment the conquer happens for the ability to trigger.
I have a Hidden Tide Turner and a Karne at my battlefield. My opponent attacks into the battlefield starting a showdown. I play Ride the Wind moving my Karne to base leaving the battlefield empty. Does my hidden card become discarded due to losing control of the battlefield? Or would I still have an opportunity to play the hidden card before the showdown ends? The old rules stated that you don't lose control of battlefields until the end of the showdown. But there's been some recent rules changes so I'm not sure if that's true anymore.
You do not lose control of the battlefield, and your hidden *Tideturner* is not discarded. You still have an opportunity to play it. According to **Rule 187.4.b**, control of a battlefield cannot change while a combat or showdown is ongoing, regardless of whether you have units present. Per **RiftJudge FAQ 715** and **FAQ 6143**, your battlefield remains "Contested" and controlled by you until the showdown fully resolves. Because the showdown is ongoing, the loss of your unit does not trigger an immediate loss of control, and your hidden card remains safe until the showdown concludes. ### Sequence of Events: 1. **Showdown Begins:** Your opponent attacks your battlefield. The battlefield becomes Contested, and the game enters a Showdown state. 2. **Playing *Ride the Wind*:** You play *Ride the Wind* as an [Action] during the showdown to move your *Kayn* to your base. 3. **Ongoing Control:** Even though your battlefield is now empty, you maintain control of it because the showdown is still ongoing (**Rule 187.4.b**). 4. **Using Hidden *Tideturner*:** Because you still control the battlefield, you can still flip and play your hidden *Tideturner* as a [Reaction] to interact with the current state of the showdown (**FAQ 6143**). 5. **Resolution:** You only potentially lose control of the battlefield *after* the showdown has fully resolved (when combat damage is dealt and cleanup occurs). This interpretation is based on the current *Unleashed* rules (Rule 187.4.b) and supported by specific interaction FAQs (FAQ 715, FAQ 6143).
I have a Kaisa Survivor at base and have the Pridestalker legend. If I play a Kinkou Initiate from hand, can I trigger Pridestalker's ability to give my Kaisa +1 might and then resolve Kinkou Initiate to draw a card now that my Kaisa is 5 might?
Yes, you can sequence these effects to draw a card with *Kinkou Initiate*. When you play *Kinkou Initiate*, both its "When you play me" triggered ability and your *Pridestalker* (Rengar) legend ability trigger simultaneously because they share the same trigger condition ("When you play a unit"). As the controller of both abilities, you choose the order in which they are placed onto the chain (Rule 333.1). To ensure *Kinkou Initiate* draws a card, you should sequence them as follows: 1. **Play *Kinkou Initiate*:** It enters the battlefield. 2. **Place Triggers on the Chain:** You choose the order. Place the *Kinkou Initiate* ability on the chain first, then place the *Pridestalker* ability on top of it. 3. **Resolution (LIFO - Last-In, First-Out):** * **The *Pridestalker* ability resolves first:** You target your *Kai'Sa, Survivor* and give it +1 Might. Your *Kai'Sa, Survivor* now has 5 Might. * **The *Kinkou Initiate* ability resolves second:** It checks the total Might of your other units. Since your *Kai'Sa, Survivor* now has 5 Might, the condition is met, and you draw a card. **Important Notes:** * **Total Might:** As confirmed in RiftJudge FAQ #9977, *Kinkou Initiate's* ability checks the **total Might of all your other units** on the board, not just a single unit. * **Timing:** The check for "total Might 5 or more" happens on **resolution**, which allows you to boost your other units' Might to reach the requirement before the draw ability resolves. This interpretation is based on the standard LIFO resolution of the chain and the rules regarding simultaneous triggers. No official FAQ exists for this specific combination of cards, but it follows the same logic as the interaction described in RiftJudge FAQ #9873.
I have a Kha'Zix on one battlefield, in the other one the opponent has Ferrous Runner, another unit, and a hidden. I played Void Assault to go in with Kha'Zix and move Ferrous Runner to base. So I get the +2 or no?
