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Riftbound Frequently Asked Questions

Search verified questions and answers.

If Akshan dies with an originally enemy-owned Equipment on him, what happens to the Equipment?
When Akshan leaves the board while an enemy-owned piece of equipment is attached to him, the equipment becomes unequipped and control reverts to its original owner. ### Sequence of Events: 1. **Akshan Leaves Play:** When Akshan is removed from the board, the control-change effect created by his triggered ability ("You control it until I leave the board") immediately ceases to apply. 2. **Control Reverts:** With the control-change effect gone, control of the equipment reverts to its original owner (the player who brought the card into the game). 3. **Automatic Detachment:** Because Akshan was the "Top-Most Card" to which the equipment was attached, his departure from the board causes the equipment to detach. Per Rule 435.4 and the principles described in RiftJudge FAQs #8714, #9395, and #657, the equipment ceases to be attached and is no longer being carried by a unit. 4. **Recall:** As an unattached piece of gear now present at a battlefield (or the base, depending on where Akshan was), the equipment is subject to recall. According to Rule 452.1 and Rule 149.3, any unattached gear at a battlefield is recalled to its controller's base during the next cleanup. *** **Key Distinction:** It is critical to distinguish this from scenarios where the gear was moved to a *different* unit. As clarified in RiftJudge FAQs #8714 and #9395, the equipment only remains attached if it was moved to a different unit that is still on the board when Akshan dies. If the equipment remains attached to Akshan himself when he dies, it detaches and control reverts to the original owner immediately upon his departure.
If Akshan steals a Gear and it gets Factory Recalled, does it return to the Akshan's player hand?
No, the gear does not return to the Akshan player's hand. It returns to the original owner's hand. According to **RiftJudge FAQ #3695**: "When Akshan steals a gear and Factory Recall is played, does the gear return to the original owner's hand? **Ruling: Yes, when Factory Recall is played on a gear that Akshan has stolen, it returns to the original owner's hand.**" This is because "Owner" refers to the player who brought the card into the game (Rule 126.1), whereas "Controller" refers to the player currently controlling the card (in this case, the Akshan player). Factory Recall specifically targets the "owner's hand."
If Akshan steals one of my equipments and then attaches it to another unit using Jax, when Akshan dies do I gain control of the equipment again?
Yes, when the Akshan that stole your equipment leaves the board, you regain control of that equipment. According to the ruling in **FAQ #694** and **FAQ #5396**, control-change effects are tied to the source that created them (in this case, the Akshan). When that source leaves play, the control-change effect stops applying. Here is the sequence of events: 1. **Akshan steals the equipment:** Akshan's ability creates a control-change effect that grants the Akshan's controller control of your equipment. 2. **Equipment is moved:** Even if the equipment is moved to another unit (using an effect like Jax's ability), the control-change effect from the Akshan remains active. You do not control the equipment while the Akshan is in play. 3. **Akshan leaves the board:** The control-change effect stops applying. 4. **Control returns:** With no other control-change effects active, control of the equipment reverts to its original controller (you). **Important Nuances:** * **Attachment:** As noted in **FAQ #694**, the equipment does not automatically detach or return to your hand when Akshan leaves; it remains attached to its current unit until it is moved by a card effect or the unit it is attached to leaves the board. * **Control vs. Attachment:** While you regain control of the equipment, you cannot use the equipment's own "Equip" ability while it is attached to a unit, because attached gear has inactive rules text (Rule 718.2). You would need to use an external effect (like Weaponmaster) to move it to one of your own units if you wish to use it.
If Akshan takes a Gear and equips it, and then you move it onto another unit, when Akshan dies does that Gear return to the other player or stay on your other unit but become in their control? How does that work?
When Akshan leaves the board, control of the stolen equipment reverts to your opponent, but the equipment remains attached to your other unit. It does not automatically detach or return to the opponent's unit. Here is the step-by-step breakdown of how this interaction works: 1. **Stealing the Gear:** When you play Akshan and trigger his ability, you move an enemy gear to your base and control it until Akshan leaves the board. 2. **Moving the Gear:** While you control the equipment, you can use an effect (like the Weaponmaster keyword or another ability) to attach it to another unit you control. 3. **Akshan Leaves Play:** When Akshan leaves the board, his control-change effect ends. Control of the equipment immediately reverts to its original owner (your opponent). 4. **The Aftermath:** According to **RiftJudge FAQ #8714**, the equipment does not immediately return to the opponent when Akshan leaves play. Because it is attached to a different unit that is still on the board, it stays attached to that unit. 5. **Taking it Back:** Now that your opponent controls the equipment again, they can actively move it back to one of their own units by paying its normal equip cost or using their own attach effects. Until they do, it remains on your unit. *(Note: If the equipment had been left attached to Akshan instead of moved to another unit, it would become unequipped and return to the opponent, as noted in RiftJudge FAQ #657. Moving it to another unit is what keeps it attached.)*
If Akshan takes a weapon and I use Jax to attach it to another unit, when Akshan dies what happens to the weapon?
