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Riftbound Frequently Asked Questions

Search verified questions and answers.

If Falling Star is played on a 3 might unit and the opponent uses Flash to move the unit to base in reaction, does the unit die or does the target become invalid and the unit survive?
Ruling: The unit dies. Moving the unit to base doesn't make it an illegal target, so Falling Star will still deal the damage when the trigger resolves.
If Falling Star reduces Sett's HP to 2, then Smoke Screen reduces his Might, does Sett die?
Ruling: Yes, Sett dies. Units with lethal damage (damage equal to or greater than Might) are killed during cleanup. Sequence: - Falling Star deals damage to Sett - Smoke Screen reduces Sett's Might - During cleanup, the game checks if damage equals or exceeds current Might - Sett is killed because the damage now equals or exceeds his reduced Might
If Ferrous Forerunner dies while I have Rek'Sai Breacher on the field, can I Accelerate the two Mech tokens and how much should I pay?
Ruling: Yes, the Mech tokens created by Ferrous Forerunner gain Accelerate due to Rek'Sai Breacher's ability, and you may pay 1 Energy and 1 Power (any domain) for each token to have them enter the board ready. Sequence: - Ferrous Forerunner dies, triggering its Deathknell ability - The Deathknell ability resolves, instructing you to play two Mech tokens - As you play these tokens, Rek'Sai Breacher's ability grants them Accelerate (since they are played from somewhere other than your hand) - You may choose to pay the Accelerate cost (1 Energy and 1 Power) for each token - Any tokens for which you paid the cost enter the board ready instead of exhausted Nuances: - Tokens are considered "played" when an effect instructs you to play them, following all normal steps for playing a card - Rek'Sai Breacher's ability applies to units played from anywhere other than hand, which includes tokens created by abilities - You pay the Accelerate cost separately for each token and can choose to pay for one, both, or neither
If Fiery Annie (which gives +1 to abilities and spells) is in play and you play Stupify, does Stupify give -1 and deal 1 damage?
Ruling: No. Annie only increases existing instances of damage. Since Stupify does not originally deal damage, Annie does not cause it to deal damage. Nuances: - Annie's effect only amplifies damage that is already present on a card, it does not add new damage to cards that don't deal damage
If Fight or Flight is played from hidden as a reaction to Dragon's Rage (targeting Ember Monk to move to base), and Fight or Flight resolves first moving the Monk to base, what happens to Dragon's Rage?
Ruling: Dragon's Rage fails to move the unit because the destination (base) is now the same as the unit's current location. Since the unit was not actually moved by Dragon's Rage, the reflexive trigger is not put on the chain at all. Sequence: - Dragon's Rage is played, targeting Ember Monk and choosing base as the destination - Fight or Flight is played as a reaction and resolves first, moving Ember Monk to base - Dragon's Rage resolves but cannot move the unit (origin and destination are the same) - The reflexive trigger does not go on the chain because the unit was not actually moved by Dragon's Rage Nuances: - The destination must be chosen when Dragon's Rage is played (before it goes on the chain), per rule 352.3 - The FAQ explicitly states: "If there's no enemy there, or if you didn't actually move the unit you chose for any reason (and therefore there's no 'its destination' to reference), the trigger isn't put on the chain at all" - The destination is tied to the specific movement effect; if another effect moves the unit, Dragon's Rage's destination reference no longer applies
If Fight or Flight is used on Green Yasuo 6 upon attack, does Yasuo's 'When I Attack' ability still resolve?
Ruling: No, Yasuo's 'When I Attack' ability does not resolve if Fight or Flight is used on him as a reaction during the attack, because the ability targets "here" and the target is no longer legal when Yasuo moves zones. Sequence: - Yasuo attacks and triggers his 'When I Attack' ability - Fight or Flight is played as a reaction from hidden, moving Yasuo to another zone - Yasuo's ability fails to resolve because the target location "here" is no longer where Yasuo is Nuances: - Fight or Flight must be played as a reaction from hidden for this interaction to work. If played as an action from hand, Yasuo's ability would have already resolved before Fight or Flight could be played.
If Fight or Flight moves a ready Lee Sin, does Lee Sin become exhausted?
Ruling: No, Lee Sin does not become exhausted. Only a standard move has the cost of exhausting a unit; every other move effect will not alter the state of a unit unless it explicitly says so. Nuances: - After being moved by Fight or Flight, Lee Sin can still move to the battlefield to conquer (assuming you haven't scored that battlefield via holding or conquering this turn)
If Fight or Flight moves a unit targeted by Hidden Blade from a battlefield to base in response, does Hidden Blade kill the unit and does its controller draw 2 cards?
Ruling: Hidden Blade does not kill the unit and its controller does not draw 2 cards. When the unit is moved to base before Hidden Blade resolves, the target becomes invalid and the game cannot track the controller information. Sequence: - Fight or Flight is played in response to Hidden Blade, moving the targeted unit from battlefield to base - When Hidden Blade resolves, it checks for a valid target - The target is now invalid (not at a battlefield) - Hidden Blade resolves with no effect, cannot change targets - No cards are drawn because controller information is not available for invalid targets Nuances: - This differs from replacement effects like Zhonya's, where the target remains valid when Hidden Blade begins resolving, so the controller still draws 2 cards even if the unit doesn't die - The key distinction is whether the target is legal when the spell starts to resolve - if legal at resolution start, controller information is available; if illegal, controller becomes null - The unit dying is not a requirement for drawing cards, but having a legal target at resolution is required
If Fight or Flight moves a unit to base in response to Charm (which targeted that unit to move to base), does Charm still resolve and what happens?
