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Riftbound Frequently Asked Questions

Search verified questions and answers.

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 Wages of Pain, opponent plays Defy, do I still get to play a gold gear token?
No, you do not get to play the Gold gear token. ### The Sequence 1. **Playing the Spell:** You play *Wages of Pain*, targeting an enemy unit. It enters the chain and the state becomes **CLOSED**. 2. **Reacting:** Your opponent plays *Defy* in response, targeting *Wages of Pain*. 3. **Resolution (LIFO):** * *Defy* resolves first. It counters *Wages of Pain*. * According to **Rule 425.1.a** and **Rule 425.1.b**, a countered card does nothing, is cleared from the chain, and is **not considered to have been played**. * Because *Wages of Pain* was countered, its instructions are never executed. Therefore, you do not get to play the Gold gear token. ### Reasoning While some spells have instructions that execute independently of the target (as discussed in the FAQ regarding *Wages of Pain* and *Retreat*), that only applies when the spell itself successfully resolves. Because *Defy* prevents the spell from resolving entirely by countering it, none of the spell's instructions—including the generation of the Gold gear token—occur.
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 reveal a hidden Windsinger to bounce a unit at another battlefield back to hand?
No, you cannot. According to **Rule 811.1.d.2** and **RiftJudge FAQ #10647**, when you play a card from a **Hidden** state, any targets chosen by its "When you play me" triggered ability must be at the same battlefield where that card was hidden. Because your **Windsinger** was hidden at a specific battlefield, its targeting options are restricted to that battlefield. It cannot target a unit at a different battlefield.
I start a showdown at a battlefield with 1 unit against my opponent's 1 unit. They ride the wind to the other battlefield for their action. Can I still play a challenge as an action before the showdown is resolved at the first battlefield even if their unit is no longer at that battlefield?
Yes, you can still play **Challenge** as an action during that showdown, even if your opponent used **Ride the Wind** to move their unit away. According to **RiftJudge FAQ #1265**: > "During a showdown you can play action cards and target units on either battlefield. There are no restrictions about where you target during a showdown." ### Timing and Chain Sequence 1. **Showdown State:** You initiated a showdown at Battlefield A. The state is now **Open** (assuming the initial chain has resolved), allowing you to play [Action] cards. 2. **Opponent Action:** Your opponent played [Action] *Ride the Wind* to move their unit to Battlefield B. This creates a chain, making the state **Closed**. 3. **Your Action:** Once that chain resolves and the state returns to **Open**, you have **Focus** (or it passes to you). You can play your [Action] *Challenge*. 4. **Targeting:** Because it is currently a showdown, you are not restricted to targeting units only at the battlefield where the showdown was triggered. You may target your friendly unit at Battlefield A and the opponent's unit now located at Battlefield B (provided they are otherwise legal targets for *Challenge*). **Note:** Once the showdown at Battlefield A concludes, the staged showdown at Battlefield B (created when the opponent moved there) will then proceed, per **RiftJudge FAQ #2099**.
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**).
I'm holding a battlefield with 2x2 might and a 1 might unit. My opponent moves a unit in. Scenario A: My opponent moves a single 6 might unit in. Does he kill all my units and conquer? Scenario B: My opponent moves in with a 3 might and a 2 might unit. Does he kill all my units and conquer?
