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I have an Ashe focused on the board and I remove a card from the opponent's hand with it. Ashe later dies, does its effect still trigger when the opponent holds or is the card banished forever?
Yes, the effect still triggers when the opponent holds, even if Ashe, Focused is no longer on the board.
According to the card text for **Ashe, Focused**:
> "When you play me, choose an opponent. They reveal their hand. Choose a card revealed this way and banish it. When they hold, return it to their hand (even if I'm no longer on the board)."
### Explanation:
* **Persistence of the Effect:** The card explicitly states that the return effect occurs "even if I'm no longer on the board." This is a delayed triggered ability created by the initial "When you play me" effect.
* **Triggered Ability Rules:** Once a triggered ability is created, it exists independently of the source that created it unless the card text specifies otherwise. In this case, the card text explicitly confirms the effect persists after the unit leaves play.
* **Banishment:** The card is not "banished forever." It is moved to the Banishment zone when the initial ability resolves, and then the delayed triggered ability moves it from Banishment back to the opponent's hand when the "hold" condition is met.
Note: I could not fully verify this ruling against the retrieved rules.
I have determined Sentry and Lonely Poro in base. Opponent played Bellows Breath repeated in my base. Do I draw or not? As the Determined Sentry has 1 might and dies first.
To answer your question: No, you will not draw a card from *Lonely Poro*.
### Ruling
When *Bellows Breath* (with *Repeat* paid) resolves in your base, it deals 1 damage, then deals 1 damage again as part of the same spell resolution. Because *Lonely Poro* dies at the same time as *Determined Sentry* (or while *Determined Sentry* is still at that location), the "alone" condition for *Lonely Poro*'s *Deathknell* is not met.
### Sequence of Events
1. **Spell Resolution:** *Bellows Breath* resolves. It deals 1 damage to your *Determined Sentry* and 1 damage to your *Lonely Poro*.
2. **Lethal Check:** The game checks for lethal damage simultaneously. *Determined Sentry* (1 Might, 1 damage) and *Lonely Poro* (2 Might, 1 damage—wait, let's look at the damage).
* *Correction on damage:* If *Bellows Breath* is repeated, it deals two instances of damage.
* Instance 1: 1 damage to *Sentry*, 1 damage to *Poro*.
* Instance 2: 1 damage to *Sentry*, 1 damage to *Poro*.
* *Result:* *Determined Sentry* has 2 damage (lethal). *Lonely Poro* has 2 damage (lethal).
3. **Death Event:** Both units are marked for death simultaneously.
4. **Deathknell Check:** *Lonely Poro*'s *Deathknell* checks if it was "alone" at the moment of death. Since *Determined Sentry* was also at the base at the moment of death, *Lonely Poro* was **not** alone.
5. **Conclusion:** The *Deathknell* trigger does not trigger, and you do not draw a card.
### Key Rules
* **Rule 741.1:** "A unit is alone when there are no other friendly units at the same location."
* **Simultaneous Death:** As established in **RiftJudge FAQ #8617**, damage from a single spell (including repeated instances within that spell) is dealt before lethal status is checked. Because both units die at the same time, *Lonely Poro* is not alone when it dies.
I have determined sentry and lonely poro in base, opponent played Bellows Breath repeated in my base, do I draw or not? What is the order of repeat in chain?
To determine whether you draw a card, we must look at the "alone" condition of your **Lonely Poro** at the moment it dies.
### The Ruling: Do you draw a card?
**No, you do not draw a card.**
According to the **Lonely Poro** card text, the `[Deathknell]` ability triggers if the Poro "died alone," meaning there were no other friendly units at its location (the base) at the moment of death. Because you also have a **Determined Sentry** in your base, the Lonely Poro is not "alone." Even if the Bellows Breath damage kills both units simultaneously, the "alone" condition is checked based on the state of the board *at the moment of death*. Since the Determined Sentry was present in your base alongside the Poro, the Poro was not alone, and its `[Deathknell]` will not trigger.
### Order of Repeat on the Chain
Regarding how `[Repeat]` works on the chain, here is the technical breakdown:
1. **Playing the Spell:** When you pay the `[Repeat]` cost, you are not creating a second instance of the spell or a second item on the chain. You are simply modifying the existing **Bellows Breath** spell to execute its instructions a second time when it resolves (Rule 820.1.d).
2. **No Multiple Chain Items:** There is only one **Bellows Breath** item on the chain.
3. **Resolution:** When the spell resolves (Step 4), it executes its instructions in full. Because the Repeat cost was paid, it executes the instruction ("Deal 1 to up to three units at the same location") a first time, and then immediately executes it again as part of the same resolution process (Rule 820.1.d.1).
***
**Summary of Events:**
* **Bellows Breath** is played as a single item on the chain.
* Upon resolution, the first execution of **Bellows Breath** deals 1 damage to your units in the base.
* If that damage is lethal to both, they both die simultaneously.
* Because the **Determined Sentry** was present at that location when the **Lonely Poro** died, the Poro was not alone, failing the `[Deathknell]` requirement.
* The second execution of the spell's effect then occurs (though at this point, your units are already dead).
I have the Master Yi, Wuju Bladesman legend. The opponent moves a unit into an empty battlefield. I play Rengar, Trophy Hunter to that battlefield as a reaction. Is the Rengar considered a defender who would then benefit from Master Yi's "When I defend" trigger?
To answer your question, we must look at how the **Defender** designation is assigned and how **Master Yi** functions as a legend.
### 1. Is Rengar considered a Defender?
**Yes.** When your opponent moves a unit into an empty battlefield, that battlefield becomes **Contested**. According to **Rule 442.1.a.1**, the player who moved their unit there is designated as the **Attacker**. When you play *Rengar, Trophy Hunter* to that same battlefield as a [Reaction], you are placing a unit into a contested battlefield controlled by an enemy. By doing so, you are assigned the **Defender** designation (Rule 442.1.a.2).
### 2. Does Rengar benefit from Master Yi's "When I defend" trigger?
**No.** Based on the rules and retrieved FAQs regarding *Master Yi*, his "defending" ability is **not a triggered ability**—it is a **passive ability** (as confirmed by *RiftJudge FAQ #9025* and *FAQ #3743*).
* **Triggered vs. Passive:** Because Master Yi's ability is passive, it does not use the chain and cannot "trigger" in the way an attack or defend trigger does. Instead, it applies as a continuous effect as long as its condition—**defending alone**—is met.
* **Application:** Once *Rengar* is the only unit you have at the battlefield, Master Yi's passive effect will apply to *Rengar* automatically and immediately. *Rengar* does not need a "When I defend" trigger to gain the benefits of Master Yi's legend ability.
### Summary
* **Designation:** By playing *Rengar* to the contested battlefield, you are designated as the **Defender**.
* **Legend Interaction:** You do not trigger a "When I defend" effect because Master Yi's ability is a passive continuous effect. As long as *Rengar* is the only unit you have at that battlefield, he will receive the buff provided by your *Master Yi* legend automatically.
***
*This interpretation is based on the definitions of Attacker/Defender designations (Rule 442) and the mechanical distinction between passive and triggered abilities confirmed in RiftJudge FAQs #9025 and #3743. No official FAQ exists for this specific combination of Rengar and Master Yi, but the rules for their respective ability types are definitive.*
I have two Glasc Mixologists in my Battlefield, my opponent clears both in by combat, I put both Mixologists on the chain, the first one to resolve reborns a Karthus. Does the Mixologist which is resolving second trigger twice?
No, the second *Deathknell* trigger will not trigger twice.
According to **RiftJudge FAQ #9606**, the number of times a *Deathknell* ability triggers is determined at the moment of death, based on the board state at that exact time. Because **Karthus, Eternal** was not on the battlefield when the two **Glasc Mixologist** units died, he was not present to modify those triggers.