When Akshan leaves the board, control of the stolen equipment reverts to your opponent, but the equipment remains attached to your other unit. It does not automatically detach or return to the opponent's unit. **Step-by-Step Breakdown:** 1. **Stealing the Gear:** When you play Akshan and trigger his ability, you move an enemy gear to your base and control it until Akshan leaves the board. 2. **Moving the Gear:** While you control the equipment, you can use the Grandmaster at Arms legend ability to attach it to another unit you control. 3. **Akshan Leaves Play:** When Akshan leaves the board, his control-change effect ends. Control of the equipment immediately reverts to its original owner (your opponent). 4. **The Aftermath:** According to RiftJudge FAQ 694, the equipment does not immediately return to the opponent when Akshan leaves play. Because it is attached to a different unit that is still on the board, it stays attached to that unit. 5. **Taking it Back:** Now that your opponent controls the equipment again, they can actively move it back to one of their own units by paying its normal equip cost or using their own attach effects. Until they do, it remains on your unit. *(Note: If the equipment had been left attached to Akshan instead of moved to another unit, it would become unequipped and return to the opponent, as noted in RiftJudge FAQ 657. Moving it to another unit is what keeps it attached.)* Note: I could not fully verify this ruling against the retrieved rules.
If Akshan takes opponent Guardian Angel and then dies, does Guardian Angel go back to opponent trash or base?
### Ruling: Guardian Angel Interaction with Akshan When an *Akshan* that has stolen a *Guardian Angel* dies, the *Guardian Angel* is destroyed and sent to the trash. ### Sequence of Events 1. **Replacement Effect:** The *Guardian Angel* possesses a replacement effect ("If I would die, kill Guardian Angel instead..."). When *Akshan* takes lethal damage, this effect triggers automatically to prevent the death. 2. **Destruction:** Because the replacement effect is applied, the *Guardian Angel* is destroyed and sent to the trash instead of *Akshan* dying. 3. **Control Effect:** If the *Guardian Angel* were not destroyed (e.g., if the replacement effect was unavailable or overridden), the control-change effect would end when *Akshan* leaves the board. In that scenario, the *Guardian Angel* would become unattached and be recalled to its original owner's base during the next Cleanup, per Rule 435.1. ### Important Nuances * **Death vs. Destruction:** The *Guardian Angel* is sent to the trash specifically because its replacement effect triggers upon the unit's death. If *Akshan* were to leave the board through a method that does not constitute "dying" (such as being banished), the *Guardian Angel* would not be destroyed and would instead be recalled to its original owner's base. *** Note: I could not fully verify this ruling against the retrieved rules.
If Allay is on a bf with a Vex with deflect 1, to target the Vex is it one or two deflect pay cost?
To target a unit of **Vex, Cheerless** while an **Allay, Eager Admirer** is at the same battlefield, you must pay **2 Power** as a mandatory additional cost. ### Reasoning 1. **Granting Deflect:** **Allay, Eager Admirer** has the ability: "While I'm at a battlefield, your other units here have [Deflect]." When **Vex, Cheerless** is at the same battlefield, she is granted the **Deflect** keyword. 2. **Deflect Value:** Per **Rule 809.1.b.3**, if the value is omitted in a Deflect keyword, it is presumed to be 1. Both Vex's base Deflect and the Deflect granted by Allay have a value of 1. 3. **Summing Deflect Values:** According to **Rule 809.2**: "If a Unit has Deflect... and is granted Deflect by an additional source, the Deflect Value of all granted Deflect keywords is summed." Vex (Deflect 1) + Allay (granted Deflect 1) = **Deflect 2**. 4. **Additional Cost:** According to **Rule 809.1.c**, the Deflect keyword is functionally short for: "Spells and abilities an opponent controls that choose me cost an amount of Power equal to [Deflect Value] more to play as an additional cost." With a total Deflect Value of 2, the additional cost to target Vex is **2 Power**. ### Summary Because the Deflect values are summed per Rule 809.2, the total cost to choose Vex with an opponent's spell or ability is 2 Power. This Power can be of any Domain, as per **Rule 809.1.c.1**. Note: I could not fully verify this ruling against the retrieved rules, as the specific text for 'Allay, Eager Admirer' was not present.
If Angle Shot targets Eye of the Herald on the chain of its trigger, does the trigger fizzle or still resolve, and where does the might token go?
Ruling: The triggered ability remains on the chain and will resolve even after Eye of the Herald is removed. The token will be placed at the location of the unit that had Eye of the Herald attached (the battlefield in this case), because the equipment grants the ability text to the unit itself, not the equipment. Sequence: - Eye of the Herald trigger goes on the chain - Angle Shot removes Eye of the Herald in response - The trigger still resolves, checking the unit's location (not the equipment's) - The might token is placed at the unit's current location Nuances: - If the unit itself is bounced/killed in response to the trigger, the ability will resolve without effect because the game cannot reference where "here" is (returns Null) - If the unit is moved to a different location (like base) before the trigger resolves, the token will be created at that new location - Removing the equipment is one of the only effects that cannot cause the trigger to whiff
If Anivia is moved away from a battlefield before her 'When I attack' ability resolves, what happens to the damage effect?
