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Riftbound Frequently Asked Questions

Search verified questions and answers.

If Cleave is on the stack and the opponent has Stupify and Gust, can you use Gust on a 4 Might unit after using Stupify to make it a legal target?
Ruling: You cannot cast Gust on a 4 Might unit before Stupify resolves because it is not a legal target. You must cast Stupify, let it resolve completely, then cast Gust before Cleave resolves. Sequence: - Cleave is cast (first on stack) - Stupify is cast in response - Stupify resolves (unit is now a legal target for Gust) - Priority passes back to players - Gust is cast (now targeting the reduced Might unit) - Gust resolves - Cleave resolves Nuances: - After each card resolves, the next link owner gets priority and both players must pass before the next link resolves - Players can continue adding to the stack as cards resolve, not just when the stack is first created
If Cleave is played on a unit after it has already moved to a battlefield and been declared an attacker, does the unit still get the +3 Might from Assault?
Ruling: Yes, the unit gets +3 Might from Assault. Assault is a passive ability that applies as long as the unit has the attacker designation, regardless of when the unit gained the Assault ability. Nuances: - The timing of when the unit gains Assault does not matter - The key requirement is that the unit has the attacker designation
If Confront is played and Dazzling Aurora's end of turn effect plays a Whiteflame Protector to base (which comes in ready due to Confront), can that readied unit then move to an empty battlefield?
Ruling: No, the unit cannot move. You can only standard move your units during the Action phase, not during end of turn effects. Sequence: - Confront is played during Player A's turn - At end of turn, Dazzling Aurora's effect plays Whiteflame Protector to base - The unit comes in ready due to Confront - The unit cannot move because it's no longer the Action phase Nuances: - The unit can be played ready to base or at a controlled battlefield, but cannot move after being played during end of turn
If Crackshot Corsair has Gust played on her before her attack trigger resolves, does the trigger still hit the targeted unit?
Ruling: No, the attack trigger does not resolve. When Gust returns Crackshot Corsair to hand before her attack trigger resolves, the effect fails because it requires the target to be "here" and there is no "here" anymore once Corsair is returned to hand. Nuances: - Effects that depend on a location (like Crackshot Corsair's attack trigger) can fail to resolve if the source is removed - Effects that don't depend on location (like Miss Fortune's movement trigger that readies "anything" not "anything here") will still resolve even if the source disappears - This distinction is intentional design - some abilities are made to be more reliable than others
If Crescent Strike is played on a battlefield, then a unit ambush to the battlefield does that unit still take damage?
Yes, the unit that enters the battlefield via **Ambush** will take 1 damage from **Crescent Strike**. According to **RiftJudge FAQ #9516**, Crescent Strike selects "other enemy units" at the chosen battlefield based on their characteristics (their location and controller) at the time the spell resolves. ### Here is the sequence of events: 1. **Crescent Strike is played:** You choose a battlefield and one primary enemy unit as the target. The spell enters the chain. 2. **Ambush occurs:** Your opponent plays a unit with Ambush to that battlefield. Per **RiftJudge FAQ #9326** and **#9978**, units enter the battlefield immediately when played and do not allow a reaction window. The Ambush unit is now present at the battlefield. 3. **Chain resolves:** The chain resolves (LIFO). * **Crescent Strike** resolves. * It deals 4 damage to the originally chosen primary target. * It then checks for "each other enemy unit" at that battlefield. Because the Ambush unit is now present at that location and is controlled by an opponent, it meets the criteria and is dealt 1 damage. As clarified in **RiftJudge FAQ #9516**, the "other enemy units" are not targets of the spell, so the Ambush unit does not need to have been present when the spell was initially placed on the chain to be affected by the 1-damage effect.
If Darius (with Hold) has 3 damage dealt to it by Hextech Ray, then Thousand Tail Watcher reduces its Might by 3, does Darius die?
Ruling: Yes, Darius will die. The game checks if damage marked on a unit is greater than or equal to its current Might, so when Watcher's ability resolves and reduces Darius to 2 Might while it has 3 damage marked, Darius dies. Sequence: - Hextech Ray resolves, dealing 3 damage to Darius - Thousand Tail Watcher is played, reducing Darius's Might by 3 - Game checks damage >= Might (3 damage >= 2 Might) - Darius dies Nuances: - The order of damage being dealt first does not prevent the Might reduction from causing death; the game continuously checks if damage marked meets or exceeds current Might
If Darius Executioner gives +1 might to other friendly units, can Fiora tap to channel an exhausted rune when a 4-might unit is played (since it becomes 5 might)?
Ruling: No, you cannot tap Fiora to channel an exhausted rune in this situation. Darius's passive applies immediately to the incoming unit, so there is no moment when the unit is not 5 might. Sequence: - The unit enters the board - Darius's +1 might passive applies immediately - The unit is 5 might with no window where it was 4 might Nuances: - This differs from Shen's interaction with defender designation. When Shen is played as a reaction to defend, there is a window between entering the board and gaining the defender designation where his shield passive is not yet active and he is only 3 might.
If Darius Trifarian is played to the board from deck from Rek'Sai's legend ability after 2+ cards have already played, does he ready and get +2 from his effect?