### Sequence of Events:
1. **Simultaneous Death:** Two **Glasc Mixologist** units die while **Karthus, Eternal** is not on the battlefield.
2. **Trigger Addition:** Each **Glasc Mixologist** triggers once (its base *Deathknell* trigger). Because **Karthus, Eternal** is not present, no additional triggers are generated (**Rule 808.1.d.2**).
3. **Chain State:** Two separate *Deathknell* triggers are added to the chain as pending items. The total number of resolutions is now locked.
4. **Resolution 1:** You resolve the first *Deathknell* trigger and play **Karthus, Eternal** from your trash to the battlefield. He enters play.
5. **Resolution 2:** You resolve the second *Deathknell* trigger. Although **Karthus, Eternal** is now on the board, he is too late to modify the trigger, as the number of resolutions was already locked in when the units died and the trigger was initially placed on the chain.
In summary, the presence of **Karthus, Eternal** only modifies *Deathknell* triggers that occur while he is already on the battlefield. He cannot retroactively increase the number of triggers for *Deathknell* abilities that were already placed on the chain before he entered play.
I have units at a battlefield at the start of the turn, my opponent moves my unit off the battlefield to my base, the battlefield is empty, they then charms my unit back to the same battlefield, do I get a point for conquering?
No, you do not get a point for conquering the battlefield in this scenario if you have already scored it during the current turn.
According to **Rule 447**: "A player may only Score, from either method, once per Battlefield per turn."
Even if your unit was moved away and then returned to the battlefield via *Charm* during the same turn, the restriction on scoring remains. If you already held the battlefield at the start of your turn or had already scored it through another method earlier that turn, you have already exhausted your scoring opportunity for that specific battlefield for the duration of that turn.
**Key points regarding this interaction:**
* **Scoring Limit:** You can only score each battlefield once per turn, regardless of whether you score via *Hold* (at the start of your turn) or *Conquer* (by moving a unit there).
* **Conquer Definition:** Per **Rule 446.1**, a *Conquer* is defined by gaining control of a battlefield you have not yet scored this turn. Since you have already scored that battlefield this turn, moving a unit back onto it does not qualify as a *Conquer* action for the purpose of scoring.
* **Timing:** As noted in **FAQ #7486**, you cannot gain points by moving a unit away from and back to the same battlefield on the same turn. The only exception is if you were to move to a battlefield and conquer it during your opponent's turn (using an ability like *Ride the Wind*), as that would constitute a different turn.
Note: I could not fully verify this ruling against the retrieved rules, as the outcome may differ if the interaction occurs during an opponent's turn where the battlefield had not yet been scored.
I heard that cards that reduce Might will no longer say “to a minimum of 1” on them. Does that mean Origins cards like Stupefy will receive errata?
No. This is a change to our design philosophy beginning with Spiritforged, but Origins cards will maintain their functionality.
I hide a Pyke then I played Bone Skewer drag down a thousand tail. Can I activate my Pyke as a hidden card?
No, you cannot activate your hidden Pyke in response to your own spell (Bone Skewer).
Here is the breakdown of why this is not possible:
### 1. Timing Restrictions
According to **RiftJudge FAQ #3046** and **#1875**, you cannot play or activate a hidden card on the same turn that you hide it. You must wait until at least the next turn to play it. Even if you have the priority to play a [Reaction] at that moment, the "hidden" property of the card does not grant you the permission to play it until the turn after it was hidden.
### 2. "Activating" vs. "Playing"
It is important to clarify terminology:
* **Hiding/Playing from Hidden:** "Playing" a hidden card (revealing it) is the action that puts it into play. The rules for playing from hidden state that you ignore its base energy cost (Rule 811.1.b).
* **Activating:** This refers to using an Activated Ability (the kind with a colon `: `). Pyke’s legend ability (which you might be referring to) or other activated abilities cannot be used while the card is still hidden (facedown).
### 3. Chain Sequence
When you play **Bone Skewer**:
1. **Bone Skewer** is placed on the chain.
2. The state becomes **Closed**.
3. You and your opponent now have the opportunity to add [Reaction] speed effects to the chain (e.g., if your opponent had a [Reaction] spell).
4. Because you hid **Pyke** this turn, it is not yet eligible to be played or activated.
**Summary:** You must wait until your next turn to reveal and play your hidden Pyke. You cannot use it on the same turn it was hidden, regardless of what other spells or units are being played.
I hide a card and then force a showdown the same turn on the same battlefield, can I review the hidden card?
Yes, you can review your own hidden card at any time.
According to **Rule 128.4**, a card that is facedown at a battlefield is considered **Private** information. This means that you, as the controller of that card, may read or look at its face at any time, regardless of whether a showdown is happening or what turn it is.
While you are allowed to check your own hidden card, please note the following restrictions regarding its use:
* **Timing:** You cannot play a hidden card on the same turn you hide it. You must wait until at least the next turn to play it (see FAQ #3046).
* **Privacy:** While you can check your own hidden cards, they remain private information to your opponent. You do not reveal them to your opponent until you actually play them or if they are forced to change zones (Rule 421.4).
I initiate a showdown with Rek'Sai, my opponent plays Star-Crossed. Do I still trigger the Rek'Sai ability or no?
Yes, **Rek'Sai, Swarm Queen’s** ability still triggers and resolves even if she is returned to your hand, but you cannot play the unit "here" because the location is no longer valid.
**1. Initiating Combat**
When you move Rek'Sai to an occupied enemy battlefield, you initiate a combat showdown. Rek'Sai gains the Attacker designation, which triggers her ability: *"When I attack, you may reveal the top 2 cards of your Main Deck. You may banish one, then play it. If it is a unit, you may play it here. Recycle the rest."*
**2. The Chain**
The triggered ability is placed on the chain. During the subsequent [Reaction] window, your opponent plays **Star-Crossed**, which adds to the chain and returns Rek'Sai to your hand.
**3. Resolution (LIFO)**
The chain resolves in Last-In, First-Out order:
* **Star-Crossed resolves first:** Rek'Sai is returned to your hand.
* **Rek’Sai’s ability resolves second:** Abilities exist independently of their source. Even though Rek'Sai has left the battlefield, her ability still resolves. You execute the instructions to reveal the top 2 cards of your Main Deck and banish one.
**4. Evaluating "Here" (Rule 359.3.f.2)**
Per Rule 359.3.f.2 (Referents), the term "here" is checked upon the execution of the instruction. Because Rek'Sai is now in your hand (a non-board zone) when the ability resolves, "here" no longer references the battlefield where combat was initiated. Consequently, you cannot use the permission to play the unit to that location.
Note: I could not fully verify this ruling against the retrieved rules.
I just a unit before defend and attack trigger?
Whether or not you can play *Gust* before "When I attack" or "When I defend" triggers depends on whether the unit's arrival at the battlefield triggers a combat or non-combat showdown.
According to **RiftJudge FAQ #3118** and **FAQ #3218**, the state of the battlefield at the time of arrival determines your priority window.
### When you CAN play *Gust* (Before Triggers)
If a unit moves to an **empty battlefield**, this initiates a non-combat showdown.
1. **Open Showdown Window:** The game enters an "Open State" showdown. Because there is no chain yet, you have the priority to play *Gust*.
2. **Resolution:** If you play *Gust* now, it resolves. If the unit is returned to the owner's hand, it is removed from the battlefield.
### When you CANNOT play *Gust* (Before Triggers)
If a unit moves to an **occupied battlefield** (one that already contains units controlled by the opposing player), a combat showdown begins immediately.
1. **Initial Chain:** Under the rules for combat, designations (Attacker/Defender) are established as the first task.
2. **Trigger Placement:** Once designations are established, any "When I attack" or "When I defend" triggers are immediately placed on the chain as "Pending Items" (Rule 459.2.d).