Ruling: Anivia's ability will still trigger, but "here" now refers to her new location (the owner's base), so no damage is dealt to enemy units at the original battlefield. Sequence: - Anivia moves to a battlefield and her "When I attack, deal 3 damage to all enemy units here" ability goes on the chain - Opponent plays a reaction speed card to move Anivia back to base - Anivia's ability resolves, but "here" refers to the base where she currently is - No damage is dealt to units at the original battlefield
If Annie is at 7 points and about to capture a second battlefield for the win, but opponent uses Ride of the Wind to move a unit into the first battlefield Annie captured, does Annie still win or does the game continue?
Ruling: Annie wins the game. Her non-combat showdown at the second battlefield resolves first, she scores to 8 points and wins during cleanup. Sequence: - Annie's non-combat showdown at the second battlefield resolves first - Annie scores the second battlefield, reaching 8 points - Annie wins during cleanup - Opponent's Ride of the Wind showdown would start after, but the game is already over Nuances: - Even if timing were different, capturing Annie's first battlefield wouldn't prevent her win because the Conquer victory condition only requires *scoring* both battlefields, not maintaining control of them
If Annie with Cleave (granting Assault 3 until end of turn) attacks one battlefield, drops back to base might after combat, then is moved via Ride the Wind to another occupied battlefield, does she gain the +3 might again?
Ruling: Yes, Annie will gain +3 might again at the second battlefield. Cleave grants Assault 3 until end of turn, and Assault gives +3 might while the unit is an attacker. Sequence: - Annie attacks first battlefield with Assault 3, gaining +3 might (3→6) - After combat ends, she loses the +3 might because she's no longer an attacker (6→3) - Ride the Wind moves her to another occupied battlefield - She becomes an attacker again and gains +3 might because she still has Assault 3 for the turn (3→6) Nuances: - The Assault keyword is retained until end of turn, but the might bonus only applies while the unit is actively an attacker - The might bonus can apply multiple times in one turn if the unit becomes an attacker multiple times
If Arcane Shift is discarded into the graveyard and then played using Fizz's ability, does Arcane Shift get banished and then recycled from the banished zone by Fizz's effect?
Ruling: Arcane Shift cannot be recycled from the banished zone by Fizz. When Arcane Shift is banished, Fizz loses track of "this spell" and cannot execute the recycle portion of its ability. Nuances: - Cards that interact with the banished zone must specifically state they do so; Fizz does not have such text - Once a card changes zones to banished, effects referring to "this spell" or "this card" lose track of it
If Atakhan is bounced to hand or base in response to his attack trigger, does the opponent still have to kill one of their units?
Ruling: No. If Atakhan is moved to a different location or removed from the board before his attack trigger resolves, the opponent does not have to kill one of their units. Sequence: - Atakhan attacks and his "When I attack" trigger is placed on the chain - Opponent responds by bouncing Atakhan (e.g., with Star-Crossed or Overzealous Fan) - When Atakhan's trigger resolves, "here" is checked at that moment - If Atakhan is in hand, "here" returns null and the instruction cannot execute - If Atakhan is in base, "here" refers to base where the opponent has no units - In either case, the ability fails to resolve Nuances: - Referents like "here" are checked when the ability resolves, not when it triggers - This differs from abilities like Kha'zix's that check conditions only when triggering, not on resolution - Once a trigger is on the chain it exists independently, but location-dependent referents are still checked on resolution
If Aurora is readied by Ride of Wind after Deadbloom starts a showdown, will Aurora's ability trigger again at end of turn?
Ruling: No, Aurora will not trigger again. Aurora is not an exhaust ability, it is an end of turn trigger that only triggers once at the end of your turn. Nuances: - Some players physically exhaust Aurora cards to track that they've been used (especially when multiple Auroras are in play), but this is just a tracking method - Aurora does not actually have an exhaust ability.
If Aurora pulls Kadregrin as the last card of the deck, do you burn out or recycle first? Also, if you have two Auroras and the first one pulls Kadregrin, do you draw then dig with the second Aurora, or dig then draw?
Ruling: You fully resolve Aurora before any triggers happen, so you recycle the deck first, then Kadregrin's draw trigger occurs. Sequence: (for double Aurora pulling Kadregrin) - Both Auroras go on the chain - Resolve first Aurora, find Kadregrin - Kadregrin's trigger goes on the chain - Resolve Kadregrin's draw trigger - Resolve second Aurora
If Azir Sovereign's attack trigger is on the chain and he gets removed or moved with Fate's Fortune before it resolves, do token units still move to the battlefield?
Ruling: If Azir is removed in response to his trigger, the trigger whiffs because "this battlefield" cannot be identified. If he is moved to another battlefield, the tokens move to his new battlefield. If he is moved to base, the trigger whiffs because he is not at a battlefield. Sequence: - When Azir attacks, his trigger goes on the chain - As the trigger is put on the chain, choose which token units will be moved ("any number" requires targets) - On resolution, decide whether to move them ("may" is decided at resolution) - If Azir has been removed, the trigger whiffs - If Azir has moved to a different battlefield, tokens move to that new battlefield - If Azir has moved to base, the trigger whiffs Nuances: - "This battlefield" is defined relative to Azir's current location, not where he was when the trigger was created - The "any number" targeting happens when the trigger goes on the chain, but the "may" choice happens on resolution
If Azir is exhausted, can you still pay 1 power to trigger his action ability?