No, Darius, Trifarian will **not** ready or gain +2 Might in this scenario. According to the rules and FAQs regarding Darius, Trifarian: 1. **Requirement:** Darius triggers his ability only **"When you play your second card in a turn."** This means he must either be the second card played himself, or be on the board to "see" the second card being played. 2. **Timing:** If you have already played 2+ cards in the turn *before* resolving the ability from Void Burrower, the condition for his trigger ("playing your second card") has already passed. 3. **No Retroactive Trigger:** Playing Darius as the third (or later) card in the turn does not satisfy the condition. Because he was not on the board when the second card was played, and he himself is not the second card being played, his ability will not trigger. **Important Note:** Even if you were playing Darius as the second card of the turn, the interaction with Void Burrower's ability works differently than playing a card from your hand. You are playing Darius from the top of your Main Deck via an ability, which still counts as playing a card, but he must specifically be the *second* card to trigger his effect.
If Darius Trifarian is the 3rd card, like two were played before, does he come in ready?
No, if **Darius, Trifarian** is played as the third card in a turn, he will not be readied by his ability. According to the rulings in **RiftJudge FAQ #3905** and **FAQ #9285**: * **Darius, Trifarian** can only count cards played in the turn that he is able to "see," which includes cards played after he resolves. * Because he is played as the third card, he did not see the second card being played. Therefore, his trigger condition—which requires playing a second card in the turn—cannot be fulfilled by playing additional cards after him. **Key Nuances:** * **Darius, Trifarian** must be played as the second card of the turn to trigger his ability. When played as the second card, he "sees" himself as that second card and will ready himself (as confirmed in **FAQ #6776** and **FAQ #1119**). * Playing him as the third, fourth, or any subsequent card will not trigger the ability, as the condition of playing the "second card" has already passed.
If Darius Trifarian is the first card of the turn and you play Challenge to fight a 5 might enemy, does Darius get his +2 might before or after the spell resolves?
Ruling: Darius gets the +2 might after Challenge resolves. Both units will be 5 might when they fight, so they both die. Sequence: - Challenge is played and resolves - The fight happens (both 5 might units die) - After Challenge finishes resolving, "when you play" triggers occur - Darius would get +2 might at this point (but is already dead) Nuances: - "When you play" triggers happen after a card's effects resolve, not when the card is put on the chain - A card is only considered "played" once all of its effects have resolved
If Darius enters the battlefield as the second card of the turn, will he enter ready since the condition is already fulfilled?
Ruling: Yes, when Darius is played as the second card of the turn, his ability will trigger and ready him. Nuances: - If Darius is the third card played this turn, he will not ready himself because he is not the second card played and he was not on the board when the second card was played.
If Darius is moved into combat with Void Seeker, then the opponent uses Fight or Flight to move Darius back during the showdown, does combat damage occur and do units heal?
Ruling: Combat starts and the showdown begins, but no combat damage occurs because Darius is removed from the battlefield before the damage step. Units still heal at the end of combat. Sequence: - Darius moves in and combat starts with showdown - Fight or Flight moves Darius back during showdown - Players pass focus twice to end the showdown - Showdown ends, then combat ends - All units heal Nuances: - The showdown does not automatically end when Darius leaves; it only ends when players pass focus twice - The opponent's unit does not take damage from Darius and does not die - Healing still occurs even though no damage was dealt
If Darius is played as the second card in a turn (after another card like Hextech Ray), does he enter the game ready with +2 power?
Ruling: Yes, Darius enters the game ready with +2 power when played as the second card in a turn. Sequence: - Play first card (e.g., Hextech Ray) - Play Darius as second card - Darius enters ready with +2 power
If Darius is played as the second card in a turn, does he see himself as the second card and become ready?
Ruling: Yes, Darius sees himself as the second card and becomes ready when played as the second card of the turn. Sequence: - A unit only counts as played once it has entered the board - "When you play" effects trigger after the unit enters - Darius is already active when his trigger checks - He sees himself as the second card played Nuances: - This only works if Darius is the second card played; if he is the third card, he would not become ready
If Darius is played as the second card, gets Rebuked, then replayed as the third card, does he enter play exhausted or ready?
Ruling: Darius will stay exhausted when replayed as the third card. He does not need to be on board to count himself as the third card played in a turn. Sequence: - First card is played - Darius is played as the second card (enters exhausted) - Opponent Rebukes Darius - Darius is replayed as the third card (stays exhausted because his ready effect only triggers on the second card played)
If Darius is played as the third card in a turn, can he be readied by playing a fourth card that same turn?
Ruling: No, Darius cannot be readied in this scenario. Darius can only count cards played in the turn that he was able to see, meaning cards played after he resolves. If he is the third card played, he did not see the second card being played, so his trigger condition cannot be fulfilled by playing additional cards after him. Nuances: - Darius can see himself when counting cards played in the turn - If Darius is played as the second card, he can ready himself immediately because he sees himself as the second card - Darius has "super vision" to count cards played in the turn no matter where he is, but only for cards played after he resolves
If Darius is the third card played in the turn would he be readied?