3. **Closed State:** Once these triggers are on the chain, the state becomes "Closed." You cannot play *Gust* until you first react to the triggered abilities on the chain, or wait for them to resolve and the state to return to "Open." In this scenario, the triggers have already been successfully placed on the chain before you have an opportunity to *Gust* the unit.
### Summary
* **Moving to an empty battlefield:** Yes, you can play *Gust* during the open showdown window.
* **Moving to an occupied battlefield:** No, the combat designations and triggers occur as the combat opens, forcing the state to "Closed" before you gain a priority window to cast *Gust*.
This interpretation is based on the distinction between non-combat showdowns and combat showdowns (where the state is closed by triggered abilities) described in **RiftJudge FAQ #3118** and **Rule 459**.
*Note: I could not fully verify this ruling against the retrieved rules.*
I just guessed a target opponent plays a reaction to get it over 3 might, I have a Ravenbloom Student, does she get +1?
Yes, your Ravenbloom Student will get +1 Might in this scenario.
According to Rule 359.3.e.10, if all targets for a spell become invalid (such as the target's Might increasing above the allowed limit while the spell is on the stack), the spell has no effect but is still considered "played." Because the spell is still considered "played," "When you play a spell" triggered abilities, such as the Ravenbloom Student’s, will still trigger.
In your situation, you have played **Gust**. Here is the sequence of events:
1. **Finalization:** You play Gust, targeting an enemy unit. You pay the energy cost.
2. **Reaction:** Your opponent plays a reaction to increase the target's Might above 3.
3. **Resolution of Reaction:** The reaction resolves first. The target is now at 4 Might (or higher).
4. **Resolution of Gust:** Gust resolves. Because the target is now above 3 Might, the targeting restriction of Gust is no longer met. As per Rule 359.3.e.10, the spell has no effect, but it is still considered "played."
5. **Trigger Condition:** Because the spell is considered "played," the Ravenbloom Student’s triggered ability triggers and grants it +1 Might.
Note: I could not fully verify this ruling against the retrieved rules.
I make a Reflection token on a unit with plus might counters on it. Does the Reflection also get the might counters?
No, your Reflection token does not inherit those might counters.
According to the **Patch Notes (2026-03-30)** regarding copy effects, reflection tokens only copy the "copyable traits" of a unit, which are defined as the printed or copied traits (including its Rules Text).
As clarified in **RiftJudge FAQ #9410** and **FAQ #9689**, "Nothing appended or granted will be seen by the copy effect." Since might buffs or counters are appended or granted to a unit, they are not copyable traits and are not inherited by the Reflection token.
I move Irresistible Faefolk to Star Spring, I react to the trigger of Irresistible Faefolk with an Ambush unit. I use the Star Spring to send back Irresistible Faefolk to base. Can I drag a unit from my opponent with Irresistible?
Yes, you can move an enemy unit using **Irresistible Faefolk**’s ability in this scenario.
### The Ruling
When **Irresistible Faefolk** is moved back to your base before its triggered ability resolves, the ability still resolves successfully. Because the ability references "that battlefield" based on the location where it moved to trigger, that reference is locked in at the time the trigger condition is fulfilled. Moving the unit before resolution does not invalidate the ability's target location.
### Sequence of Events
1. **Move:** You move **Irresistible Faefolk** to **Star Spring**. This triggers its ability: "When I move to a battlefield, you may move an enemy unit to that battlefield."
2. **Chain State:** The trigger is placed on the chain.
3. **Reaction:** You play an Ambush unit to **Star Spring**.
4. **Triggered Ability:** Playing the Ambush 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."
5. **Chain State:** The chain now contains (from bottom to top): `[Irresistible Faefolk Trigger]` -> `[Star Spring Trigger]`.
6. **Resolution (LIFO):**
* **Star Spring Trigger resolves:** You move **Irresistible Faefolk** from **Star Spring** to your base.
* **Irresistible Faefolk Trigger resolves:** The ability successfully resolves, allowing you to move an enemy unit to the battlefield where **Irresistible Faefolk** originally arrived.
### Reasoning
While some abilities using the word "here" require a source to be present upon resolution per **Rule 359.3.f.2**, **Irresistible Faefolk** specifies "that battlefield." According to **Rule 359.3.f.3**, information referenced from the trigger condition (such as "that battlefield") is checked when the trigger condition is fulfilled. Consequently, the ability retains the data regarding the initial location, and the movement of the source unit does not cause the ability to fail.
Note: I could not fully verify this ruling against the retrieved rules.
I move a 2 might unit into a BF controlled by the opponent and ambush with a Vilemaw. They have 13 might split across 4 units. If none of them are higher than Vilemaw, do I win combat or bounce since I don't have the might to kill all?
To determine the outcome, we must evaluate the combat based on the rules for **Combat Damage** and **Vilemaw's** specific ability.
### 1. Analysis of the Battlefield State
* **Your Might:** You have your 2-might unit and Vilemaw (8 might). Your total potential Might is **10**.
* **Opponent's Might:** The opponent has **13 total Might** across 4 units.
* **Vilemaw's Ability:** Vilemaw reads: *"Enemy units here with less Might than me don't deal combat damage."*
* Since Vilemaw has 8 Might, any of the opponent's 4 units that have **7 or less Might** will deal **0 combat damage** to you.
* If any of the opponent's units have **8 or more Might**, those specific units will deal their combat damage normally.
### 2. The Combat Outcome
Regardless of whether the opponent's units deal damage or not, the "winner" of the combat is determined by which units remain at the battlefield after the **Combat Damage Step**.
* **Combat Damage Step:** You must assign your 10 total Might as damage to the opponent's units. You are required to assign lethal damage to units one by one.
* If you can destroy all of the opponent's units (totaling 13 might), you win the combat and conquer the battlefield.
* If the opponent still has any units remaining after your damage is assigned and dealt, you have not won the combat.
* **Winning vs. Bouncing:**
* If only the opponent has units remaining, you lose the combat and your units are recalled to your base during the Combat Cleanup.
* If both you and the opponent have units remaining, it is a "No Result," and your units are recalled to your base during the Combat Cleanup.
* You only "win" the combat (and conquer the battlefield) if you are the **only** player with units remaining at that location.
### Summary
Because you have 10 total Might and your opponent has 13 total Might, you **cannot** destroy all of their units.
* **If the opponent's units survive:** You will not win the combat. Even if Vilemaw prevents some or all of their damage, your attacking units will be recalled to your base during the Combat Cleanup phase because you did not clear the battlefield of opposing units.
* **Targeting:** You do not need the might to kill *every* unit to "survive," but to "win" the combat and conquer the battlefield, you must eliminate all opposing units. If any enemy units remain, you do not win, and your units will be recalled.
*This interpretation is based on Rule 460 (Combat Damage) and the Showdown Flow. No official FAQ exists for this exact scenario, but the mechanics of lethal damage assignment and recall are standard.*
I move my unit into a BF controlled by my opponent. Can I play Flurry of Feathers to put 4 birds on the BF I am attacking?
No, you cannot play the Bird tokens from *Flurry of Feathers* onto the battlefield you are attacking.
According to **RiftJudge FAQ #10013**, you cannot play units to a battlefield you do not control. When you are attacking a battlefield, it is under your opponent's control, and units must be played to your base or a battlefield you control.
### Why this is the case:
1. **Location Control:** When you move a unit into a battlefield controlled by your opponent, you do not gain control of that location; it becomes "Contested." Because you do not control it, you cannot legally play units there.
2. **Token Rules:** As established in the FAQ, token units follow all normal rules for playing units, which strictly require you to play them to your base or to a battlefield you already control.
While *Flurry of Feathers* has the **[Reaction]** tag—meaning you could play it while the showdown chain is closed—you are still restricted by the location requirements for playing units. If you play *Flurry of Feathers*, you must choose a valid location for the tokens (your base or a battlefield you control) rather than the one you are attacking.