Ruling: Yes, you can use Azir's action ability even when he is exhausted because the ability does not require exhausting him as part of the cost. Sequence: - Declare using Azir's ability - Pay 1 green power - Target another unit you control - The ability goes on the chain Nuances: - The ability can be used immediately after playing Azir, as it doesn't require him to be ready
If Azir moves with his action ability and is saved from death by Zhonya's/Guardian Angel/Soraka, can he move again the same turn?
Ruling: No, Azir cannot move again the same turn. The unit is still the same unit because it never actually dies in the first place - the death is replaced by a revival effect. Nuances: - When both Soraka and Zhonya's are on the field, you get to choose which replacement effect replaces the death
If Azir, Ascendant attacks and then uses its ability to swap with Azir, Sovereign from another battlefield, does Azir, Sovereign trigger its 'When I attack' ability and bring sand soldiers?
Ruling: Yes, Azir, Sovereign becomes an attacker when swapped into the attacking battlefield and triggers its 'When I attack' ability, allowing it to move sand soldier tokens. Sequence: - Azir, Ascendant attacks and is designated as an attacker - On attack and on defend timings occur - Azir, Ascendant uses its ability to swap with Azir, Sovereign - Azir, Sovereign arrives and becomes an attacker on cleanup - Azir, Sovereign's 'When I attack' triggers, allowing it to move all sand soldier tokens - Combat proceeds to showdown Nuances: - 'When I attack' triggers the first time a unit is designated as an attacker in that combat, which doesn't have to be when combat starts - If you are defending, swapping a unit into the battlefield does NOT make it an attacker - you remain the defender until that combat ends - All of this occurs during the showdown phase since the swap ability is used when the controller has Focus
If Azir, Sovereign moves into a battlefield and his ability goes on the chain, but the opponent uses Fate of the Fallen (FoF) in response to move him back to base, does his ability fail because 'this battlefield' is now NULL?
Ruling: Yes, the ability whiffs. When Azir, Sovereign is moved back to base by Fate of the Fallen before his ability resolves, the ability fails to resolve because "this battlefield" no longer refers to a valid location. Nuances: - Fate of the Fallen must be played from arsenal (hidden) to be used as a reaction in response to Azir's ability - FoF from hand is not a reaction and cannot be used in this timing window
If Baited Hook kills a friendly unit in the same area as Soraka (or is saved by Zhonya's/Sett), does it save the unit and can Baited Hook still use the unit's might+1 to look at cards?
Ruling: Baited Hook does not work if the unit is saved by Soraka, Zhonya's, or Sett. You will look at 5 cards and recycle them all because no unit was actually killed. Sequence: - Baited Hook targets a friendly unit to kill - Soraka/Zhonya's/Sett replaces the kill action with a save effect - Since no kill game action took place, there is no "killed unit" to reference - Baited Hook looks at 5 cards (base amount) and recycles them all Nuances: - Hidden Blade works with save effects because it references "the targeted unit" or "its might," not "the killed unit" - as long as the target is still valid on resolution, you can reference its information - Baited Hook specifically says "the killed unit" which refers to a unit that received the kill game action, not just the targeted unit - A unit is only considered "killed" if it goes from board to trash (rule 415.2) - Save effects replace the kill action entirely, so no kill game action occurs and Deathknell also won't trigger - Tokens that are killed can still be referenced for their might value using last known information (rule 356.3.e.13) because they did receive the kill game action, even though they cease to exist in the trash
If Beast Below is played and chooses Vex Ampathic on a battlefield, and that resolves, would the Beast Below be stunned and unable to move?
Yes, **Beast Below** will be stunned and unable to move for the turn. ### Reasoning 1. **Playing the Unit:** When you play **Beast Below**, it enters the battlefield. This action triggers **Vex, Apathetic**'s ability: *"When an opponent plays a unit while I'm at a battlefield, [Stun] it. They can't move it this turn."* 2. **Chain Placement:** * **Beast Below** has a "When you play me" ability ("return another friendly unit and an enemy unit to their owners' hands"). This is a triggered ability that is placed on the chain after **Beast Below** enters the board. * **Vex, Apathetic**’s ability also triggers when **Beast Below** is played and is placed on the chain. * Per the rules of simultaneous triggers (Rule 383.3.d), if both players have triggers to place on the chain, they follow turn order. Regardless of the order they are placed, the chain resolves **Last-In, First-Out (LIFO)**. 3. **Resolution:** * If **Vex**'s ability is on top of the chain, it resolves first. **Beast Below** is immediately stunned and gains the "cannot move" restriction. * Even if **Beast Below**'s ability resolves first (returning units to hand), **Beast Below** remains on the board at the battlefield and is still subject to **Vex**'s stun effect when it resolves. 4. **Stun Mechanics:** Once **Beast Below** is stunned by **Vex**, it cannot contribute its might to damage in combat (Rule 423.1.b) and it carries the "cannot move" restriction for the remainder of the turn. Note that **Beast Below** remains on the battlefield; it does not return to the base simply for becoming stunned. *** *This is my interpretation based on the standard chain rules and triggered ability priority. No official FAQ exists for this specific interaction, but it follows the established mechanics for Vex, Apathetic (see FAQ #9240 and #8772).*
If Bellow Breath targets a unit at a location and the unit changes location, what happens to the unit?