To determine if your opponent kills your units and conquers the battlefield in these scenarios, we must follow the **Showdown Timing Flowchart**. In both scenarios, your opponent moves units into a battlefield you control. This creates a **Combat Showdown** between your total Might (2+2+1 = 5 Might) and your opponent's invading forces. According to **Rule 460.2.c**, combat damage is resolved by summing the current Might of your units at the battlefield and assigning that total as damage to the opposing units. Damage is assigned by the attacker first, then the defender, and is dealt simultaneously. ### Scenario A: Opponent moves in a 6-might unit 1. **Combat Damage Step:** * **Opponent's Assignment:** The opponent has 6 total Might. They must assign lethal damage to your units until their 6 Might is exhausted. They will assign 2 damage to your first 2-might unit, 2 damage to your second 2-might unit, and 1 damage to your 1-might unit (total 5 damage). All three of your units are destroyed. * **Your Assignment:** You have 5 total Might. You assign all 5 damage to the opponent's 6-might unit. 2. **Damage Resolution:** The 5 damage assigned to the 6-might unit is **not lethal** (5 < 6). 3. **Result:** Your units are destroyed, but the opponent's unit survives. 4. **Conquer:** Because the opponent has a unit remaining at the battlefield and you have none, they establish control and **Conquer** the battlefield. ### Scenario B: Opponent moves in a 3-might and a 2-might unit 1. **Combat Damage Step:** * **Opponent's Assignment:** The opponent has a total of 5 Might (3+2). They assign 2 damage to one of your 2-might units, 2 damage to the other 2-might unit, and 1 damage to your 1-might unit. All three of your units are destroyed. * **Your Assignment:** You have 5 total Might. You can assign 3 damage to the 3-might unit (killing it) and 2 damage to the 2-might unit (killing it). 2. **Damage Resolution:** All damage is dealt simultaneously. All units on both sides are destroyed. 3. **Result:** **"No Result."** Per **Rule 461.3.d**, if both players have no units remaining at the battlefield, the result is "No Result." 4. **Conquer:** Because the result is "No Result" and there are no units remaining for either player, the battlefield becomes **uncontrolled** (Rule 461.5.b). Since the opponent does not establish control, they **do not Conquer** the battlefield. *** **Summary Table:** | Scenario | Units Destroyed | Result | Conquer? | | :--- | :--- | :--- | :--- | | **A (6 Might)** | Your units destroyed; Opponent unit survives | Opponent Wins | **Yes** | | **B (3+2 Might)** | All units destroyed | No Result | **No** | *This interpretation is based on the provided Core Rules for Combat Damage (Rule 460) and Showdown outcomes (FAQ 10091).*
I'm holding a battlefield with a temporary Sprite Token and I have a hidden Keeper of Masks. Let's say I react with my Keeper of Masks to the temporary trigger of my Sprite and I spawn 3 new temporary units on the battlefield. Would they be cleaned up because I'm still in the Beginning Phase, or would they stay for my turn?
To answer your question: **The new units will stay for your turn.** According to the rules and the mechanics of the Beginning Phase, they will not be cleaned up by the "Temporary" trigger that is currently resolving. ### Reasoning 1. **Trigger Timing:** The "Temporary" keyword is a triggered ability that activates at the start of your Beginning Phase, before scoring (Rule 816.1.b). 2. **Chain Resolution:** When you react to the Sprite's "Temporary" trigger by flipping your hidden *Keeper of Masks*, the *Keeper of Masks* enters the battlefield and its ability is placed on the chain. 3. **LIFO Resolution:** Because the chain resolves in Last-In, First-Out (LIFO) order, the *Keeper of Masks*' ability (which creates the Reflection tokens) resolves **before** the original Sprite's "Temporary" trigger finishes resolving. 4. **Trigger Window:** The "Temporary" trigger check for the Beginning Phase happens only once per phase. Because your new units enter the battlefield **after** the initial trigger check for the phase has already occurred, they are not subject to the "Temporary" kill trigger until the *next* time your Beginning Phase starts (Rule 340, RiftJudge FAQ #340). ### Sequence of Events 1. **Beginning Phase starts:** The "Temporary" trigger for your Sprite token is placed on the chain. 2. **Reaction:** You play your hidden *Keeper of Masks* in response to the Sprite's trigger. 3. **Resolution:** * *Keeper of Masks* enters the battlefield. * *Keeper of Masks*' ability triggers and is placed on the chain. * The *Keeper of Masks*' ability resolves, creating the Reflection tokens. * The original Sprite's "Temporary" trigger resolves, and the Sprite token is killed. 4. **Result:** The *Keeper of Masks* and the new Reflection tokens remain on the battlefield. Since the Beginning Phase trigger window has already passed, they will not be killed by the "Temporary" keyword until your next turn's Beginning Phase. *** *Note: While the Reflection tokens created by Keeper of Masks do not inherently have the "Temporary" keyword (Rule 184.6), they are created by the Keeper of Masks' ability. Even if they were to gain the "Temporary" keyword through another effect, they would still survive this turn for the same reason: they entered the battlefield after the Beginning Phase trigger check occurred.* *Note: I could not fully verify this ruling against the retrieved rules.*
I'm in a combat showdown. I have a 4 might unit, the opponent casts Hextech Ray on it, so now it has 3 marked damage. They pass focus to me. I cast Power Punch. They react with Stupefy giving my unit one less might so 3 might with 3 marked damage. Does my unit die after Stupefy resolves and before my Power Punch can give 5 might?