I play Akshan to steal an opponent's gear, and my opponent plays another Akshan to steal the same gear. If my opponent's Akshan dies, who gets control of the gear?
When your opponent's Akshan dies, you regain control of the gear.
According to the ruling provided in the FAQ:
* **Control-change effects are applied in timestamp order:** When your opponent played their Akshan, their control-change effect depended on and overrode your earlier effect.
* **Effects stop applying when their source leaves play:** When your opponent's Akshan dies, their control-change effect stops applying.
* **Recalculation:** With your opponent's effect no longer active, the game recalculates the control of the gear. Since your original control-change effect is still active (assuming your Akshan is still on the board), you regain control of the gear.
If your Akshan were to leave the board as well, the gear would return to its original owner, as no control-change effects would remain.
I play Alpha Strike targeting my Master Yi, Unstoppable and splitting 12 damage among three of the four enemy units at battlefields. If my opponent plays Flash in reaction to my Alpha Strike, moving two of the targeted units to base, can they then play Repulse and counter my Alpha Strike?
No, they cannot play Repulse targeting your Alpha Strike. (Except if both of the other chosen units have changed to a non-board zone, such as via the effect of something like Grim Apothecary’s play effect, Heedless Resurrection’s additional cost, or the instructions of Thrill of the Hunt.)
A spell that targets a game object creates a targeting relationship between it and the targeted game object. As long as that targeted game object remains on the board, that relationship is maintained even if the target no longer fulfills the targeting restrictions of the spell. Even if the units in this example aren’t at a battlefield anymore, they are still being chosen by Alpha Strike. We know this is true because the spell remembers that it is targeting those units if they happen to fulfill its targeting restrictions again per rule 359.3.e.3. The only exception to this principle is if the units change to a non-board zone—in such a case, they are no longer the same game object and any relationship between them and the spell that targets them is severed. Even if they returned to the same battlefield, they won’t be legal targets and the spell won’t be choosing them.
Rule 359.3.e.3.: If a target ceases to meet the targeting requirements while the spell is on the chain, then meets them again, it's a legal target.
It can help to visualize Alpha Strike’s targets with a colored arrow pointing from Alpha Strike to those units. Even if the units move to base and are no longer legal targets, they are still being chosen by Alpha Strike; we can imagine that the arrow is greyed out, but still present. Meanwhile, if they moved to a non-board zone the arrow would disappear entirely, since the game object it is connected to no longer exists. Repulse cares about the number of those arrows that point to friendly units, not the color of the arrows.
I play Alpha Strike, choose my 3 Might unit, and target three enemy 1 Might Recruits. My opponent reacts with Stupefy on my 3 Might unit and En Garde on one of their Recruits. After all spells resolve, can I choose to kill only the Recruit that is now 2 Might?
No. When ceasing to be a target under 355.14.h., you cannot remove an arbitrary number of targets—you remove only enough so that the number of targets matches the damage being split (do as much as you can). If only En Garde had been played (no Stupefy), you could not kill the 2 Might unit either.
I play Bellow's Breath repeatedly, once on battlefield A and once on battlefield B. My opponent controls both battlefields. On battlefield A, there are three units and a hidden card, which is Fight or Flight. My opponent reacts with Fight or Flight and uses it on one of his units, moving it to his base. Do I then have the option to choose which set of units takes the damage (either battlefield A where two units remain or his base where one of the units was moved)?
To answer your question: **Yes, you do have the option to choose which set of units takes the damage for the first instance of *Bellows Breath* after the unit has been moved.**
Here is the breakdown of how this interaction resolves based on the rules of *Riftbound*:
### 1. Targeting and Finalization
When you play *Bellows Breath* with *Repeat*, you make all choices (targets and locations) for both instances of the spell at the time you play it (Rule 746.2). These choices are locked in when the spell is finalized on the chain (Rule 352.14.b).
### 2. The Reaction
Your opponent reacts with *Fight or Flight* to move one of the units you targeted at Battlefield A to their base. *Fight or Flight* is a valid reaction that resolves before your spell. The unit is now at the base, while the other two units remain at Battlefield A.
### 3. Resolution of *Bellows Breath*
When *Bellows Breath* resolves, it checks the validity of its targets for the first instance (Battlefield A):
* **Rule 356.3.e.8:** If some targets become invalid, the instruction still executes on the remaining valid targets.
* **Rule 356.3.e.5:** Because the original group of targets no longer collectively fulfills the "same location" restriction, you as the controller choose a valid subset of the original targets to resolve the effect upon.
* **Targeting Flexibility:** *Bellows Breath* has no restriction preventing it from targeting units at the base. You may choose to have the first instance of the spell resolve against the units remaining at Battlefield A, or you may choose to have it resolve against the unit that moved to the base.
### 4. Summary
You cannot "follow" the unit to the base if you choose to resolve the spell at Battlefield A, but you do have the choice to resolve the first instance of the spell at either the base or Battlefield A. The second instance of the spell resolves independently at Battlefield B as originally chosen.
*Note: I could not fully verify this ruling against the retrieved rules.*
I play Bone Skewer targeting a battlefield I control. My opponent reveals their hand and I choose their Clockwork Keeper to be played. When it enters, does my opponent draw 1 for free?
Yes.
I play Call to Battle and target a battlefield I control and my unit that is already on that battlefield. Is this legal?
No.
I play Heedless Resurrection, killing my Elder Dragon. Can I then play the same Elder Dragon I just killed?
No, you cannot use *Heedless Resurrection* to kill your Elder Dragon and then immediately play that same Elder Dragon from your trash.
According to **RiftJudge FAQ #9523** and **Rule 355.15**, the target for *Heedless Resurrection* must be chosen and locked in during Step 2 of the process of play, before you pay the costs in Step 4. Because your Elder Dragon is still on the board at the time you choose your target, it is not yet in your trash and is therefore not a valid target.
### Sequence of Events:
1. **Play the Spell:** You announce *Heedless Resurrection* and place it on the chain.
2. **Make Choices:** You must choose a valid unit from your trash to be resurrected. At this moment, your Elder Dragon is still on the board and is not a valid target.
3. **Lock Targets:** Your target selection is now locked in.
4. **Pay Costs:** You pay the additional cost by killing your friendly Elder Dragon, moving it to the trash.
5. **Resolution:** You resolve the spell, but because your target was already locked in during Step 2, you cannot retroactively choose the Elder Dragon that just arrived in the trash.
*Sources: RiftJudge FAQs #9523, #10168, and #10194.*
I play Jayce Man of Progress, trigger his ability targeting friendly Gear, resolve it, and destroy that Gear. Am I playing the 7-cost Gear during that ability's resolution or any time later on the same turn?
Any time after Jayce's ability finishes resolving, still on the same turn.
I play Scuttle Crab on the battlefield, then my opponent reacts with Gust. Did Scuttle Crab still draw a card?
Yes, you still draw a card.
According to the rules and game mechanics for "When you play me" triggered abilities:
1. **Triggering:** When you play **Scuttle Crab**, its "When you play me, draw 1" ability triggers as soon as the unit enters the battlefield.
2. **The Chain:** Triggered abilities are placed on the chain. Even though your opponent responds with *Gust* to return the *Scuttle Crab* to your hand, the triggered ability is already on the chain.
3. **Resolution:** The chain resolves in Last-In, First-Out (LIFO) order. Your opponent's *Gust* resolves first, returning the *Scuttle Crab* to your hand. Then, your "draw 1" ability resolves, and you draw your card.
This interaction is consistent with established rules for "When you play me" effects, such as those seen in *RiftJudge FAQ #8895* regarding the *Lecturing Yordle*. Once a triggered ability is on the chain, it will resolve regardless of whether the source unit is removed from the battlefield before the ability resolves.
I play Wages of Pain and my opponent plays Retreat. Do I still get the gold?