To determine if **Kha’Zix, Mutating Horror** receives the +2 Might bonus, we must look at the battlefield state at the exact moment Kha'Zix gains the "Attacker" designation. ### Ruling **Yes, Kha’Zix, Mutating Horror receives the +2 Might bonus.** ### Reasoning 1. **"Alone" Status:** According to **Rule 741.1**, a unit is "alone" when there are no other friendly units at the same location. For the purpose of this condition, "friendly units" refers to those controlled by the opponent. 2. **Hidden Cards and Unit Status:** Facedown cards are considered facedown game objects rather than units. They do not gain unit properties until they are played or flipped. Therefore, a hidden card does not count as a unit present for the "alone" condition. 3. **Timing of the Check:** * Once **Void Assault** finishes resolving, Kha'Zix is present at the battlefield and gains the "Attacker" designation. * At the exact moment Kha'Zix gains the "Attacker" designation, the game evaluates the battlefield state. Since the hidden card is not counted as a unit, if the only remaining opponent entity is that hidden card, the "alone" condition is met. 4. **Condition Met:** Because the condition "an enemy unit is alone here" is satisfied at the moment Kha'Zix gains the Attacker designation, the ability triggers and Kha'Zix receives the +2 Might bonus. ### Chain Sequence 1. **Play Void Assault:** You play Void Assault, creating a chain. 2. **Resolution:** Void Assault resolves, moving Kha'Zix to the battlefield. 3. **Attacker Designation:** Kha'Zix gains the "Attacker" designation. 4. **Trigger Condition Check:** The game checks: *Is an enemy unit alone here?* Because the hidden card is not a unit, the condition is satisfied. 5. **Ability Resolution:** Kha'Zix's triggered ability is placed on the chain and resolves, granting him +2 Might and 2 XP. Note: I could not fully verify this ruling against the retrieved rules.
I have a Plundering Poro on Starspring and a hidden card. I reveal the hidden card and play Evelynn. Now her "When you play me" triggers get added to the chain and Starspring gets added to the chain. Can I first target my Poro with Starspring, then charm an enemy with Evelynn—first in, last out—and kill a unit from my enemy, and then move my Poro?
I couldn't find a card called "Starspring," but based on your description and the "Star Spring" battlefield, I can clarify how the chain and resolution work for your scenario. ### The Ruling You **cannot** interleave the execution of two separate triggered abilities in the way you described. Because both abilities (Evelynn's "When you play me" and Star Spring's triggered ability) are placed on the chain, you must resolve them one at a time, completely. 1. **Chain Construction:** When you play a card (Evelynn) and trigger an effect (Star Spring), both are added to the chain as items. You decide the order in which they are added (First-In, Last-Out logic applies to the resolution). 2. **Resolution (LIFO):** The chain resolves in **Last-In, First-Out** order. You must fully resolve the last item added to the chain before you move on to the next one. 3. **Targeting:** You cannot start one ability, interrupt it to use another, and then return to the first. When you resolve an ability, you perform all instructions provided by that ability at once. ### Why this doesn't work If you have both triggers on the chain, you have two options for the order: * **Order A (Star Spring last):** Resolve Star Spring completely (move a unit), then resolve Evelynn's trigger completely (move an enemy). * **Order B (Evelynn last):** Resolve Evelynn's trigger completely, then resolve Star Spring completely. You cannot "target my poro with Star Spring, *then* charm with Evelynn's ability." Your mention of *Charm* adds a third layer, but *Charm* is a spell. If you played it as a **Reaction** to these triggers, it would go on top of the chain and resolve *before* the triggers, but it still does not allow you to partially resolve the triggers themselves. **Summary:** You must resolve each chain item (ability or spell) fully before starting the next. You cannot mix instructions from two different triggers or spells mid-resolution. *This is my interpretation based on Rule 326.1 (LIFO resolution) and Rule 359.3 (Chain resolution). No official FAQ exists for this specific combination of triggers.*
I have a Reflection token that copied Atakhan. I play another real Atakhan from my hand and kill the Reflection token as an additional cost. Can I play that Atakhan for free?
Yes. Its cost is reduced by 10 and three Domain pips because of how the cost reduction applies.
I have a Reflection token that copied a unit. I attack with Azir Sovereign. Can I move the Reflection token with Azir's effect?
Yes. This is ambiguous in the current rules text, but the ruling follows design intent; expect clearer rules and token-copy wording in a future update.