When **Bellows Breath** targets a unit and that unit changes its location before the spell resolves, the unit is still tracked by the spell and will be dealt damage, provided it remains a legal target. According to **RiftJudge FAQ #7422** and **FAQ #9018**, the "same location" requirement is a targeting restriction for *playing* the spell, not a requirement for its resolution. Here is what happens based on the situation: 1. **Tracking:** When you play **Bellows Breath**, you choose up to three units at the same location. These targets are "locked in." If a target moves to a different location (e.g., to a different battlefield or back to base) before the spell resolves, the spell continues to target that unit at its new location. 2. **Resolution and Location:** Because **Bellows Breath** requires the targets to be at the same location to be *played*, but allows for movement *after* playing, the resolution follows these rules: * If all your originally targeted units end up at the **same new location** (e.g., you moved all three together), they will all be dealt 1 damage. * If the targeted units are now split across **different locations**, you must choose one location where at least one of your originally targeted units is currently present. You then deal 1 damage only to the targeted units at that chosen location. Any targeted units not at that chosen location will not take damage. 3. **No Retargeting:** You cannot choose new units to replace the ones that moved. You are limited to the specific units you originally targeted. **Key Rule References:** * **Core Rule 359.3.e.1:** "The spell resolves even if some or all of its targets are illegal." * **RiftJudge FAQ #7422:** "The 'same location' requirement is a targeting restriction, not a resolution requirement." *Note: This is my interpretation based on the mechanics of targeting and the referenced FAQs. As noted in the retrieved context, this logic applies to spells with group location restrictions like Bellows Breath.*
If Bellows Breath targets 3 units on a battlefield and 2 of them are returned to base by Flash, does the spell still hit 2 targets, or does it fizzle because the original group is no longer at the same location?
Ruling: When the original group of targets no longer collectively fulfills the targeting restriction (same location), the controller chooses a subset of the original targets that does fulfill the requirement. You can deal 1 damage each to either the 2 units now at base OR 1 damage to the remaining unit at the battlefield. Sequence: - Bellows Breath is cast targeting 3 units at the same location - Flash moves 2 units to base before Bellows Breath resolves - The original group no longer fulfills the "same location" requirement - Controller chooses a valid subset: either the 2 units at base, or the 1 unit at battlefield - Damage is dealt to the chosen subset Nuances: - Unlike Foxfire, Bellows Breath has no restriction preventing it from targeting units at base - The spell requires all affected targets to be at the same location, but that location can change between casting and resolution - Only one subset can be chosen - you cannot split damage between different locations
If Bellows Breath with Repeat targets the same 1 might unit twice, will Zhonya/Guardian Angel proc between the two instances of damage and save the unit?
Ruling: No, Zhonya/Guardian Angel will not proc between the two instances of damage. The unit will be saved from death during cleanup after the spell finishes resolving completely. Sequence: - Bellows Breath deals 1 damage to the unit (first target) - Bellows Breath deals 1 damage to the unit again (second target from Repeat) - The spell finishes resolving - Cleanup occurs, checking for lethal damage - Zhonya/Guardian Angel procs during cleanup, saving the unit from death Nuances: - Damage is not checked for lethal until cleanup - Cleanup cannot occur in the middle of a spell resolving
If Blastcone Fae is hidden and flipped at battlefield 1, can its ability target units at battlefield 2?
Ruling: No, when Blastcone Fae is flipped from hidden, its ability can only target units at the same battlefield where it was flipped. Nuances: - The ability is appended with an implicit "here" requirement when flipped from hidden - The ability text effectively becomes "give a unit here -2 M this turn, to a minimum of 1 M"
If Blastcone Fae is played from hidden and its triggered ability targets an opponent's unit with -2, can the opponent use Void Seeker as an action to kill Blastcone Fae before the -2 resolves?
Ruling: No, the opponent cannot play Void Seeker in response. The Blastcone Fae's triggered ability goes onto the chain and will resolve even if Blastcone Fae is killed, because the ability does not reference Blastcone Fae itself. Additionally, actions can only be played when the chain is empty, so Void Seeker cannot be played while the triggered ability is on the chain. Sequence: - Blastcone Fae is played from hidden - Its triggered ability goes onto the chain - The chain (and the ability) resolves completely, applying -2 to the target - Only after the chain is empty can an action like Void Seeker be played Nuances: - If targeting Deadbloom Predator with the -2 ability, you must pay 1 power for deflect
If Blastcone Fae is revealed to give a unit -2 Might, but the opponent reacts with Gust to return Blastcone Fae to hand, does the -2 Might effect still apply?