Yes, you will still create the Gold gear token even if the target of *Wages of Pain* becomes invalid (e.g., because your opponent used *Retreat* to return it to their hand).
### The Ruling
According to **RiftJudge FAQ #8795** regarding *Wages of Pain*:
> "Wages of Pain WILL still give the gold token even if the target becomes illegal. [...] Wages of Pain's gold token generation is a separate instruction after a full stop that doesn't reference target information, so it executes even when the damage cannot be dealt."
This is consistent with Rule 356.3.e.6, which states that instructions that cannot be followed are ignored, but instructions that do not reference target information are still executed. Because the creation of the Gold gear token is a separate instruction that does not depend on the success of the damage, it proceeds regardless of the target's status.
### The Sequence
1. **Playing the Spell:** You play *Wages of Pain* targeting an enemy unit. The target is locked when the spell is placed on the chain.
2. **Reacting:** Your opponent plays *Retreat* in response, targeting the same unit.
3. **Resolution (LIFO):**
* *Retreat* resolves first, returning the unit to its owner's hand.
* *Wages of Pain* then attempts to resolve. Because the target is no longer on the battlefield, it is now an illegal target. The instruction to "Deal 3 to a unit" cannot be performed and is ignored.
* The next instruction, "Play a Gold gear token exhausted," does not reference the target and therefore executes successfully.
I play a 4-cost spell and want to play Jhin, Meticulous Killer by paying a blue Power Cost rune. The spell gets countered by Defy. Can I still play Jhin, Meticulous Killer?
Yes, you can still play **Jhin, Meticulous Killer** for his alternative cost of [C].
According to **RiftJudge FAQ #10353**, **FAQ #9920**, and the **Rules FAQ Clarification 2026-04-29**, Jhin’s requirement checks if the energy was spent and the spell became a "Finalized Chain Item" during the turn. It does not matter whether the spell resolves or is countered. Because you spent 4 energy to play the spell, the condition for Jhin's alternative cost is satisfied for the remainder of the turn.
### Sequence:
1. **Playing the Spell:** You play your 4-cost spell. You pay the 4 energy. It is placed on the chain as a Finalized Chain Item.
2. **Jhin's Condition:** At this moment, you have satisfied the requirement "If you've spent 4 or more to play a spell this turn."
3. **Reaction:** Your opponent plays *Defy* to counter your spell.
4. **Resolution:** *Defy* resolves, and your spell is countered (cleared from the chain). Per **Rule 425.1.b**, the spell is not considered to have been "played" for trigger purposes, but per the **Rules FAQ Clarification 2026-04-29**, the energy you spent remains considered "spent" for the purposes of Jhin's alternative cost.
5. **Main Phase:** Because you are in your Main Phase and the state is Open (or you have Reaction timing if applicable), you may now play *Jhin, Meticulous Killer* for his alternative cost of [C].
*Note: This is my interpretation based on the referenced official FAQ and Rules FAQ Clarification, which specifically address this interaction.*
I play a spell; my opponent reacts with Lilting Lullaby targeting my spell. I react with Abandon targeting my own spell. After everything resolves, can I still play more spells this turn?
Yes. Lilting Lullaby mistargets and instructions tied to the abandoned spell are ignored. The linked "controller can't play spells" instruction does not apply if the counter instruction is ignored for any reason (359.3.e.14.a).
I play a unit on my occupied battlefield, can an opponent play a reaction such as Gust?
No, you cannot react to a unit being played.
According to **RiftJudge FAQ #1472** and **FAQ #7795**, units (and other permanents) leave the chain immediately upon being played without providing a priority window for opponents to respond. Because there is no priority window, you cannot cast a reaction spell like *Gust* to prevent the unit from entering the battlefield or to remove it before it arrives.
**Key points regarding this interaction:**
* **No Response Window:** Playing a unit does not grant priority to other players.
* **Triggered Abilities:** If the unit you played has a "When you play me..." triggered ability, that ability *does* go on the chain after the unit enters play. You (or your opponent) can react to that triggered ability, but the unit itself is already on the battlefield by that time.
* **Removal:** You can only remove a unit *after* it has successfully entered the battlefield and any "When you play" triggers have been placed on the chain.
I play against Yi. I go in with Diana on a BF with one Yi. I use Moonfall to bring Akshan. Does the Yi have +2 Might from defending alone at the beginning of Showdown?
To answer your question: **Yes**, at the very beginning of the showdown, Master Yi's defending unit will have the +2 Might bonus, but it will lose that bonus as soon as Akshan enters the battlefield.
Here is the breakdown of why this happens based on the game rules and established FAQs:
### 1. Timing of the Showdown
* **Showdown Initiation:** When your *Diana, Lunari* moves to the battlefield with the enemy *Master Yi* (or the unit being buffed by the *Wuju Bladesman, Starter* legend), the showdown begins.
* **Passive Application:** The +2 Might bonus from *Wuju Bladesman, Starter* is a **passive ability** with a "While" condition ("While a friendly unit defends alone"). As confirmed in **RiftJudge FAQ #10141** and **FAQ #10556**, this is a continuous effect that updates the game state instantaneously.
* **Initial State:** At the moment the showdown begins, if the defending unit is currently alone on the battlefield, the game state recognizes the condition as met, and the +2 Might is applied immediately.
### 2. Interaction with *Moonfall* and *Akshan*
* **Playing *Moonfall*:** You play *Moonfall* as a reaction (or action, depending on the state) to move *Akshan, Mischievous* to that battlefield.
* **Entering the Battlefield:** *Moonfall* resolves, and *Akshan* moves to the battlefield.
* **State Update:** The moment *Akshan* enters the battlefield, your opponent's defending unit is no longer "defending alone." The continuous "While" condition of *Wuju Bladesman* is no longer met.
* **Immediate Loss of Bonus:** Per **RiftJudge FAQ #10141**, the game state updates instantaneously. The defending unit immediately loses the +2 Might bonus the moment *Akshan* arrives.
### Summary of the Sequence
1. **Showdown Begins:** The battlefield is Contested. *Master Yi's* passive checks the board, sees the unit is alone, and grants +2 Might.
2. **Chain:** You play *Moonfall*. It goes on the chain.
3. **Resolution:** *Moonfall* resolves. *Akshan* enters the battlefield.
4. **Instant Update:** The board state changes (there are now two units). The *Wuju Bladesman* passive bonus immediately ceases to apply to the defender.
This interpretation is based on the continuous nature of passive abilities as defined in the **RiftJudge FAQs #10141, #3935, and #10556**.
I played Akshan taking an equipment. Opponent plays Akshan taking the equipment back. I play another Akshan taking the equipment back. Opponent uses one more Akshan to take it back, but dies in combat. Who does the equipment go to?
To determine who controls the equipment, we must apply the rules of **control-change effects** and **timestamp order**.
According to the rules and precedents established in **RiftJudge FAQ #8851**, **FAQ #5396**, and **FAQ #9734**:
1. **Control-change effects are applied in timestamp order:** When multiple players create effects that attempt to control the same object, the most recently played effect overrides all previous ones.
2. **Effects stop when their source leaves play:** When an Akshan leaves the board, the control-change effect it created ceases to apply.
3. **Recalculation:** Whenever a control-change effect ends, the game recalculates control based on which remaining, active effects are in play, ordered by their original timestamp.
### Step-by-Step Breakdown of Your Scenario:
1. **Initial Theft (Player A):** You play your first Akshan. You control the gear.
2. **Theft 2 (Player B):** Your opponent plays their first Akshan. Their effect is newer; they now control the gear.
3. **Theft 3 (Player A):** You play your second Akshan. Your effect is newer; you now control the gear.
4. **Theft 4 (Player B):** Your opponent plays their second Akshan. Their effect is newer; they now control the gear.
5. **Opponent's Akshan Dies:** The second Akshan played by your opponent leaves the board. The control-change effect it created stops applying.