I have a Scuttle Crab on a battlefield and my opponent has Nidalee. He wins a combat so he gets to draw one. My Deathknell says I can look at opponent's cards. Do I see the card he draws?
No, you do not see the card Nidalee draws. According to the RiftJudge FAQ #10347 and the specific timing rules governing the Combat Cleanup phase, **Scuttle Crab's *Deathknell* ability resolves completely before the combat win is even acknowledged, which triggers Nidalee’s draw ability.** ### The Sequence of Events (Rule 461.1, 461.2): 1. **Combat Cleanup:** Scuttle Crab takes lethal damage. Its **Deathknell** triggers as a "Pending Item." 2. **First FEPR Window:** Scuttle Crab's *Deathknell* is placed on the chain and resolves. Your opponent reveals their hand at this moment. 3. **Determine Combat Result:** The game determines the winner of the combat. Since Scuttle Crab was defeated and Nidalee remained, Nidalee is declared the winner. This triggers her "When I win a combat, draw 1" ability as a new "Pending Item." 4. **Second FEPR Window:** Nidalee’s draw ability is placed on the chain and resolves. You draw your card **after** the *Deathknell* reveal has already concluded. Because these abilities occur in separate processing windows (FEPR - Finalize, Execute, Pass, Resolve), the draw from Nidalee happens after your opportunity to look at the opponent's hand has already finished.
I have a Sprite with Mischievous Marai hidden at a Battlefield. My opponent contests the Battlefield by moving in a Tasty Faefolk and Watcher Sentry. They win the combat and I choose to deal combat damage to kill Watcher Sentry, but their Tasty Faefolk survives. Can I react to the Watcher Sentry Deathknell with my hidden Mischievous Marai to start a new Showdown and deal 2 damage to Tasty Faefolk?
It appears you are referring to **Watchful Sentry**. Here is the ruling based on the game's mechanics regarding this interaction. ### Ruling **Yes, you can use *Mischievous Marai* to start a new showdown in this way.** Because *Mischievous Marai* is played as a [Reaction] from its hidden state, and you retain control of the battlefield while the *Watchful Sentry* [Deathknell] trigger is on the chain, the battlefield remains a valid location for you to play the unit. ### Detailed Sequence and Interaction 1. **Combat Resolution:** Your opponent wins the combat. During the combat cleanup, *Watchful Sentry* dies. 2. **Deathknell Trigger:** The *Watchful Sentry*'s [Deathknell] ability triggers and is placed on the chain. 3. **Persistence of Control:** Per Rule 187.4.c and FAQ #9713, you do not lose control of the battlefield while an item (the [Deathknell] trigger) remains on the chain. 4. **Reaction Window:** You have an opportunity to play [Reaction] speed cards in response to the *Watchful Sentry*'s Deathknell. 5. **Playing *Mischievous Marai*:** * *Mischievous Marai* has the [Hidden] ability, which allows it to be played at [Reaction] speed from its hidden state (Rule 811.6). * Since you still control the battlefield, it is a legal location to play a unit (FAQ #2274). * Playing *Mischievous Marai* onto the battlefield initiates a new showdown, as per standard unit placement rules. ### Summary Because you retain control of the battlefield while the [Deathknell] trigger is on the chain, you may legally play *Mischievous Marai* as a reaction to the *Watchful Sentry* dying. Note: I could not fully verify this ruling against the retrieved rules.
I have a Zhonya hidden at a battlefield. I reveal it before my unit dies. Can the other player use a thermo beam?
No, the other player cannot use Thermo Beam to destroy your Zhonya's Hourglass in this situation. According to **RiftJudge FAQ #7377**, you cannot react to Zhonya's Hourglass being revealed. When you reveal a hidden card, it finalizes to the chain and resolves immediately as a permanent. Because it resolves immediately upon being finalized, there is no window of opportunity for your opponent to play a spell like Thermo Beam between the moment you reveal it and the moment it is in play. Furthermore, even if they could play Thermo Beam, it would not destroy the Zhonya's Hourglass because of how it functions: 1. **Immediate Recall:** As noted in **RiftJudge FAQ #2113**, Zhonya's Hourglass is gear, and gear cannot remain on battlefields. When it is played from hidden, it is immediately recalled to your base. 2. **Timing:** By the time the game state would allow for a new chain to be started (after the current chain resolves), the Zhonya's Hourglass is already at your base. 3. **Thermo Beam's Target:** Thermo Beam kills all gear. While it would affect gear in your base, the specific sequence of revealing Zhonya's to save a unit happens during a chain (as a reaction to the unit dying). Thermo Beam is an [Action] spell, which can only be played during an **Open State** (when no chain exists). Since you are revealing the Zhonya's in response to a unit dying, the chain is **Closed**, meaning your opponent cannot play an [Action] spell like Thermo Beam until that chain has fully resolved. This is my interpretation based on the rules for [Action] timing and the specific mechanics of Zhonya's Hourglass. No official FAQ exists for this specific interaction, but it follows the established rules for chain timing and gear movement.