Ruling: Yes, the -2 Might effect still applies. Because Blastcone Fae's ability does not specify a location restriction (such as "here"), the ability will still resolve even after Fae returns to hand. Sequence: - Blastcone Fae is revealed (enters the chain) - Opponent reacts with Gust targeting Blastcone Fae - Gust resolves first, returning Fae to hand - Blastcone Fae's -2 Might effect still resolves despite Fae being in hand Nuances: - Moving a unit to the battlefield by itself is not something you can react to unless there's a trigger from that move - During showdown, the player contesting the battlefield gets Focus (priority to play Actions first) - If they pass Focus, the other player gains it and can play an Action or Reaction
If Blink (or Flash) moves a unit from the battlefield, does Hidden Blade still make its controller draw a card?
Ruling: No, Hidden Blade does not make its controller draw a card if Blink or Flash moves the unit from the battlefield. Nuances: - This ruling is confirmed in the FAQ
If Blitzcrank empties a battlefield you control, and you use Ride the Wind to move a unit back to that now-empty battlefield during your opponent's turn, do you score a point for conquering it?
Ruling: Yes, you score a point. Scoring is based on whether you've scored on that battlefield this turn, not whether you controlled it at the start of the turn. Nuances: - The video showed a judge error where they incorrectly denied the score - The incorrect ruling was based on control at start of turn rather than whether scoring had occurred that turn
If Blitzcrank is played to move a unit into combat, can the defender play Ride the Wind to move another unit into that same battlefield, and what happens to combat?
Ruling: When Blitzcrank is played to a battlefield the player already controls, the opponent (who is the attacker in that battlefield) gets focus first. The opponent can play Ride the Wind to move another unit into the battlefield. When Ride the Wind resolves during combat showdown, the damage assignment step will not take place. Sequence: - Blitzcrank is played to move a unit into combat - The opponent (attacker in that battlefield) receives focus first - The opponent can play Ride the Wind as an action - Focus passes back and forth until both players pass - If Ride the Wind resolves during combat showdown, damage assignment does not occur Nuances: - Targets for Ride the Wind are chosen when the card is played (when it goes on the chain), not after it resolves - Only one action can be played per chain, and it must start the chain - Focus can pass back and forth multiple times, but each chain can only contain one action - Priority and focus both pass together when a player chooses not to play a card
If Blitzcrank is played with Temporary (from Last Stand), does Temporary sacrifice it before Blitzcrank's Hold ability returns it to hand?
Ruling: Yes, Temporary sacrifices Blitzcrank before Hold can return it to hand. Sequence: - Begin of turn step happens (Temporary triggers and sacrifices the unit) - Hold step happens (but Blitzcrank is already gone) Nuances: - The reminder text for Temporary explicitly confirms this timing
If Blue Ahri is defending and Retreat is cast, does her ability to give a unit -2 still resolve or does it have no effect?
Ruling: If Retreat is cast before Ahri's ability resolves, the ability resolves with 0 effect because Ahri is no longer 'Here' when the ability resolves. If Ahri's ability resolves first at start of showdown, then Retreat is cast with a separate chain, the -2 effect remains. Sequence: - If Retreat is cast before Ahri's ability resolves: Ahri leaves, then her ability resolves with 0 effect - If Ahri's ability resolves first: The -2 is applied, then Retreat can be cast on a separate chain and the -2 remains Nuances: - Riftbound does not have fizzling; abilities resolve with 0 effect instead - The word 'Here' is important - abilities that check if a unit is 'Here' will have 0 effect if that unit has left
If Blue Ahri moves to a battlefront where the opponent has one unit, and that unit retreats using Reaver's Row, can the opponent then play Ride the Wind to move a new unit to that battlefront before conquering? If so, does Blue Ahri's ability trigger on the newly moved unit?
Ruling: Blue Ahri's ability does not trigger on the newly moved unit. Reaver's Row and Ahri trigger simultaneously, but the attacker's triggers go on the chain first, so Ahri targets before the retreat happens. When Reaver's Row resolves and the unit retreats, Ahri's ability whiffs because its target is no longer present. Sequence: - Blue Ahri moves to battlefront, triggering her ability - Reaver's Row and Ahri trigger simultaneously, but attacker's triggers go on chain first - Ahri announces a target - Reaver's Row resolves, retreating the targeted unit - Ahri's ability tries to resolve but whiffs (no valid target) - Opponent can cast Ride the Wind during the same combat - New unit arrives and gains defender designation - Combat continues, but Ahri's ability does not re-trigger Nuances: - Combat does not end when the opponent moves a unit with Ride the Wind; it continues within the same combat phase - Ahri's legend ability also would not work in this scenario because the battlefront is contested, not controlled
If Blue Ezreal is attacked and the attacker passes priority, can you use his action to move him to base before his 'when I defend' damage resolves?