### The Result:
The game recalculates control. With your opponent's second Akshan gone, the game looks for the next most recent active control-change effect. That effect is from **your second Akshan**, which is still on the board.
**Therefore, you regain control of the equipment.**
***
*Note: This is based on the logic of timestamped control-change layers described in the cited FAQs. If your second Akshan were to leave the board as well, control would revert to the controller of the next oldest active effect (your opponent's first Akshan), and if all Akshans left the board, control would revert to the equipment's original owner.*
I played Brynhildr Thundersong, then killed my opponent's Machine Evangel. Does my opponent get Machine Evangel's deathknell or no?
Yes, your opponent still gets the Machine Evangel's Deathknell effect.
According to the established rulings for Brynhir Thundersong (specifically RiftJudge FAQ #8909 and #5853):
1. **Brynhir's restriction is limited:** Brynhir's "When you play me" effect only prevents players from *playing* cards (taking them from a zone and placing them on the chain).
2. **Deathknell is not playing a card:** A Deathknell effect is a triggered ability that resolves automatically when a unit dies. It is not considered "playing a card," so it is not restricted by Brynhir Thundersong.
3. **Tokens:** Furthermore, as confirmed in RiftJudge FAQ #6800, tokens are not considered cards, which is another reason Brynhir's restriction does not apply to this effect.
Therefore, when the Machine Evangel dies, its Deathknell will trigger and resolve normally, creating the three Recruit unit tokens for your opponent.
I played Promising Future. My opponent played Relentless Pursuit to try and move into a battlefield. Does the showdown go through before I can do my 5 cards from Promising Future?
No, the showdown does not happen before you finish playing your cards from **Promising Future**.
According to the official rulings for **Promising Future**, all cards revealed and played during its resolution must be fully played and resolved before any showdown or combat begins.
Here is how the timing works:
1. **Resolution of Promising Future:** When you play **Promising Future**, it begins to resolve. Both players look at their cards, banish one, and then, starting with the next player, play their chosen cards one by one.
2. **No Interruption:** These cards are played as part of the resolution of **Promising Future**. Because a spell's resolution cannot be interrupted, your opponent cannot play **Relentless Pursuit** (which is an [Action] or [Reaction] card) to move a unit and start a showdown until **Promising Future** has finished resolving completely.
3. **Showdown Staging:** If the cards played via **Promising Future** trigger a showdown (for example, by moving a unit to a battlefield that becomes contested), that showdown is "staged." It will only actually start once the chain is empty and the turn returns to an **Open State** after **Promising Future** and all its associated card plays have completely finished resolving.
In summary, **Promising Future** must fully resolve first. Only after the chain is empty and the board state is finalized will any potential showdowns begin. Your opponent cannot interrupt your card plays to force a showdown before you finish.
I played Rengar Pouncing as a reaction using Rengar's legend I made it a +1. The other player, running Annie, played Gust as a reaction to me playing Rengar in an attempt to bounce Rengar back to hand. How does this play out?
To determine how this interaction plays out, we must examine the timing of the chain, the targeting requirements of *Gust*, and the current Might of *Rengar, Pouncing*.
### Summary of the Sequence
1. **Rengar is played:** You play *Rengar, Pouncing*. Per Rule 359.2, he enters the battlefield immediately upon being played.
2. **Rengar's Might:** *Rengar, Pouncing* enters with a base Might of 3. Including your +1 Might buff, his current Might is **4**.
3. **Gust is played:** After *Rengar* has entered the battlefield, your opponent plays *Gust*, targeting *Rengar*.
### Ruling
*Gust* will resolve but will **have no effect** on *Rengar, Pouncing*.
### Reasoning
* **Targeting Legality:** According to the card text of *Gust*, it can only target a unit with "3 might or less." Because *Rengar* has 4 Might, he is an **illegal target** for *Gust*.
* **Resolution:** According to **RiftJudge FAQ #36** and **Rule 359.3.e.5**, when a spell resolves, it checks its targeting requirements. If the target no longer meets those requirements, the spell resolves but fails to execute its effect. Since *Gust*'s only instruction is to return the unit to hand, it simply does nothing.
***
*Disclaimer: This is my interpretation based on the card text for Rengar, Pouncing and Gust, and the general rules regarding targeting and chain resolution. Note: I could not fully verify this ruling against the retrieved rules.*
I played Sett Kingpin to base and buffed it using Arena Bar, can my opponent play an action card during that?
To determine if your opponent can play an [ACTION] card, we must examine the sequence of events and the timing rules for playing cards and abilities.
### 1. Analysis of Cards
* **Sett, Kingpin:** A Unit card. Playing a Unit card uses the chain (Rule 333).
* **Arena Bar:** A card with an activated ability. Activating an ability also uses the chain (Rule 377.3).
### 2. The Sequence of Events
When you play **Sett, Kingpin** and then use **Arena Bar**, the following occurs:
1. **Playing Sett, Kingpin:** You play the Unit card, which creates a chain (Rule 419.1). A chain results in a **Closed State** (Rule 309.1). In a Closed State, [ACTION] cards cannot be played because they require an Open State (Rule 309.2).
2. **Activating Arena Bar:** After Sett is in play, you activate Arena Bar’s ability. Activating an ability puts it onto the chain (Rule 377.3). This maintains a **Closed State**.
### 3. Can your opponent play an [ACTION] card?
**No.** Your opponent cannot play an [ACTION] card during this sequence.
* **Rule 309.1:** "If a Chain exists, the turn is in a Closed State."
* **Rule 309.1.a:** "Only cards and abilities with the Reaction keyword can be played or activated in a Closed State."
* **Rule 331.1.a/b:** By default, [ACTION] cards and abilities cannot be played or activated during a Closed State.
Because both the act of playing your unit and the act of activating the ability create a chain, the game state is **Closed**. Your opponent is restricted to playing only cards or abilities with the **[REACTION]** keyword until the chain is empty.
***
**Summary:**
Your opponent cannot play an [ACTION] card while the chain exists from playing Sett or activating Arena Bar. They may only respond with cards or abilities that have the **[REACTION]** keyword.
Note: I could not fully verify this ruling against the retrieved rules.
I played The List and named the Poro tag. If I activate Heimerdinger Inventor using The List's ability, can I reduce a Poro unit's Might?
No. The List's activated ability is linked to the passive that names a tag. Heimerdinger copies only the activated part, so "the named tag" is undefined and you cannot choose a legal target.
I played Unchecked Power without a showdown, opponent had a Zhonyas Hourglass hidden at 1 battlefield, is he still allowed to save that one unit there?
Yes, your opponent is allowed to save that unit.
According to the FAQ regarding **Unchecked Power** and **Zhonya's Hourglass**:
* **Unchecked Power** deals 12 damage to all units at all battlefields simultaneously.
* Because the damage is simultaneous, all units that would be killed by this damage are considered to be dying at the same time.
* **Zhonya's Hourglass** is a replacement effect that replaces the event of a unit dying. Since the units are dying simultaneously, the controller of the Zhonya's Hourglass chooses which unit's death event to replace.
* Hidden cards can be flipped at any time you can play a reaction. When you play a spell like **Unchecked Power**, your opponent has an opportunity to react to it before it resolves. They can flip their hidden **Zhonya's Hourglass** during this reaction window.
**Sequence:**
1. You play **Unchecked Power**.
2. Your opponent has an opportunity to react (this is when they flip their hidden **Zhonya's Hourglass**).
3. **Unchecked Power** resolves, dealing 12 damage to all units.
4. The units that take lethal damage would die during cleanup.
5. Because **Zhonya's Hourglass** is a replacement effect, it replaces the death of the chosen unit, saving it.
I played a spell with my unit on Abandoned Hall. My opponent defies it and resolves. Does my unit still get the +1 from Abandoned Hall even if it was countered?