Yes, your unit will die before your spell can resolve and save it. Here is exactly how this interaction plays out based on the rules for the Chain and Cleanup steps: **The Sequence:** 1. **Hextech Ray** resolves first, dealing 3 damage to your 4 Might unit. The unit survives with 4 Might and 3 marked damage. 2. You play **Punch First** (an Action), which goes on the chain. 3. Your opponent responds with **Stupefy** (a Reaction), which goes on top of the chain. 4. The chain resolves in reverse order (Last-In, First-Out). **Stupefy** resolves first, giving your unit -1 Might. Your unit now has 3 Might and 3 marked damage. 5. **Cleanup occurs immediately.** According to the official rulings (FAQ #4751), a Cleanup step happens *every time* something is removed from the chain, not just at the end of the entire chain. 6. During this Cleanup, the game checks the unit's stats. Because its 3 marked damage is now equal to its 3 Might, the unit dies. 7. Finally, **Punch First** attempts to resolve. Because its target is no longer on the board, the target is invalid and the spell's instruction will not execute (Rule 356.3.e.7). **Summary:** Because damage remains marked on the unit and Cleanup happens between each spell resolving on the chain, **Stupefy** successfully shrinks your unit's Might down to its marked damage threshold, killing it before **Punch First** ever gets the chance to apply its +5 Might bonus.
I'm playing with Draven, my opponent goes to an open Battlefield, I use Ride the Wind to defend, If I win this combat, do I draw a card with Draven?
Yes, if you win the combat, you will draw a card from your **Draven (Glorious Executioner)** legend ability. ### Ruling and Reasoning According to the FAQ regarding **Draven, Legend** (Glorious Executioner): * **Ruling:** Yes, you draw a card. Combat does not end immediately when one player has no units at the Battlefield. Draven Legend checks at the end of combat, and if the opponent's unit was moved to Base, you have won that combat. * **Requirement:** You win a combat if only your units remain at the battlefield after combat cleanup and all derived cleanups have occurred. ### Sequence of Events 1. **Opponent moves to an open battlefield:** A showdown begins. 2. **You play Ride the Wind:** You move your Draven unit to that battlefield to defend. 3. **Combat Resolution:** The combat proceeds through the Showdown and Combat Damage steps. 4. **Combat Cleanup:** After combat damage is dealt and any triggered abilities (like those from *Ride the Wind* or combat triggers) resolve, the game checks the state of the battlefield. 5. **Winning Condition:** If only your units remain at the battlefield, you are declared the winner of the combat. 6. **Legend Ability:** Your **Glorious Executioner** legend ability triggers because you won the combat, and you draw one card. **Important Note:** As per the rules, Draven must remain at the battlefield when combat concludes for his ability to trigger. Since you used *Ride the Wind* to move him there to defend, as long as he is not moved away again before the combat ends, he will be present to trigger the draw.
If 2 Kaisa Survivors move to the same battlefield to conquer, does the player draw 2 cards?
Ruling: Yes, the player draws 2 cards. Both Kaisa Survivors create separate triggers upon conquering. Sequence: - Both Kaisa Survivors conquer the same battlefield - Each creates its own separate trigger - Player draws 2 cards total (one from each trigger)
If 2 Zhonyas are placed on a unit, do they proc one by one or at the same time when the unit would die?
Ruling: When a unit with two Zhonyas would die, you choose the order of the replacement effects. The first Zhonyas saves the unit and is destroyed, while the second Zhonyas does not trigger and remains on the unit. Sequence: - First Zhonyas replacement effect resolves, saving the unit and destroying that Zhonyas - The unit is no longer dying, so the second Zhonyas does not trigger - The second Zhonyas remains on the unit Nuances: - If 2 units die at the same time, both Zhonyas would be used to save both units
If 2 Zonyas are in play, do they both trigger when a single unit dies?
Ruling: No, only one Zonya triggers. The owner decides which Zonya replaces the death. Sequence: - A unit would die - Owner chooses which Zonya to apply - That Zonya kills itself instead of the unit dying - Since there is no unit death anymore, the second Zonya has nothing to replace Nuances: - Zonya doesn't trigger, it replaces the death - Once the first Zonya replaces the death by killing itself instead, there is no death event for the second Zonya to replace
If Acceptable Losses is played and I have to kill Forge of the Future, does it effect take place?