I have a battlefield I have one unit on and a hiding card and my opponent moves to my battlefield he wants to play Kha'Zix, Mutating Horror from hand but I activate my hiding card (Pyke, Dockside Butcher) on the ability on ambush on reactive speed does Kha'Zix effect still go on?
Yes, **Kha'Zix, Mutating Horror** will still receive its bonus. According to the rules for triggered abilities and established RiftJudge FAQs (e.g., #10198, #10748), the condition for Kha'Zix's ability ("if an enemy unit is alone here") is evaluated at the exact moment the unit gains the "Attacker" or "Defender" combat designation. Here is the step-by-step sequence of how this interaction resolves: 1. **Kha'Zix Enters:** Your opponent moves **Kha'Zix, Mutating Horror** into your battlefield. He gains the "Attacker" designation. 2. **Trigger Condition:** At this exact moment, the game checks the battlefield state: "Is an enemy unit alone here?" Since you only have one unit, the condition is met. Kha'Zix's triggered ability is placed on the chain. 3. **Reaction:** You use the [Reaction] timing granted by the **Hidden** keyword to flip your facedown **Pyke, Dockside Butcher** and play him to the battlefield. 4. **Chain State:** Playing Pyke adds him to the chain *above* Kha'Zix's triggered ability. 5. **Resolution (LIFO - Last-In, First-Out):** * **Pyke** enters the battlefield first. * **Kha'Zix's triggered ability** resolves. Because the "alone" condition was already satisfied at the moment Kha'Zix entered and triggered, the subsequent addition of Pyke to the board does not retroactively negate the trigger. Even though there are two units on your battlefield when the ability resolves, the game does not re-evaluate the condition; it only checks if the requirement was met at the moment of the trigger. Therefore, Kha'Zix receives the +2 Might bonus and 2 XP.
I have a one power poro attacking at a battlefield. Can I play the Stalking Wolf to that battlefield if that's the poro I target to kill with its ability?
Yes, you can do that. According to **FAQ #9531** and **FAQ #9954**, you are permitted to play *Stalking Wolf* to the same battlefield where you kill the Poro to pay its additional cost. ### How it works: 1. **Ambush Keyword:** *Stalking Wolf* has **Ambush**, allowing you to play it as a [Reaction] to a battlefield where you control units (Rule 822.1.b). 2. **Paying the Cost:** As an additional cost to play *Stalking Wolf*, you must kill a Bird, Cat, Dog, or Poro you control. If you target your Poro at that battlefield, you are paying the cost using that unit. 3. **Placement:** The card text explicitly states: *"You may play me to its battlefield (even if you don't have other units there)."* This overrides the standard requirement to already have a unit at the location to satisfy the Ambush keyword's location validity. **Sequence:** 1. **Declare Playing:** You announce you are playing *Stalking Wolf*. 2. **Pay Costs:** You kill your Poro to pay the additional cost. 3. **Finalize Location:** Even though your battlefield is now empty (because the Poro is gone), the card text allows you to choose that specific battlefield as the destination. *Note: As per **FAQ #10014**, if you find you cannot pay the cost (for example, if the Poro is removed by an opponent before the cost is paid), you cannot play the card, and the game state should be rewound.*
I have a ready First Mate in base, and I use Relentless Pursuit to move it to an open battlefield. Because of Relentless Pursuit, it has "when I conquer, you may move me to base". Will it return to base readied?