No, if **Darius, Trifarian** is played as the third card in a turn, he will not be readied by his ability. According to the rulings in **FAQ #6266** and **FAQ #3905**: * **Darius, Trifarian** can only count cards played in the turn that he is able to "see," which includes cards played after he resolves. * Because he is played as the third card, he did not see the second card being played. Therefore, his trigger condition—which requires playing a second card in the turn—cannot be fulfilled by playing additional cards after him. **Key Nuances:** * **Darius, Trifarian** must be played as the second card of the turn to trigger his ability. When played as the second card, he "sees" himself as that second card and will ready himself (as confirmed in **FAQ #6776** and **FAQ #1119**). * Playing him as the third, fourth, or any subsequent card will not trigger the ability, as the condition of playing the "second card" has already passed. This interpretation is based on the trigger condition of his ability and the established rulings regarding his ability to "see" cards played during the turn. Note: I could not fully verify the exact phrasing of the trigger condition against the retrieved rules.
If Dazzling Aurora causes a Carnivorous Snapvine to be played at end of turn, can I play an Action card after the Snapvine's effect resolves, or does my turn just end?
Ruling: Your turn ends after the abilities have resolved. You do not get priority to play Action cards after end of turn effects resolve. Sequence: - Dazzling Aurora triggers at end of turn - Carnivorous Snapvine is played and its effect resolves - Turn ends without receiving priority to play Actions Nuances: - Players only receive priority during specific game states, none of which occur after end of turn effects - There is no showdown created by Snapvine that would allow playing Action cards - Cards like Deadbloom Predator can invoke combat showdowns even during the Ending Step, which would allow playing Actions
If Dazzling Aurora reveals Nocturne, can you activate Nocturne's ability to play it, then continue revealing cards for Dazzling Aurora's ability?
Ruling: No, Dazzling Aurora stops revealing as soon as you reveal any unit. Nuances: - You cannot activate Nocturne's ability mid-resolution and then continue with Aurora's reveals - Aurora's reveal effect ends immediately upon revealing a unit
If Dazzling Aurora reveals all cards in deck (no creatures found), does it trigger burn out?
Ruling: No, Dazzling Aurora will not cause burn out if it reveals your entire deck. You only burn out if you draw a card with no cards in your main deck, and all revealed cards are recycled immediately after revealing them. Sequence: - Dazzling Aurora reveals cards from deck looking for creatures - If entire deck is revealed with no creatures found, all revealed cards are immediately recycled - No window exists to draw a card before recycling occurs - Therefore no burn out is triggered
If Dazzling Aurora reveals and plays a unit after recycling non-units, can Karma Channeler's triggered ability buff that unit?
Ruling: Yes, Karma Channeler can buff the unit played by Dazzling Aurora. Sequence: - Aurora resolves, adding the unit to the pending chain, then recycling cards (which triggers Karma) - Karma's trigger is added to the pending chain after the unit - The pending chain finalizes in order: the unit is added to the chain first and immediately resolves (enters the battlefield) - Then Karma's ability is added to the chain, and targets are chosen at this point - Since the unit is now on the battlefield, it can be targeted by Karma's buff - Karma's ability resolves, buffing the unit Nuances: - If the unit played by Aurora has an on-play trigger (like Deadbloom Predator starting combat), that trigger goes on top of Karma's ability on the chain and resolves first, before Karma's buff - Targets for triggered abilities are only chosen when the ability is added to the chain, not when it becomes pending - Items pending to be added to the chain are added in the order they became pending (FIFO), not in reverse order like chain resolution
If Dazzling Aurora triggers and gives Kadregrin, who draws a reaction spell with his ability, can that reaction spell be played before the turn ends and marked damage fades?
Ruling: No, the reaction spell cannot be played before the turn ends. After Kadregrin's when-you-play-me (WYPM) ability resolves from the chain, there is no additional priority window before the turn ends. Sequence: - Dazzling Aurora triggers and resolves, putting Kadregrin into play - Kadregrin goes onto the chain and auto-resolves - Kadregrin's WYPM ability goes onto the chain - Players can react to the WYPM ability if they want - The WYPM ability resolves (drawing the card) - No further priority is given after this chain closes - Turn ends and marked damage fades Nuances: - If there was a second Aurora trigger after Kadregrin (chain: Aurora > Aurora), and the first Aurora brought in Kadregrin, then the owner of the second Aurora would get priority once Kadregrin's WYPM eventually resolves, allowing the reaction spell to be played in response to that second Aurora
If Dazzling Aurora triggers at end of turn and reveals Deadbloom Predator which is played to an occupied battlefield, does this trigger a second end of turn phase (and potentially trigger Dazzling Aurora again)?
Ruling: No, there is no second end of turn. The combat triggered by Deadbloom Predator happens during the end of turn sequence itself, and once it resolves the turn ends immediately. Sequence: - End of turn begins and Dazzling Aurora triggers - Aurora must completely resolve first (including recycling unused cards) before any staged combat begins - If Deadbloom Predator is revealed and played to an occupied battlefield, this creates a staged combat - The staged combat occurs as part of the end of turn sequence - After the combat resolves, the turn ends (assuming no other end of turn triggers) Nuances: - If you have 2 Dazzling Auroras, both trigger at end of turn and go onto the stack - The combat does not restart the action phase; it merely happens during the end of turn sequence
If Dazzling Aurora triggers on end step and plays Deadbloom Predator, can it be put on an occupied battlefield and does that start combat?