Ruling: No, you cannot use the action until after Ezreal's 'when I defend' trigger is resolved. The triggered ability goes onto the initial chain and will resolve before either player would have open focus to play an action. Sequence: - When Ezreal defends, his 'when I defend' trigger goes on the initial chain - This triggered ability resolves first - Only after that chain resolves can you use the action to move him to base - While there is an ability on the chain (triggered or otherwise), you can only play reaction speed abilities Nuances: - The 'when I attack/defend' triggers always form the first chain, and once that chain resolves, it goes to the normal chain where you could then use actions
If Blue Sentinel holds and I am playing Renata legend, do I hold for 2 golds?
### Ruling: Do you receive two Gold gear tokens? No, you do not receive two Gold gear tokens. While **Blue Sentinel** causes the hold effect of **Chem-Baroness** to trigger twice, you are unable to pay the cost to resolve the second trigger because the Legend is already exhausted. ### Detailed Breakdown 1. **Triggering:** When you hold the battlefield, the condition for **Chem-Baroness**'s triggered ability is met. 2. **Blue Sentinel's Effect:** Because of **Blue Sentinel**, this hold effect triggers twice, placing two instances of the ability on the chain. 3. **Resolution and Cost:** * **First Instance:** You choose to activate the ability, exhausting the **Chem-Baroness** Legend to gain one Gold gear token. * **Second Instance:** When the second instance resolves, you must again exhaust the Legend to pay the cost. However, according to **Rule 414.1.b** ("A Unit that is already Exhausted cannot be Exhausted again") and **Rule 414.4** ("When Exhausting is listed as a Cost, then the Action must be able to be completed for the cost to be paid"), you cannot pay this cost a second time. 4. **Result:** Because the cost of exhausting the Legend cannot be paid, you cannot gain the second Gold gear token. ### Reasoning According to **Core Rule 383.3.b**, if a triggered ability contains a cost, that cost is treated as the base cost of the ability. Since **Chem-Baroness** requires exhausting the Legend as a cost, and the Legend is already exhausted from the first resolution, the second attempt to pay that cost fails. *Note: I could not fully verify this ruling against the provided rules text as it does not explicitly contain the text of Chem-Baroness's ability or confirmation that it requires exhausting as a cost.*
If Blue Teemo is revealed before he becomes a defender, does he activate twice?
Ruling: Blue Teemo only activates when he becomes defender. The card was errata'd. Nuances: - A unit is considered "Defending" the moment it enters into a Showdown, whether at the beginning or later on - If you flip Teemo - Strategist up from Hidden during an opponent's showdown, he will become a Defender and his ability will trigger
If Brynhir enters play while a spell is on the stack/chain, does that spell fail to resolve?
Ruling: No, the spell on the chain will still resolve. Brynhir's "players can't play cards" effect refers to the "Play" action, not cards already on the chain. Nuances: - Triggers use "When you play" to mean resolved, which can cause confusion with this interaction
If Brynhir is played and resolves first, does it prevent opponents from playing their cards when Promising Future is played afterward?
Ruling: No, Brynhir does not prevent opponents from playing cards from Promising Future when played in this order. When Brynhir resolves before Promising Future is played, her ability is active and prevents opponents from playing cards. Sequence: - Play Brynhir and let it resolve - Play Promising Future - Opponents look at the top 5 cards and banish one - The banished card stays banished because they cannot play it due to Brynhir's effect Nuances: - If Brynhir were played after Promising Future, it would not work because all cards from Promising Future would already be pending on the chain before Brynhir's trigger could register - Opponents still get to look at and banish a card, but cannot play the banished card
If Brynhir is pulled out with Dazzling Aurora at end of turn, does she prevent the opponent from doing anything on their turn?
Ruling: No, Brynhir pulled out by Dazzling Aurora does not make the opponent's turn useless. Dazzling Aurora happens during a specific step of the End of Turn Phase, and everything that happens as a result of Dazzling Aurora occurs before the opponent's turn begins, meaning it is still your turn. Sequence: - Dazzling Aurora triggers during the End of Turn Phase - End of turn effects trigger - "This turn" effects wear off (in a step after the trigger step) - Opponent's turn begins (ABCD phase) Nuances: - All effects resulting from Dazzling Aurora resolve during your turn, not during the opponent's turn
If Brynhir was played this turn can Viktor still play a recruit token?
Yes, if Brynhir Thundersong was played this turn, Viktor, Leader can still spawn a Recruit token. According to **RiftJudge FAQ #10133**, Brynhir Thundersong's triggered ability ("When you play me, opponents can't play cards this turn") prevents opponents from **playing cards**, but it does not affect **tokens**. Because spawning a recruit token is an ability effect—not the action of "playing a card" from your hand or a hidden zone—the restriction imposed by Brynhir Thundersong does not apply to Viktor, Leader's ability.
If Bullet-time is played and the opponent responds with Defy, are the runes recycled for damage still paid, or only the 1 rune exhaust cost?
Ruling: When Bullet-time is played and countered by Defy, only the 1 rune exhaust cost is paid. The runes for recycling damage are not paid because recycling is not a condition to play the card. Sequence: - Play Bullet-time and exhaust 1 rune to play it - Opponent uses Defy - Bullet-time doesn't resolve - No runes are recycled, only the 1 rune remains exhausted Nuances: - You do not need to declare the amount of runes to recycle when playing Bullet-time, as recycling is not a condition to play the card
If Caitlyn has Tank, or if there are multiple units with Tank including Caitlyn, how do the damage assignment rules work?