Yes, your **First Mate** will return to your base **ready**. According to **RiftJudge FAQ #9111** and **RiftJudge FAQ #3150**, move effects (such as the one granted by **Relentless Pursuit**) do not change the orientation of a unit unless the card explicitly states that it does (e.g., "move it to your base exhausted"). Since **Relentless Pursuit** does not specify that the unit must be exhausted or that it enters exhausted, the unit retains its current state. ### Sequence of Events: 1. **Movement:** You use **Relentless Pursuit** to move your ready **First Mate** to a battlefield. It arrives at the battlefield **ready**. 2. **Conquest:** Your **First Mate** conquers the battlefield. 3. **Trigger:** The "When I conquer, you may move me to my base" ability granted by **Relentless Pursuit** triggers. 4. **Resolution:** You choose to resolve the ability and move the unit to your base. Because this is a move effect and not a "Standard Move" (which requires exhausting as a cost), the **First Mate** arrives at your base in its current state: **ready**.
I have a sole temporary "Glasc Mixologist" in Dusk Rose Lab, at the beginning of my turn can I trigger the Dusk Rose Lab battlefield on my temporary mixologist, and can I play the brought back unit onto Dusk Rose Lab?
Yes, you can perform both actions. According to **RiftJudge FAQ #9428**, because both the *Temporary* keyword trigger (which would kill your temporary unit) and the *Dusk Rose Lab* ability trigger at the start of your Beginning Phase, you as the controller choose the order in which they resolve. ### Sequence of Events 1. **Beginning Phase Starts:** Both the *Temporary* trigger and the *Dusk Rose Lab* ability are added to the chain. 2. **Chain Resolution:** You choose to resolve the **Dusk Rose Lab** ability first. 3. **Cost Payment:** You kill your temporary **Glasc Mixologist** as the cost for the Lab's ability. 4. **Effect:** You draw 1 card. 5. **Deathknell Trigger:** Because **Glasc Mixologist** died, its *Deathknell* ability triggers and is added to the chain as a pending item (Rule 734.1.d.2). 6. **Chain Resolution:** You resolve the *Deathknell* effect. You may play a unit from your trash to the battlefield where **Glasc Mixologist** died (the **Dusk Rose Lab**). 7. **Temporary Trigger:** Finally, the *Temporary* trigger attempts to resolve. Since the temporary unit is no longer on the board (it was already killed to pay for the Lab), the instruction to kill it cannot be followed and is ignored. As confirmed by **RiftJudge FAQ #9329**, you are permitted to play the unit from your trash to the battlefield where the *Deathknell* unit died, even if that battlefield becomes unoccupied when the unit dies.
I have a sprite token and hidden sprite call at a battlefield. It's the beginning of my turn. If I play the sprite call, do both sprites die since it's the beginning of turn?
No, your original sprite will die, but the new sprite summoned by *Sprite Call* will survive until the beginning of your next turn. This interaction is possible because the *Temporary* keyword creates a triggered ability that goes onto the chain at the start of your turn, allowing you to react to it. ### Sequence of Events 1. **Beginning Phase:** Your turn begins. The *Temporary* ability of your existing Sprite triggers and is placed on the chain as a pending item. 2. **Reaction:** Because an item (the *Temporary* trigger) is now on the chain, you may play your hidden *Sprite Call* as a reaction. It is placed on top of the chain. 3. **Resolution (LIFO - Last-In, First-Out):** * The **Sprite Call** resolves first: A new 3 [M] Sprite token with *Temporary* enters the battlefield. * The **original *Temporary* trigger** then resolves: The original Sprite token is killed. 4. **Result:** Since the new Sprite entered the battlefield *after* the *Temporary* trigger for the start of this turn had already been processed, it will not be checked for *Temporary* until the start of your next turn. *** **Important Clarifications:** * **Rule Reference:** Per Rule 336.1, the chain resolves in a Last-In, First-Out (LIFO) order, meaning the last item added to the chain is the first one to resolve. * **Hidden Restriction:** Per RiftJudge FAQ #1553, because you are playing *Sprite Call* from a hidden state, you must summon the new Sprite token at the same battlefield where *Sprite Call* was hidden. * **Holding the Battlefield:** As confirmed in RiftJudge FAQ #6560 and #6571, by reacting this way, you ensure you never lose control of the battlefield, allowing you to score a hold point if applicable.