Ruling: Yes, Deadbloom Predator can be put on an occupied battlefield when played via Dazzling Aurora, and this will initiate combat. Nuances: - If Confront was played during your turn, units played via Dazzling Aurora will enter ready - The Aurora trigger happens at the end of your turn when you can no longer take discretionary actions (like standard moves) - Deadbloom Predator being played directly to an occupied battlefield and initiating combat is a separate case from normal unit deployment
If Dazzling Aurora's end of turn effect flips Deadbloom Predator and you conquer Targon's Peak during the resulting showdown, can you ready 2 runes from Targon's Peak's ability?
Ruling: No, you cannot ready 2 runes. While Targon's Peak does trigger when conquered, the "at the end of this turn" condition has already passed, so the rune readying effect does not occur. Sequence: - At the start of the Ending Step (517.1), all "at the end of turn" triggers occur simultaneously, including Dazzling Aurora - Aurora's trigger resolves, flipping Deadbloom Predator - Deadbloom wins the showdown and you conquer Targon's Peak - Targon's Peak's conquer trigger checks for "at the end of this turn" but that event has already occurred - The runes do not ready because the Ending Step trigger moment has passed Nuances: - "At the end of your/this turn" refers to a specific moment (the start of the Ending Step), not an ongoing condition throughout the End Phase - Triggers only activate for cards present at the moment the triggering event occurs - If you conquer Targon's Peak on your opponent's turn, you would ready runes at the end of their turn ("this turn" refers to the current turn when triggered)
If Dazzling Aurora's end-of-turn effect is on the chain and a hypothetical reaction card destroys Dazzling Aurora, does the effect still resolve?
Ruling: All effects that are finalized onto the chain always resolve unless countered, doing as much as they can. If Dazzling Aurora is destroyed after its effect is on the chain, the effect still resolves and plays a unit. Nuances: - Effects can resolve to 0 effect if they require information about the source or target being on the board, but Dazzling Aurora's effect does not require this information - Units and gear cannot be reacted to when played, only their triggered effects can be reacted to - You cannot react to the unit that Dazzling Aurora's effect plays
If Deadbloom has 9 might (base + 1 buff), opponent plays Singularity (marking 6 damage), then casts Smokescreen (reducing might by 4), does Deadbloom die or survive at 1 health?
Ruling: Deadbloom dies. Singularity marks 6 damage on the 9-might Deadbloom, then Smokescreen reduces might to 5. Since the marked damage (6) is equal to or greater than the current might (5), Deadbloom dies. Sequence: - Deadbloom starts at 9 might (base + 1 buff) - Singularity marks 6 damage on Deadbloom - Smokescreen reduces Deadbloom's might by 4 (from 9 to 5) - Damage (6) ≥ might (5), so Deadbloom dies
If Deadbloom is played from Aurora at end of turn and conquers, does Targon's Peak trigger to ready two runes, or was the end of turn timing missed?
Ruling: You do not get the Targon's Peak trigger because end of turn triggers only happen once at the beginning of the end of turn phase. If you're already in the middle of that phase when Targon's Peak enters play, its end of turn trigger cannot occur anymore. Nuances: - Triggers that happen at specific phases (like end of turn or beginning of turn) only occur once, at the beginning of that phase - If Targon's Peak did trigger, you can respond to the rune readying trigger - Once the untap trigger resolves, you cannot play anything else unless there are more triggers to react to - The runes would not ready on the opponent's next end of turn because Targon's Peak specifies "this turn"
If Deadbloom is played targeting an occupied battlefield, and the opponent responds with Gust to empty it before Deadbloom resolves, does Deadbloom still enter the battlefield?
Ruling: This scenario cannot happen. Units do not linger on the chain like spells do - they enter the chain but leave immediately as part of the play process, before opponents can respond. Sequence: - Steps 1-5 of playing a unit (including entering the chain) happen all at once before the unit becomes a real item on the chain - The unit immediately enters the battlefield - Only after the unit has entered the battlefield can opponents react Nuances: - Spells linger on the chain and can be responded to, but units do not - You cannot react to units being played (including Shen from the chain or Teemo from hidden) - You can only react after units have already hit the battlefield - If a unit is put into play by a spell effect (like Dazzling Aurora), you must respond to the spell before it starts resolving - once resolution begins, you cannot interrupt it
If Diana Lunari is gusted back to hand does her ability still proc?