Ruling: If Caitlyn has Tank, the opponent chooses whether to apply her Tank keyword or her "damage last" ability. If they choose Tank, they can assign damage to her first along with other Tank units. If they choose her ability, they ignore Tank on her and assign damage to her last. Sequence: - If Caitlyn has Tank and there are other Tank units, the opponent decides which effect to apply - If they choose Tank: Caitlyn is treated as a Tank unit and can be assigned damage first (in any order with other Tanks) - If they choose her ability: Tank is ignored on Caitlyn and she takes damage last Nuances: - Giving Caitlyn Tank actually benefits the opponent by giving them more flexibility in damage assignment - If there are multiple Tank units (including Caitlyn), the opponent can assign damage to Caitlyn first by choosing to treat her as having Tank - The opponent's choice between conflicting effects allows them to bypass either restriction
If Caitlyn's ability is activated while she's at a battlefield, and Flash is played in response to move her back to base, does her ability still resolve?
Ruling: Yes, Caitlyn's ability still resolves and deals damage equal to her might to the target. Once the ability is activated and placed on the chain, there is no relation to her position. Sequence: - Caitlyn's ability is activated while she's at a battlefield, targeting an enemy unit - Flash is played in response, moving Caitlyn back to base - Caitlyn's ability resolves, dealing damage equal to her might to the target (the target is still legal since it's at a battlefield) Nuances: - The ability can only be activated when Caitlyn is at a battlefield, but once activated, her position doesn't matter for resolution - If Caitlyn is returned to hand (e.g., by Gust) after the ability is activated, the ability will do no damage because chain link items have no memory of "my Might"
If Carnivorous Snapvine targets a unit at a battlefield, and that unit is moved to a base with Fight or Flight in response, does the Snapvine trigger still resolve?
Ruling: The Snapvine trigger does not resolve because the targeted unit is no longer at a battlefield, making it an illegal target. Sequence: - Carnivorous Snapvine enters play and its ability goes on the chain, targeting a unit at a battlefield - In response, Fight or Flight is played from hidden, moving the targeted unit back to its owner's base - Fight or Flight resolves first (chain resolves backwards) - When Snapvine's trigger tries to resolve, the unit is no longer a legal target because it is not at a battlefield - The Snapvine trigger does nothing Nuances: - The unit can still be "found" by the trigger (it hasn't changed zones like being returned to hand, banished, or killed), but it is not a legal target because it's not at a battlefield
If Challenge is the second card played on a turn, does Darius's trigger to gain might occur before Challenge deals damage?
Ruling: No, Darius's trigger goes on the chain after Challenge resolves, meaning the damage is dealt before Darius gains might. Sequence: - Challenge is played as the second card - Challenge resolves and deals damage - Darius's trigger goes on the chain after Challenge has resolved
If Challenge is used outside of a combat showdown, when does the damage get cleaned up?
Ruling: When Challenge is used outside of a combat showdown, the damage persists until the next combat cleanup or end of turn, not immediately after resolving the chain. Nuances: - Challenge doesn't cause a combat showdown itself, it's just a spell doing damage - Damage cleanup only occurs during combat cleanup or end of turn, not during other showdown windows
If Chemtech Enforcer is played as the first card of the turn, can Flamechomper enter ready from Sun Disc's legion effect?
Ruling: No. Sun Disc does not have reaction, so it will not have the opportunity to activate its effect when Chemtech Enforcer is played as the first card. Nuances: - This only applies when Chemtech Enforcer is specifically your first card played that turn
If Cithria is already buffed on board and Wildclaw Shaman is played, can Cithria be buffed again after spending Wildclaw Shaman's buff to make it ready?
Ruling: Yes, Cithria can be buffed again. When Wildclaw Shaman is played, it triggers Cithria's ability because a new character entered play, even if the buff from Wildclaw Shaman is spent to make it ready. Nuances: - If triggers happen simultaneously, you can order them, so you could choose to buff Cithria first and then spend that buff to make Wildclaw Shaman ready.
If Cithria of Cloudfield (with a buff counter) dies during combat, and Sett Kingpin loses the might buff from Cithria while having lethal damage marked on him, does Sett die?
Ruling: Sett survives. During the Resolution Step, all lethally damaged units are moved to trash simultaneously, then damage is healed. Since Cithria is still present when lethal damage is checked, Sett still has the extra might at that moment. After units are trashed, damage heals before cleanup would check again. Sequence: - All units take damage simultaneously during combat - During Resolution Step, lethally damaged units are identified and moved to trash simultaneously (Cithria would be trashed here, but Sett still has the buff at this moment) - Damage is healed on remaining units - Cleanup occurs, but Sett no longer has damage marked on him Nuances: - Passive abilities are checked continuously and are always active while the unit is on the board - The game only kills units during cleanup and resolution step, not between these phases - This sequencing prevents units from dying in the middle of resolutions or between applying continuous effects
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