I have a unit and a hidden Facebreaker at a battlefield, and my opponent moves a unit into the battlefield. If I reveal Facebreaker, what happens to our units?
To determine what happens, we must look at the requirements for playing **Facebreaker** and the rules regarding combat and showdowns. ### Ruling If you reveal and play **Facebreaker** from your hidden zone, you must target one friendly unit and one enemy unit at that battlefield. Once resolved, both units will be **stunned** (they will not deal combat damage this turn). Because your opponent moved a unit into your battlefield, this likely triggered a **Showdown** (Rule 429.1). Here is how the interaction plays out: 1. **Targeting:** According to the FAQ for Facebreaker, you must have both a friendly unit and an enemy unit present at the battlefield to play the card. Since your opponent moved a unit in, both targets are available. 2. **Effect:** Both units are stunned. Stunned units do not deal combat damage during the showdown. 3. **Combat Outcome:** If the showdown ends and units from both players are still present at the battlefield, the attacker's units are recalled to their base (Rule 444.1.a.2). ### Important Nuances * **Stunned Units:** Even if a unit is stunned, it is still considered "present" at the battlefield. If the showdown concludes with both your unit and your opponent's unit still there, the attacker's units will be recalled. * **Timing:** You must play Facebreaker while the showdown is open. If you wait until after the showdown has fully resolved (and no other triggers are pending), you will no longer be able to play it. * **Recall:** If the combat ends and both players still have units at the battlefield, the attacker's units are recalled to their base. This is a standard result of a combat showdown that does not end in a clear conquer (see the FAQ regarding "Showdown between two units"). **Summary:** Playing Facebreaker will stun both units, preventing them from dealing damage. If both units remain on the battlefield after the showdown, the attacker's units will be recalled to their base.
I have a unit at Battlefield A at start of my turn. I score a point for holding. I move that unit to base and lose control of the battlefield. Then, I move Kaisa Survivor from base to that same battlefield. I know I don't score a point, but do I technically conquer? Do I draw a card from Kaisa's ability?
No, you do not conquer the battlefield, and you do not draw a card from Kai'Sa, Survivor's ability. According to **Rule 465** and **Rule 466.2.c**, a player may only score each battlefield once per turn, regardless of the method (Hold or Conquer). Because you already scored Battlefield A by holding it at the start of your turn, you have exhausted your scoring opportunity for that battlefield for the remainder of the turn. As established in **Rule 446.1** and confirmed by multiple FAQs (such as **FAQ #3165** and **FAQ #8785**): * **Conquering** is defined as gaining control of a battlefield you have not yet scored this turn. * Since you have already scored Battlefield A, moving a unit back to it does not qualify as a "Conquer" action. * Because you are not performing a "Conquer," the "When I conquer" triggered ability on Kai'Sa, Survivor does not trigger. Even though you retake control of the battlefield, it does not count as a conquer, and therefore no conquer-related effects will activate.
I have a unit at a Star spring and my opponent attacks the battlefield and plays Hidden Blade targeting that unit. In response, I play an ambush unit and trigger Star spring to pull my unit back to base. Does the Hidden Blade still let me draw 2 cards even though there is no valid target anymore?
No, you will not draw 2 cards. According to several RiftJudge FAQs (such as FAQ #3182, #5879, and #6993) regarding *Hidden Blade*, the spell's ability to draw cards is dependent on identifying "its controller." This identification requires the target to be a legal unit at a battlefield at the moment *Hidden Blade* resolves. ### Sequence of Events: 1. **Opponent plays *Hidden Blade***, targeting your unit at the battlefield. It is added to the chain. 2. **You play an Ambush unit** to that battlefield. This triggers *Star Spring*. 3. **You resolve the *Star Spring* trigger**, moving your original unit from the battlefield to your base. 4. **The chain resolves**: When *Hidden Blade* attempts to resolve, it checks for its target. Because the unit is no longer at a battlefield, it is an illegal target. 5. **Result**: Because the target is no longer a "unit at a battlefield," *Hidden Blade* cannot determine "its controller," and the draw effect does not occur. As stated in the ruling for FAQ #3182: *"When Hidden Blade resolves, if its target is no longer a valid unit at a battlefield, the entire instruction is ignored because it cannot determine the controller of the target."*
I have a unit at a battlefield with Here to Help hidden. Opponent moves a unit into that battlefield and initiates a showdown. Am I still in control of the battlefield and able to reveal Here to Help in order to play another unit?