Yes, Diana, Lunari's ability still resolves even if she is removed from the battlefield (e.g., returned to hand by "Gust") after the ability has been triggered. According to **RiftJudge FAQ #9879**, here is the sequence of events: 1. **Trigger:** When a showdown begins at the battlefield, Diana's ability is placed on the chain. 2. **Response:** The opponent plays a spell (such as "Gust") to remove Diana from the battlefield. 3. **Resolution:** The removal spell resolves, and Diana leaves the battlefield. 4. **Ability Resolution:** The triggered ability remains on the chain and resolves independently of its source. When it resolves: * The controller is given the opportunity to pay the optional cost of `[1]`. * If the cost is paid, the effect ("If you do...") executes fully, as the card text does not require Diana to be present at the time of resolution to function. This is consistent with the general rule that triggered abilities resolve independently of their source once they are on the chain.
If Diana Lunari is gusted back to hand, does her ability still proc if there is no enemy on the BF, just my Diana?
Yes, Diana, Lunari's ability will still trigger and you can successfully resolve the effect even if she is "gusted" (recalled to your hand) in response. ### Ruling Breakdown 1. **Triggering:** According to **RiftJudge FAQ #9373**, moving a unit to an open battlefield (where no enemy units are present) initiates a "non-combat showdown." This triggers Diana's "When a showdown begins here" ability. 2. **Chain & Resolution:** When a triggered ability is placed on the chain, it becomes an independent object. Per **RiftJudge FAQ #9879**, the ability does not require the source (Diana) to be present on the board when it resolves. 3. **Cost Payment:** The cost `[1]` is part of the ability's instructions ("do X to do Y"). As established in the same FAQ, costs within instructions for triggered abilities are paid **on resolution**. Because the ability is independent of the source, you can pay the cost and resolve the effect even if Diana has been returned to your hand. ### Sequence of Events 1. **Trigger:** A showdown begins at the battlefield where Diana is present. Diana's ability triggers and is placed on the chain. 2. **Response:** The opponent plays a spell like *Gust* to return Diana to your hand. 3. **Resolution:** *Gust* resolves, and Diana returns to your hand. 4. **Ability Resolution:** The triggered ability remains on the chain. When it resolves: * You are given the opportunity to pay `[1]`. * If you pay, you perform the [Predict] action and draw a spell if the revealed card is one, exactly as written on the card. This interpretation relies on the mechanics of triggered abilities (as detailed in the retrieved FAQs) that resolve independently of the source unit's presence on the battlefield.
If Dragon's Rage is played to move a unit from the battlefield to base, but Flash is used as a reaction to return that unit to base before Dragon's Rage resolves, does Dragon's Rage still kill a unit?
Ruling: No, Flash blocks Dragon's Rage in this scenario. If the unit is already in base when Dragon's Rage resolves and no movement happens, there is no destination, so the reflexive trigger will not have a valid target and won't finalize. Sequence: - Dragon's Rage is played to move a unit from battlefield to base - Flash is used as a reaction to return the unit to base - When Dragon's Rage resolves, no movement occurs because the unit is already at base - Without a destination, no unit can be chosen to deal damage to Nuances: - This only works because Dragon's Rage specifies "destination" - if it said "at its location" then the trigger would still work even without movement - Flash doesn't block Dragon's Rage if the opponent was moving a unit TO the battlefield (only when moving away from it)
If Dragon's Rage targets a unit with Deflect, can that spell still be Defied? (Does Deflect's cost increase affect Defy's cost requirement?)
Ruling: Deflect does not change the printed cost of a spell, so Dragon's Rage can still be Defied even when targeting a unit with Deflect. Deflect only increases the actual cost paid to play the spell, but abilities that reference "cost" (like Defy) look at the printed cost on the card. Nuances: - Any ability that references a spell's "cost" looks at the printed cost, not the modified cost after effects like Deflect
If Draven Audacious dies in combat but gets revived by Zhonya's, does he give the point over to the opponent?
No, Draven, Audacious will **not** give the point to your opponent if he is saved by Zhonya's Hourglass. ### Reasoning The ability on **Draven, Audacious** reads: *"When I die in combat, choose an opponent. They score 1 point."* According to **Rule 366** and **Rule 366.1**, **Zhonya's Hourglass** is a **Replacement Effect** (identified by the word "instead"). It intercedes during the execution of a game effect that would kill a unit. * When the game effect (such as combat damage) attempts to kill Draven, Zhonya's Hourglass replaces that event. * Instead of Draven dying and being sent to the trash, he is healed, exhausted, and recalled to your base. * Because the "die" event was replaced, Draven never actually "dies." Consequently, his "When I die" triggered ability never meets its condition to trigger. ### Summary of Interaction 1. **Zhonya's Hourglass** is activated/revealed during the Showdown (before combat damage is dealt). 2. Combat damage is dealt. 3. The game attempts to kill Draven due to lethal damage. 4. **Zhonya's Hourglass** replaces the "kill" event. Draven is recalled to your base instead of being sent to the trash. 5. Because Draven did not die, his death trigger does not go on the chain, and no point is awarded to your opponent.
If Draven has +5 might from his passive (making him 8 total might), can Baited Hook (which reveals units with 2-3 might) reveal and play him from the deck?