No, the effect of **Forge of the Future** does not take place if it is killed by **Acceptable Losses**. Here is the breakdown of why: 1. **Activated Ability vs. Passive Effect:** According to the card text and RiftJudge FAQs, the ability on Forge of the Future ("Kill this: Recycle up to 4 cards...") is an **activated ability**. The text "Kill this:" before the colon indicates that killing the card is a **cost** you must pay to activate the ability. 2. **Acceptable Losses:** When you are forced to kill a gear by *Acceptable Losses*, you are fulfilling the requirement of the spell's effect. You are not "activating" the Forge of the Future's ability; you are simply destroying it as a result of the spell's resolution. 3. **No Activation:** Because you did not choose to pay the cost to activate the Forge of the Future's ability, the ability never goes on the chain and does not resolve. According to RiftJudge FAQ #5382: > "'Kill This' is an activated ability where killing the card is the cost to activate the ability, as indicated by the colon (':') in the card text. ... This is an activated ability, not a passive effect that can be used at any time without structure." Since *Acceptable Losses* is forcing the destruction of the card rather than you paying the cost to activate it, the recycle effect does not trigger.
If Adaptatron kills an Honest Broker and conquers, can he destroy the gold created by the broker's Deathknell?
Ruling: Yes, Adaptatron can destroy the Gold gear token created by Honest Broker's Deathknell. Sequence: - Adaptatron wins combat against Honest Broker - Deathknell triggers become pending in the combat damage step - Deathknell triggers resolve at the end of the Combat Special Cleanup - The Gold gear token is created and enters play - Combat result is determined (Adaptatron conquers) - Adaptatron's "when I conquer" ability triggers and can now target the Gold gear token that already exists on the board Nuances: - The key timing detail is that Deathknell triggers resolve during Combat Special Cleanup, which occurs before the Determine Combat Result step where conquering happens - This is similar to the timing interaction with Glasc Mixologist
If Ahri - Inquisitive is killed by Hidden Blade before her 'When defending' trigger resolves, does the trigger still resolve?
Ruling: Yes, the trigger still resolves, but it does nothing because it tries to find Ahri "here" and is unable to find her since she has been killed. Nuances: - The trigger goes on the stack and will resolve even if the source unit dies - The effect fails to do anything because it cannot locate the unit that is no longer in play
If Ahri Inquisitive puts -2 on a unit with deflect in a showdown, does the Ahri player have to recycle a rune?
Ruling: Yes, the Ahri player must recycle a rune. Ahri Inquisitive targets, so the recycle cost from deflect is forced. Nuances: - There is no errata making Ahri Inquisitive's ability a "may" ability or "up to 1" to avoid this forced recycle - Any effect that chooses a target must pay the deflect cost
If Ahri legend has already triggered when an enemy unit attacks, does it trigger again when Rengar is played and enters attacking during the same combat?
Ruling: Yes, Ahri legend triggers again when Rengar enters play attacking. Ahri's legend triggers the first time each unit is assigned as an attacker that combat. Sequence: - Enemy unit attacks, triggering Ahri legend (gives -1/-0) - Rengar is played and enters attacking - Ahri legend triggers again for Rengar (gives -1/-0) Nuances: - Ahri triggers per unit that attacks, not once per combat - The trigger occurs the first time each unit is assigned as an attacker in that combat - Units that enter play already attacking count as being assigned as attackers
If Ahri reduces a unit to 1 might (minimum), and that unit is later pumped above 1 might during the same turn, does the -1 reduction still apply?
Ruling: No, the -1 does not apply retroactively. Ahri's triggered ability takes effect once when combat begins, reducing units' might by 1 (minimum 1). Any later increases to might are not influenced by Ahri's effect. Sequence: - Ahri's ability triggers when combat begins - Units get -1 might (minimum 1) - If a unit later gains might during the turn, the -1 does not reapply Nuances: - This is a triggered ability, not a passive effect, so it only applies once at the trigger moment - Ahri's ability triggers during combat/showdown, not when contesting an uncontrolled battlefield (since that involves showdown but no combat) - The same logic applies to both versions of Ahri
If Ahri's trigger is on the chain and she dies before it resolves, does the trigger still resolve or does it whiff because she is no longer holding?
Ruling: The trigger still resolves. Since Ahri satisfied the holding condition when the trigger was put on the chain, her death before resolution does not cause the trigger to whiff. Nuances: - The resolution text asks for no information from the current game state, so it can resolve even if Ahri is no longer in play - This works similarly to "When you play me" triggers that still resolve even if the unit is removed before resolution - If the card text specifically said "if I hold here" then it would whiff upon her death
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