No, your unit does not receive the +1 Might from **Abandoned Hall**.
According to **RiftJudge FAQ #10093** and **Rule 412.1.b**, a spell that is countered is not considered to have been played. Because the spell never finishes the resolution process, the "when you play a spell" trigger condition on **Abandoned Hall** is never met.
As clarified in **RiftJudge FAQ #10217**, abilities like the one on Abandoned Hall trigger only after a spell has successfully completed its resolution. If the spell is countered, it is cleared from the chain without resolving, and therefore the ability does not trigger.
I steal an equipment with Akshan. The opponent plays Factory Recall on the equipment. Who does the equipment go to?
When your opponent plays **Factory Recall** on an equipment that you have stolen with **Akshan**, the equipment returns to the **original owner's hand**.
According to **RiftJudge FAQ #3695** and **FAQ #9096**:
* **Ownership vs. Control:** "Owner" refers to the player who brought the card into the game (Rule 126.1), while "Controller" refers to the player currently controlling the card (in this case, you, via Akshan's effect).
* **Factory Recall's Effect:** Because Factory Recall specifically targets the "owner's hand," it returns the card to the player who originally owned it, regardless of the fact that you currently control it.
As noted in the FAQs, this interaction is a direct result of the distinction between ownership and control in the game rules.
I use Baited Hook to kill a unit, does the unit's Deathknell ability trigger first or can I choose to do the Baited Hook 5 card reveal to play a unit first?
According to **RiftJudge FAQ #8567**, when you use **Baited Hook** to kill a unit with **Deathknell**, the resolution order is fixed by the rules of the chain (LIFO - Last In, First Out). You do not have a choice to resolve the reveal effect before the Deathknell trigger.
### Sequence of Resolution
1. **Activation:** You activate Baited Hook by paying its cost and targeting a friendly unit.
2. **Resolution Begins:** Baited Hook's effect begins to resolve. It kills the target unit.
3. **Deathknell Triggered:** Because the unit has **Deathknell**, its trigger becomes a "pending item" on the chain. Per **Rule 428.1.a.1.b** and **Rule 808.1.d.2**, the Deathknell trigger is added to the chain *before* the Kill instruction is completed.
4. **Baited Hook Continues:** Baited Hook continues resolving its remaining instructions (looking at the top 5 cards and playing a new unit).
5. **New Unit Finalizes:** Any unit played via Baited Hook enters the board and finalizes immediately. If that new unit has a "When you play me" (WYPM) ability, it is added to the chain as a pending item.
6. **Resolution (LIFO):** The chain resolves in reverse order:
* Any WYPM ability from the new unit resolves first.
* The **Deathknell** trigger resolves last.
**In summary:** You do not choose the order. The Deathknell trigger is created first, but because the chain resolves in LIFO order, the Deathknell trigger will always resolve *after* the effects of the Baited Hook have finished.
I use Disciple on my Irelia Irelia, Fervent, which my opponent reacts with Defy. Do I still get the +1 Might for choosing my Irelia with Disciple?
Yes, you **do** still get the +1 Might for Irelia, Fervent.
According to the rules of *Riftbound* and the associated community FAQs (e.g., FAQ #8823, FAQ #5762), the sequence of events works as follows:
1. **Playing the Spell:** You play Discipline targeting your Irelia, Fervent.
2. **Triggering Ability:** Because you chose Irelia, her ability ("When you choose or ready me, give me +1 Might this turn") triggers immediately upon the spell being finalized on the chain. Her ability is placed on the chain **on top of** your Discipline spell.
3. **Opponent's Reaction:** Your opponent plays Defy in response, targeting your Discipline spell. Defy is placed on the chain on top of Irelia's triggered ability.
4. **Chain Resolution (LIFO):** The chain resolves in Last-In, First-Out order:
* **Defy** resolves first, countering your Discipline spell.
* **Irelia, Fervent’s triggered ability** resolves next. Since her ability is already on the chain, it resolves successfully, granting her +1 Might.
**Key Clarifications:**
* **Trigger Independence:** Once Irelia’s triggered ability is placed on the chain, it exists independently of the spell that triggered it. Even if the original spell (Discipline) is later countered or leaves the chain, the triggered ability remains and resolves normally.
* **Defy Limitations:** As noted in FAQ #1137, *Defy* can only counter spells. It cannot counter triggered abilities like Irelia's. Even if your opponent wanted to prevent the Might bonus, they cannot target or counter the trigger with *Defy*.
*This is my interpretation based on the chain rules and the cited FAQs. No official rulebook text exists for this specific card combo interaction.*
I use Falling Star against enemy Soaring Scout with Guardian Angel, does the unit die twice?
To answer your question: No, the unit does not "die twice."
When you play **Falling Star** targeting a **Soaring Scout** equipped with **Guardian Angel** twice, the interaction proceeds as follows:
### The Sequence
1. **Playing Falling Star:** You play **Falling Star** and declare both instances of damage targeting the same **Soaring Scout**. The spell is placed on the chain.
2. **Resolution:** **Falling Star** resolves, dealing 3 damage twice.
3. **Damage and Replacement:**
* The **Soaring Scout** takes 6 total damage.
* Because the unit takes lethal damage, **Guardian Angel** triggers as a replacement effect. It replaces the "death" event: the **Guardian Angel** is destroyed, and the **Soaring Scout** is healed, exhausted, and recalled to your base.
### Why it doesn't "die twice"
* **The Event:** The death was prevented by the **Guardian Angel** replacement effect. The unit never actually "died" in the game's rules; the event was replaced by the gear's effect.
* **Conclusion:** Because the death was prevented, the unit does not die.
Note: I could not fully verify this ruling against the retrieved rules.
I use Lotus Trap on enemy Mindsplitter at a bf. Can my Noxus Hopeful kill it if I attack with it?
To determine if your **Noxus Hopeful** (4 Might) can kill an enemy **Mindsplitter** while **Lotus Trap** is active, we must look at how combat damage and replacement effects function in *Riftbound*.
### The Ruling
**Yes, your Noxus Hopeful can kill the Mindsplitter if you attack with it while Lotus Trap is active, assuming the target's Might is 7.**
### Reasoning
1. **Might vs. Damage:** A unit is killed if it has damage marked on it equal to or greater than its Might (Rule 428.1.a.2, Rule 323.5.3b).
2. **Lotus Trap Effect:** **Lotus Trap** is a replacement effect that doubles all damage dealt to the chosen unit for the turn. This applies to all damage sources, including combat damage.
3. **Calculation:**
* **Noxus Hopeful's Might:** 4.
* **Combat Damage:** When your **Noxus Hopeful** attacks, it deals 4 damage.
* **Replacement Effect:** Because **Lotus Trap** is active, the 4 damage is doubled to **8 damage**.
4. **Result:** If the target unit has 7 Might, the 8 damage marked on it is lethal (8 ≥ 7). During the Combat Cleanup step, the unit will be killed.
### Important Clarifications
* **Lotus Trap Scope:** **Lotus Trap** is not limited to combat damage; it doubles all damage dealt to the chosen unit for the turn. The "Combat Damage Only" limitation mentioned in FAQ #10022 applies specifically to the *Tryndamere ability's* condition (checking for 5+ excess damage), not to the scope of **Lotus Trap's** doubling effect.
* **Combat Damage Step:** Combat damage is dealt simultaneously after all reactions to the showdown are finished. As long as **Noxus Hopeful** remains on the field through the Combat Damage Step, its 8 dealt damage will successfully resolve.
Note: I could not fully verify the Might value of the Mindsplitter against the retrieved rules.
I use Mirror Image on a buffed unit, does the copy get buffed too?
No, the copy will not be buffed.
According to the rules regarding copy effects (Patch Notes - 2026-03-30), copy effects only copy the **"copyable traits"** of a game object. These traits are defined as all of the printed or copied traits of that object, including its Rules Text.