Ruling: Yes, Baited Hook can reveal and play Draven because it looks at the original might of units in the deck (3 might), where Draven's passive is not active. His passive only applies when he is on the board. Sequence: - Baited Hook checks the original might value of units while they are in the deck - Draven's original might is 3, so he can be revealed by Baited Hook - Once Draven enters the board, his passive immediately applies and he becomes mighty Nuances: - If Baited Hook kills a Draven that is already on the board for its effect, it would use the modified might value (8), not the original - When Draven is played alongside Volibear (who checks for mighty units), Draven enters the board as mighty because his passive is active the instant he hits the board, before any checks occur - There is never a moment where Draven is on the board without his passive being active
If Eager Apprentice reduces spell costs by 1 and Find Your Center is already discounted to 2 energy (when opponent's score is within 3 points of Victory Score), does it cost 0? What happens with multiple Eager Apprentices?
Ruling: Energy costs cannot be reduced below zero. Eager Apprentice's discount stacks with Find Your Center's conditional discount to make it cost 0. Multiple Eager Apprentices stack their discounts, but any cost below zero is treated as zero. Sequence: - Apply Find Your Center's conditional discount (if opponent is within 3 points of Victory Score, cost becomes 2) - Apply Eager Apprentice discount(s) (reduce by 1 per Apprentice) - If result would be negative, treat as 0 instead Nuances: - Multiple Eager Apprentices stack their discounts (2 Apprentices = -2 cost reduction) - All energy and power costs are floored at zero
If Elder Dragon is killed during damage assignment of a combat showdown (after consecutive focus passes), does the passive still cause my unit to die?
Yes, Elder Dragon’s ability continues to apply to enemy units even if it is killed during the same combat. According to **RiftJudge FAQ #8684**, the ability functions as long as your damage is dealt to enemy units. It does not require Elder Dragon to remain on the battlefield after damage has been assigned. ### Reasoning 1. **Scope of Ability:** Elder Dragon’s ability text states: "Any amount of **your damage** is enough to kill **enemy units**." Both conditions (the source being "your" damage and the target being an "enemy unit") are evaluated at the time damage is assigned. 2. **Combat Timing:** Once combat damage is assigned, the ability validates that the criteria are met. If Elder Dragon is removed from the battlefield during the combat damage step, the modification to the lethal threshold for enemy units remains in effect for the damage already assigned. 3. **Persistence of Effects:** Because the ability modifies the rules of combat damage for that specific instance, the state of the Elder Dragon at the conclusion of combat does not retroactively negate the damage already dealt to enemy units. Note: I could not fully verify this ruling against the retrieved rules.
If Elder Dragon is on the battlefield and my opponent uses Flurry of Blades, do my units die?
Ruling: No, your units will NOT die. Elder Dragon's ability only applies to damage you deal to enemy units, not to your own units. When you play Flurry of Blades while controlling Elder Dragon, your units take 1 damage normally, while all enemy units are killed. Sequence: - You play Flurry of Blades - The spell deals 1 damage to all units at all battlefields - Your units take 1 damage (not lethal) - Enemy units take 1 damage, which is lethal due to Elder Dragon's ability - All enemy units die; your units survive with 1 damage marked Nuances: - Elder Dragon's ability specifies "your damage" and "enemy units" - both conditions must be met - The ability does not protect or modify how damage affects your own units - Any source of damage you control will kill enemy units with Elder Dragon active
If Ember Monk is at a battlefield with a Mask at base and a hidden unit (Teemo), when an opponent triggers a combat showdown, does Monk keep the +1 from Mask after revealing Teemo?
Ruling: Yes, Ember Monk keeps the +1 from Mask and would be a total of 7 might after revealing Teemo. Sequence: - Opponent moves in to trigger combat showdown - Mask triggers as a "When I attack/defend" timing trigger and goes on the initial chain - Chain cleanup designates attackers and defenders - Monk gets +1 from Mask (assuming chain resolves with no other might changes) - Teemo is revealed as a new trigger that increases might further - Monk ends at 7 might total Nuances: - Attacking a unit at an empty battlefield does NOT trigger Mask's +1 because it creates a showdown but not a combat showdown (no opposing units means no attacker/defender designation) - Combat only occurs when a Cleanup occurs with no items on the Chain and a Battlefield has Units controlled by two opposing players
If Ember Monk is on the battlefield and I play Consult the Past from hidden, but my opponent plays Defy on it, does Ember Monk still get +2 might?
Ruling: No, Ember Monk does not get +2 might. In Riftbound, a card is not considered "played" until it fully resolves. Since Defy counters Consult the Past before it resolves, it was never "played" and therefore does not trigger Ember Monk's ability. Sequence: - You attempt to play Consult the Past from hidden - Opponent plays Defy targeting Consult the Past - Consult the Past is countered and does not resolve - Since Consult the Past never resolved, it was never "played" - Ember Monk's trigger condition is not met, so no +2 might Nuances: - There is a distinction between "play" (the act of putting a card on the chain) and "played" (a card that has resolved) - Cards with "When You Play Me" (WYPM) triggers work differently because they are permanents that resolve instantly before their triggers go on the chain - The rules language around "play" vs "played" has some inconsistencies that may create edge cases with cards like Raging Firebrand
If Ezreal - Dashing has Spellsong, does he deal his attack damage twice? Can he select different units for each attack?