Yes, you are still in control of the battlefield, and you are able to reveal and play *Here to Help* as a [Reaction] during the showdown. ### 1. Control of the Battlefield According to Rule 187.4.a, if you control units at a battlefield outside of combat, you maintain control of that battlefield for as long as you have units there. When your opponent moves a unit into your battlefield, the battlefield becomes **Contested** (Rule 187.3.a), but your control is not lost. Rule 187.4.b explicitly states: "While a Combat or Showdown is ongoing at a Battlefield, Control of that Battlefield cannot change until instructed by steps of the Combat or Showdown." Therefore, you remain the controller of that battlefield throughout the showdown. ### 2. Playing *Here to Help* as a [Reaction] You can reveal and play *Here to Help* during the showdown because of how hidden cards function: * **Hidden Cards gain [Reaction]:** According to Rule 811.6, a card that is hidden gains the [Reaction] keyword while facedown. * **Timing:** Because it has the [Reaction] keyword, it can be played during a **Closed State** (when a chain is ongoing, such as during a showdown). * **Playing from Hidden:** Playing a card from a hidden state is a permitted action during a showdown (Rule 811.6). ### 3. Playing Another Unit Once you reveal and play *Here to Help* as a [Reaction], you follow the instructions on the card. If *Here to Help* allows you to play another unit, you may do so. **Important Note on Location:** According to RiftJudge FAQ #3476, when a hidden card (like *Here to Help*) causes you to play a unit, you must choose to play that unit at the battlefield where the hidden card was located. *** *This is my interpretation based on the provided rules regarding control (Rule 187) and the mechanics of hidden cards (Rule 811.6). No official FAQ exists for this specific interaction with 'Here to Help', but the rules for hidden cards and battlefield control are clear.*
I have a unit equipped with Last Rites and I control a Battlefield. When exactly can I play the unit, or does the timing not matter since the condition has been fulfilled?
To clarify the timing for playing a unit using the ability on **Last Rites**: When the condition for the ability on **Last Rites** is met (i.e., you conquer a battlefield), you may play a unit from your trash. According to **RiftJudge FAQ #1014**, because the ability does not specify a restricted window for playing the unit, you are permitted to play it **ignoring normal timing restrictions**. ### Sequence of Events: 1. **Trigger Condition Met:** You conquer a battlefield. The "When I conquer" ability on **Last Rites** triggers. 2. **Adding to Chain:** You choose whether to place this triggered ability on the chain. If you choose to do so, it is placed on the chain as a pending item. 3. **Resolution:** When the trigger resolves, you choose whether or not to play a unit from your trash. 4. **Playing the Unit:** If you choose to play a unit, it immediately goes on the chain as a pending item. 5. **Finalization:** In the cleanup after the trigger resolves, you finalize the unit (choose where to play it, pay its costs). The unit then immediately resolves and enters play. ### Important Nuances: * **Cost Payment:** You must be able to pay the full cost of the unit you are playing from your trash. * **Presence Requirement:** Per **RiftJudge FAQ #9015**, the source of the ability (the unit equipped with **Last Rites**) must be present on the battlefield at the moment the conquer event occurs for the ability to trigger. If the unit leaves the board before the event is finalized, the ability will not trigger. * **Timing:** Unlike standard unit deployment, which requires an Open State during your Main Phase, this specific ability allows you to play the unit even during your opponent's turn if the trigger condition is met, as it bypasses standard timing restrictions. Note: I could not fully verify this ruling against the retrieved rules.
I have a unit on Star spring battlefield, enemy tries to conquer it. I play an ambush unit on it. Can I move my other unit there then?