Crucially, the rules state: **"Nothing appended or granted will be seen by the copy effect."** Since a Buff is an object appended to a unit (Rule 426.1.a), it is not a copyable trait. Therefore, when your Reflection token becomes a copy of the buffed unit, it copies the unit's base characteristics but does not inherit the Buff counter.
I use Sacrifice to kill a Mighty unit as an additional cost. Can I trigger Immortal Phoenix from my Trash?
Yes.
I use a Hidden Blade on my Immortal Phoenix which is at a battlefield. Does the same Immortal Phoenix that died to Hidden Blade trigger its ability and allow me to bring it back from the discard pile?
Yes, the **Immortal Phoenix** that was killed by **Hidden Blade** can trigger its ability to return from the trash.
According to the official FAQ (FAQ #4668, #2182, and #8545) and **Rule 376.2.c.1**, this interaction works because the Phoenix is moved to the trash during the resolution of the spell, and its trigger condition is evaluated immediately after the spell finishes resolving.
### The Sequence:
1. **Hidden Blade** is played targeting your **Immortal Phoenix**.
2. **Hidden Blade** resolves: The Phoenix is killed and moved to the trash. You draw 2 cards.
3. **Hidden Blade** finishes resolving. The game checks for triggered abilities.
4. Because the Phoenix is now in the trash and a unit was killed by a spell, its triggered ability is placed on the chain.
5. You may now pay the cost ({1} Energy and {1} Fury Power) to play the **Immortal Phoenix** from your trash.
**Relevant Rule:**
> **Rule 376.2.c.1:** "If a Game Object with a Triggered Ability that is active in a specific zone, it is evaluated and subsequently triggered if it enters that zone at the same time that its Trigger’s condition is met. Example: Immortal Phoenix... This ability triggers if Immortal Phoenix is in your trash immediately after you kill a unit with a spell, even if the unit you killed with a spell was that Immortal Phoenix."
I used Thrill of the Hunt on Darius Trifarian. It's my first card, does his ability take effect and ready?
Yes, playing **Darius, Trifarian** via the resolution of **Thrill of the Hunt** when it is the first card played in your turn **will** trigger his ability.
### Analysis of the Sequence
1. **Playing the Spell:** You play **Thrill of the Hunt** as your first card this turn.
2. **Resolution:** As part of the resolution of *Thrill of the Hunt*, you banish a unit and then play Darius to a battlefield.
3. **Determining Card Order:**
* According to Rule 419.4.a, a card is considered "played" once its effects have fully resolved.
* Since *Thrill of the Hunt* was the first card initiated, it remains the first card played in the sequence.
* Darius entering the board via this effect means he is the **second** card played in the turn.
4. **Trigger Condition:** As established in **RiftJudge FAQ #10800**, playing a card via a game effect counts as playing a card. Because Darius is the second card played this turn, he enters the board and his ability triggers.
### Important Notes
* **Gear Detachment:** Per **RiftJudge FAQ #10792**, when a unit leaves the board to be banished by *Thrill of the Hunt*, any gear previously attached to it detaches and remains at the previous location, as the unit is moving from a board zone to a non-board zone.
* **State of Entry:** Per **RiftJudge FAQ #10792**, a unit played via *Thrill of the Hunt* enters the battlefield **exhausted** by default. However, because Darius's ability triggers upon being the second card played, his ability will resolve and ready him.
* **FAQ Clarification:** The mechanics regarding gear detachment are derived from game mechanics discussed in **RiftJudge FAQ #2960** and **#10792**, which state that gear falls off when a unit leaves the board.
I'm at a Dreaming Tree with a unit. I play en garde on the unit. My opponent reacts with Defy. Do I draw because of the Dreaming Tree before or after Defy resolves?
Yes, you will draw a card from **The Dreaming Tree** before **Defy** resolves.
According to the established rulings for **The Dreaming Tree**, the battlefield's draw effect triggers the moment you target your unit with a spell, placing the draw trigger on the chain *above* the spell you just played.
Here is the sequence of events:
1. **You play En Garde** targeting your friendly unit at The Dreaming Tree.
2. **The Dreaming Tree** triggers immediately because you targeted a friendly unit. This trigger is placed on the chain *above* En Garde.
* *Chain state: En Garde (bottom) > The Dreaming Tree draw trigger (top)*
3. **Your opponent plays Defy** targeting your En Garde. This is placed on the chain *above* the draw trigger.
* *Chain state: En Garde (bottom) > The Dreaming Tree draw trigger > Defy (top)*
4. **Resolution (LIFO - Last-In, First-Out):**
* **Defy** resolves first, countering your En Garde.
* **The Dreaming Tree** trigger resolves next, and you draw your card.
Because the draw trigger is added to the chain the moment the spell is played (targeting the unit), it remains on the chain and resolves regardless of whether the original spell is countered by Defy.
I'm attacking a battlefield, I initially use Facebreaker, my opponent doesn't react, it resolves, I pass focus to them. Can I use Tactical Retreat afterwards to prevent my unit from dying?
Yes, you can use **Tactical Retreat** to prevent your unit from dying, provided you play it as a [Reaction] before the event that would cause your unit to die occurs.
### Timing and Interaction
1. **Facebreaker Resolution:** You have already played **Facebreaker** and it has resolved. Your unit and the enemy unit are now stunned (they will not deal combat damage this turn).
2. **Focus/Priority:** After **Facebreaker** resolves, the state returns to Open. You must have Focus to play a card during an Open state, or there must be an event on the chain to react to.
3. **Playing Tactical Retreat:** You can play **Tactical Retreat** as a [Reaction] provided you have not yet reached the point where damage is assigned or the unit is killed.
4. **Effect:** Once **Tactical Retreat** resolves, it creates a replacement effect for your chosen unit. The next time that unit would die this turn, the effect will instead recall it to your base.
### Important Clarifications
* **Replacement Effect:** **Tactical Retreat** does not immediately recall your unit. It sets up a "shield" that waits for the next time the unit would die. When that death event would occur, the replacement effect intercedes, and the unit is recalled to your base instead of being sent to the trash.
* **Stunned Units:** Because your unit is stunned by **Facebreaker**, it will not deal combat damage. However, it is still present at the battlefield. If the combat ends and units from both players are still present, the attacker's units are recalled to their base (Rule 461.1.a.2). If your unit would be killed by other means (such as an opponent's ability) before the combat ends, **Tactical Retreat** will trigger then.
* **Recall vs. Move:** As noted in the card text and Rule 450, a recall is not a move. It bypasses restrictions that prevent units from moving.
**Summary:** You can play **Tactical Retreat** to protect your unit. It will remain on the battlefield (stunned) until it would be killed, at which point the replacement effect will trigger to recall it to your base.
Note: I could not fully verify this ruling against the retrieved rules.
I'm defending at a battlefield, my opponent attacks. He passes priority to me, I play a spell. The spell resolves. Who has priority after my spell resolves?
To determine who has priority after your spell resolves during a showdown, we follow the established showdown timing flow.
According to **FAQ #9365** and **FAQ #5067**, in a showdown, when you (the defender) play a spell/reaction and it resolves, priority returns to the attacker.
### Sequence of Events:
1. **Attacker passes priority:** The attacker chooses not to play an action or reaction, passing focus to you.
2. **Defender (You) plays a spell:** You play a spell to start a chain (or add to one).
3. **Chain resolves:** The spell executes its effects.
4. **Priority returns to the Attacker:** Once the chain is empty (or the spell has finished resolving), priority returns to the attacker. They may now choose to play an action, a reaction, or pass priority again.
**Important Note:** Combat does not resolve until both players pass priority consecutively while the chain is empty. As long as players continue to add items to the chain, the showdown continues. If the attacker passes priority back to you after your spell resolves, and you subsequently pass priority, the showdown will conclude (as per **FAQ #8632**).