Yes, **Ezreal, Dashing** equipped with **Svellsongur** will trigger his "When I attack" ability twice, and he can select different units for each trigger. ### The Ruling When Svellsongur is attached to a unit, it copies that unit's text. Because Ezreal's ability is a triggered ability ("When I attack..."), both the original ability on Ezreal and the copied ability on the equipment will trigger simultaneously when he attacks. * **Two Triggers:** Both abilities trigger when Ezreal attacks. They are placed on the chain, and each will resolve individually. * **Targeting:** Because each trigger is a separate instance of the ability, you choose a target for each one as they are placed on the chain. You are not required to target the same unit; you may choose two different enemy units at the battlefield to deal damage to. ### Sequence 1. **Attack:** Ezreal attacks. 2. **Triggers:** Both Ezreal's native ability and the copied ability from Svellsongur trigger. 3. **Chain:** You place both triggers on the chain. You choose a target for the first trigger and a target for the second trigger. 4. **Resolution:** The triggers resolve one by one (LIFO). Each deals 3 damage (Ezreal's Might) to its respective target. *Note: As per Ezreal's card text, he does not deal standard combat damage during the Combat Damage Step; he only deals the damage specified by his triggered abilities.*
If Ezreal dashing attacks a battlefield controlled by Nine-Tailed Fox, does his ability go off before the might reduction?
No, Ezreal, Dashing's ability does **not** go off before the Might reduction. According to the rules for combat-initiated showdowns and the specific interaction between these two cards, the Might reduction from Nine-Tailed Fox will resolve first. ### The Sequence 1. **Combat Begins:** Ezreal, Dashing moves to the battlefield and is designated as the Attacker. 2. **Triggers go on the Chain:** * **Ezreal's "When I attack" trigger** is placed on the chain first (as the Active Player). * **Nine-Tailed Fox's "When an enemy unit attacks" trigger** is placed on the chain second (as the Defender/Legend controller). 3. **Resolution (LIFO - Last-In, First-Out):** * **Nine-Tailed Fox's ability resolves first:** The attacking unit (Ezreal) receives -1 Might. * **Ezreal's ability resolves second:** It checks Ezreal's current Might (which is now reduced) and deals that amount of damage to the target. ### Why this happens * **Trigger Order:** In a combat-initiated showdown, the active player (attacker) adds their triggered abilities to the chain first, followed by the defending player. * **LIFO Resolution:** Because the chain resolves in Last-In, First-Out order, the last ability added (Nine-Tailed Fox) resolves before the first ability added (Ezreal). * **Dynamic Might:** As established in **RiftJudge FAQ #9638**, there is no mechanism that "locks in" a unit's Might when an ability is added to the chain. The ability checks the unit's Might value only at the moment the ability actually resolves. *Note: This ruling is based on the standard combat timing flow and the interaction of triggered abilities on the initial chain.*
If Ezreal dashing comes into a battlefield and initiates a showdown as an attacker against a Teemo Strategist, what is the sequence of effects between the two cards for how damage is applied and when?
In this combat showdown, the sequence is determined by the standard combat timing flow where triggered abilities from the attacker are placed on the chain before those of the defender. ### The Sequence 1. **Combat Begins:** **Ezreal, Dashing** moves to the battlefield and becomes the Attacker. **Teemo, Strategist** is the Defender. 2. **Triggers are placed on the chain:** * **Ezreal's** "When I attack" trigger is placed on the chain first (as the Active Player/Attacker). * **Teemo's** "When I defend" trigger is placed on the chain second (as the Non-Active Player/Defender). 3. **The Chain Resolves (LIFO - Last-In, First-Out):** * **Teemo's ability resolves first:** You choose an enemy unit at the battlefield and reveal the top 5 cards of your main deck. You deal 1 damage to the chosen unit for each [Hidden] card revealed, then recycle the cards. * **Ezreal's ability resolves second:** It checks Ezreal's current Might and deals 3 damage to the targeted enemy unit. ### Key Rulings and Interactions * **Trigger Order:** Because Ezreal is the Attacker, his trigger goes on the chain first. Because Teemo is the Defender, his trigger goes on the chain second. The LIFO rule causes Teemo’s ability to resolve before Ezreal’s (see *RiftJudge FAQ #8547* for the general rule on Attacker vs. Defender trigger timing). * **No Combat Damage:** Both **Ezreal, Dashing** and **Teemo, Strategist** (due to Ezreal's text) have abilities that specify they deal damage through their effects. Ezreal specifically states, "I don't deal combat damage." * **Survival:** If Teemo's ability deals enough damage to kill Ezreal before his trigger resolves, Ezreal will leave the battlefield and go to the trash. When Ezreal's ability attempts to resolve, if he is no longer "here" (at the battlefield), the ability will "whiff" and fail to deal its 3 damage, as it requires a target at that location (see *RiftJudge FAQ #7639*). * **Dynamic Might:** As noted in *RiftJudge FAQ #9638*, Ezreal’s ability checks his Might at the moment of resolution, not when the trigger is placed on the chain.
If Ezreal kills Lucian with his defender trigger before Lucian's attacker trigger resolves, does Lucian still deal damage?