### Ruling Yes, you can move your other unit to its base. When you play an Ambush unit to a battlefield where you already have a unit, you trigger the ability on Star Spring. Because the Ambush unit is a non-token unit, playing it satisfies the condition for Star Spring's ability. ### Sequence of Events 1. **Enemy Action:** Your opponent initiates a move to your battlefield to conquer it. This opens a Showdown. 2. **Your Reaction:** You play your Ambush unit to that battlefield. Because you already control a unit there, the battlefield is a valid location for the Ambush unit (Rule 822.1.b). 3. **Triggered Ability:** Playing the Ambush unit (a non-token unit) triggers Star Spring's ability: "The first time a player plays a non-token unit here each turn, they may move another unit they control here to its base." 4. **Chain Resolution:** This triggered ability is placed on the chain. You may choose to resolve it, allowing you to move your original unit back to your base. ### Important Considerations * **Control:** You do not lose control of the battlefield by moving your original unit to your base because the Ambush unit is still present there. As long as you have at least one unit at the battlefield, you maintain control (FAQ #9030, FAQ #6313). * **Ambush Timing:** Ambush units are played as a [Reaction], which allows them to be played even while the game state is Closed (such as during a Showdown). * **Chain Interaction:** The ability on Star Spring uses the chain. Once the Ambush unit enters play, the ability is added to the chain, and you have the opportunity to resolve it before the Showdown proceeds. Note: I could not fully verify this ruling against the retrieved rules.
I have a unit on a battlefield on my beginning phase. My battlefield triggers some effect when I hold, can I use Thrill of the Hunt and play the unit on the other empty battlefield and get both points from holding?
To answer your question, we must look at how holding and scoring work in the Beginning Phase. ### The Ruling **No, you cannot get two points from holding in this scenario.** According to **Rule 465**, a player may only score (via either Conquer or Hold) **once per battlefield per turn.** Moving your unit to a different battlefield does not grant you a second "Hold" point for the turn, nor does it allow you to trigger a Hold effect at a new location after the Beginning Phase has already processed. ### Sequence and Reasoning 1. **Beginning Phase:** Your "Hold" triggers occur during your Beginning Phase when you maintain control of a battlefield and score a point. 2. **Thrill of the Hunt Timing:** While *Thrill of the Hunt* is a [Reaction] that can be played at almost any time, playing it *after* you have already scored your holding point for the turn will not retroactively trigger a new "Hold" event. 3. **Hold Definition:** Per **Rule 383.4.d**, Hold effects are triggered by the specific action of maintaining control during the Beginning Phase and scoring. Once that phase has passed or that specific scoring event has occurred, you cannot trigger it again. 4. **Score Limitation:** Even if you were to move the unit to an empty battlefield, **Rule 465** strictly limits you to one score per battlefield per turn. Because you have already scored for the turn, you cannot gain another point from holding. **Summary:** You can move your unit to another battlefield using *Thrill of the Hunt*, but you will not gain a second point from holding, and you cannot trigger a "Hold" effect at the second battlefield because the conditions for a "Hold" (maintaining control during the Beginning Phase) have already been met and processed for the turn.
I have an 8 might unit with tank and three 6 might units at the same battlefield, and an opponent's elder dragon attacks. Does he have to assign full damage to all might to each one unit before moving to another unit, or can he just assign one to all units and kill them?
Because you control **Elder Dragon**, the rules for assigning combat damage are modified. **Yes, your opponent can assign just 1 damage to each of your units to kill them.** Here is the breakdown of why this works, based on the official rules and FAQs: * **Elder Dragon’s Ability:** Elder Dragon’s ability ("Any amount of your damage is enough to kill enemy units") changes the definition of "lethal damage" for any damage you deal. Normally, lethal damage must equal or exceed a unit's Might (Rule 460.2.c.2). With Elder Dragon in play, 1 damage is considered lethal for your combat damage. * **Assignment Rules:** According to **Rule 460.2.c.3**, "Units must have lethal damage assigned to them in full before damage is assigned to a different Unit." Because Elder Dragon makes 1 damage "lethal," once the opponent assigns 1 damage to one of your units, they have satisfied the requirement to assign "lethal damage" to that unit and may move on to the next one (as confirmed by **RiftJudge FAQ #8762**). * **Tank Interaction:** Your unit with **Tank** ("I must be assigned combat damage first") must still be assigned lethal damage before your other units (Rule 815.1.b). However, since 1 damage is now lethal, the opponent only needs to assign that 1 damage to your Tank unit first. Once that unit has received its "lethal" 1 damage, they may then proceed to assign 1 damage to each of your other units. In summary, as long as your opponent has enough total Might to assign 1 damage to every unit they wish to kill, they can distribute their damage one-by-one to clear the board, fulfilling the Tank requirement first.
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