Ruling: No, Lucian does not deal damage. If Lucian dies to Ezreal's trigger before his own trigger resolves, the returned value would be Null and wouldn't do any damage. Sequence: - Ezreal's defender ability triggers first - Ezreal deals 3 damage to Lucian, killing him - Lucian's attacker trigger attempts to resolve - Since Lucian is no longer in play (in trash), the ability executes what it can but cannot deal damage Nuances: - The trigger doesn't completely disappear, but it returns a Null value since the source is no longer present - The ability executes what it can, but cannot deal damage when the source unit is in the trash
If Fading Memories gives a unit temporary and it dies at the start of its controller's beginning phase, does it trigger a Hidden Sprite call? If so, does the called sprite also die due to its own temporary, or does this trigger the next round?
Yes, you can use a hidden *Sprite Call* to react to a unit dying from *Temporary*. Because *Temporary* creates a triggered ability that goes on the chain at the start of your turn, you have the opportunity to respond to it. Here is how the interaction plays out, based on the rules and common game sequences (referencing RiftJudge FAQ #10474 and #9228): ### The Sequence 1. **Beginning Phase:** The *Temporary* ability of your unit (granted by *Fading Memories*) triggers and is placed on the chain as a pending item. 2. **Reaction:** Because an item is on the chain, you may play your hidden *Sprite Call* as a reaction. It is placed on top of the chain. 3. **Resolution (LIFO - Last-In, First-Out):** * **Sprite Call resolves first:** You summon a new Sprite token with *Temporary* to the battlefield. * **Original Temporary trigger resolves:** The original unit dies. 4. **Result:** The new Sprite token entered the battlefield **after** the *Temporary* trigger for that specific turn had already been processed. ### Does the new Sprite die? **No, the new Sprite will not die this turn.** Because it entered the battlefield after the game already checked for *Temporary* triggers during that turn's Beginning Phase, it is "safe" until the start of your **next** turn. ### Important Clarifications * **Hidden Restriction:** Per Rule 811.1.d.3, because you are playing *Sprite Call* from a hidden state, the new Sprite token must be summoned to the **same battlefield** where *Sprite Call* was hidden. * **LIFO Resolution:** This interaction relies on Rule 336.1 (Last-In, First-Out). The reaction resolves before the original trigger, allowing the new unit to avoid the "death check" that just occurred.
If Fading Memories is played on my unit by my opponent, and I control Mushroom Pouch, can I still use Mushroom Pouch's effect to draw a card at the beginning of my turn before my unit dies from Temporary?
Ruling: Yes, you can use Mushroom Pouch's effect to draw a card. Both Temporary (from Fading Memories) and Mushroom Pouch trigger at the start of your beginning phase simultaneously, and since you control both triggers, you choose the order in which they resolve. Sequence: - Both triggers (Temporary and Mushroom Pouch) occur at the start of your beginning phase - You choose the order of resolution - If you resolve Mushroom Pouch first, you draw a card, then Temporary resolves and the unit dies - If you resolve Temporary first, the unit dies and the hidden card goes away, making Pouch invalid Nuances: - The key is that both triggers happen simultaneously at the same timing, giving the controlling player choice of ordering - If you want to draw the card, you must choose to resolve Mushroom Pouch before Temporary
If Fading Memories targets a unit and Sett saves it with Sett's legend ability, does the unit keep the Temporary keyword and die again next turn?
Ruling: Yes, the unit keeps the Temporary keyword even after being saved by Sett's legend ability. Nuances: - The unit will die again at the end of the next turn due to retaining Temporary
If Falling Comet gets reacted with Retreat, does Lux's Legend still get triggered?
Ruling: Yes, Lux's Legend still gets triggered when Falling Comet is reacted with Retreat because the card still resolves and counts as played.
If Falling Comet is played in a showdown and deals damage higher than the opposing unit's might, does it kill the unit before the damage phase of the showdown?
Ruling: Yes, if Falling Comet deals damage equal to or greater than the unit's might, it kills the unit before combat damage is dealt. Sequence: - Actions can be played when entering a showdown, starting a chain - Players can play reactions to that action - The chain resolves (spells take effect) - After the chain resolves, players can start a new chain - If no new chain is started, combat damage is dealt - Units killed by spells before combat damage do not deal their combat damage Nuances: - If a spell deals damage less than a unit's might, the unit is damaged but survives and will still deal its full might as combat damage (though it needs less additional damage to be destroyed)
If Falling Star deals damage to a unit with 3 HP left, then Thousand-Tailed is played afterward (same turn), does that unit die?
Ruling: Yes, the unit dies. When Thousand-Tailed reduces the unit's might while it still has damage marked from Falling Star, the damage can exceed the reduced might total, causing the unit to die. Sequence: - Falling Star deals damage to a unit (leaving it with 3 HP remaining) - The unit has 6 might and 3 damage marked on it - Thousand-Tailed is played, reducing the unit to 3 might - The unit now has 3 might and 3 damage marked, causing it to die Nuances: - This only works if both cards are played in the same turn with no combat in between, otherwise the damage would be healed
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