Ruling: When Charm is played, you must declare both the target and destination. If the unit is moved to that same destination before Charm resolves (via Fight or Flight on the chain), Charm will resolve but have no effect since the unit is already at the declared location. Sequence: - Charm is played, declaring target unit and destination location (locked in at time of play) - Fight or Flight is played in response, moving the unit to base - Fight or Flight resolves first, moving unit to base - Charm resolves but has no effect since unit is already at the declared destination Nuances: - The spell still "resolves" even though it has no effect (important for cards that care about spells resolving) - You cannot re-choose Charm's destination once it's on the chain, even if the game state changes
If Fight or Flight moves the only attacking unit out of the battlefront when defending with one unit, does the showdown continue with an action step?
Ruling: Combat does not end when units are moved out of the battlefront. The showdown continues with focus being passed until both players pass on the same empty chain. Sequence: - Fight or Flight moves the attacking unit out of the battlefront - Combat does not end - Focus continues to be passed - Both players can play actions - Showdown ends when both players pass on the same empty chain
If Fiora (Peerless Duelist) is defending at Reavers with a hidden Fog of War, and 2 cards attack her, can you play the hidden Fog of War on defend triggers to make it one-on-one and trigger Fiora's ability?
Ruling: Fiora's ability does not trigger. Her trigger condition requires her to be attacking or defending one-on-one at the time attack/defend triggers are evaluated. Since she is not one-on-one when triggers are initially checked, her ability does not go on the chain at all, and playing Fog of War afterward cannot retroactively create the trigger. Sequence: - Combat is declared with 2 attackers against Fiora - Attack/defend triggers are evaluated and added to the chain - Reavers triggers (if applicable), but Fiora does not trigger because she is not one-on-one - After initial triggers are on the chain, Fog of War can be played - Fog of War resolves and removes one attacker, but this does not allow Fiora's trigger to be added retroactively Nuances: - It is more accurate to say Fiora's ability "doesn't trigger at all" rather than being "missed" - a missed trigger infraction would only apply if the trigger condition was met but the player failed to acknowledge it - Reaction speed of Fog of War does not matter; triggers are evaluated before players can add reactions to the chain - The timing of when triggers are evaluated versus when reactions can be played is the key distinction
If Fiora attacks a battlefield with 1 unit and 1 hidden card, her might doubles. If the opponent then reveals the hidden card (Pakaa Cub) as a unit, does her might get reduced back to normal?
Ruling: Once Fiora's ability triggers and goes on the chain, her might will double when it resolves. The trigger condition ("one on one") is checked when the ability triggers, not when it resolves, so revealing the hidden card afterward does not prevent the might doubling. Sequence: - Fiora attacks a battlefield with 1 unit and 1 hidden card - Her ability triggers and goes on the chain (condition met: only 1 unit visible) - Opponent cannot flip the hidden card as a reaction to prevent the trigger - Ability resolves and her might doubles Nuances: - The "one on one" condition is part of the trigger condition, not the effect, so it's checked at trigger time only - Once the ability is on the chain, revealing additional units will not undo or prevent the might doubling
If Fiora gains Deflect after an opponent has already targeted her with a spell (by increasing her might in reaction), does the opponent need to recycle a card for Deflect?
Ruling: No, the opponent does not need to recycle a card. Once a spell is finalized (costs paid and targets chosen), gaining Deflect afterward does not trigger the Deflect cost requirement. Sequence: - Opponent plays spell targeting Fiora (who does not have Deflect yet) - Opponent pays costs and chooses targets (spell is finalized) - Player reacts by increasing Fiora's might, giving her Deflect - Spell resolves without requiring the Deflect cost Nuances: - It doesn't matter if Fiora gains Deflect before the spell resolves; what matters is whether she had Deflect when the spell was finalized (when costs were paid and targets were chosen)
If Fiora gains Mighty during combat (after being declared as a defender), does she get the +1 from Shield?
Ruling: Yes, Fiora gets the +1 from Shield when she gains Mighty during combat, even after being declared as a defender. Nuances: - Shield and Assault are passive "while" effects, not triggered "when" abilities - They do not use the chain and are always active when their conditions are met - If Fiora gains Mighty from Shield itself (like from Fortified Position), she gets both bonuses at once
If Fiora, Peerless attacks a single unit but the defender reveals a hidden Teemo in reaction to the attack trigger, does Fiora's might still double when the trigger resolves?
Ruling: Yes, Fiora's might still doubles. The trigger condition is only checked when determining whether the trigger should go onto the chain, not when it resolves. Sequence: - Fiora attacks what appears to be a one-on-one situation - Attack trigger checks condition and goes onto the chain as "double my might this combat" - Defender reveals hidden Teemo - Trigger resolves and doubles Fiora's might regardless of the changed battlefield state Nuances: - This works this way because Fiora uses "when" (trigger) rather than "while" (passive). A passive ability like "my might is doubled while I am attacking one on one" would continuously check the condition and would not double might after Teemo is revealed. - The comma placement in the card text determines what is the trigger condition versus what is the effect.
If Fiora, Peerless is moved to base by Fight or Flight during combat, can she still be chosen by Challenge to deal her doubled damage before combat ends?
Ruling: Yes, Fiora can be chosen by Challenge and deal her doubled 6 damage. Combat does not end when Fight or Flight resolves and moves Fiora to base. Sequence: - Fiora defends at battlefield and triggers her On Defend ability, doubling her might to 6 during the Initial Chain - Initial Chain closes - Fight or Flight is played, targeting Fiora - Fiora moves to base when Fight or Flight resolves - Combat continues - both players can still play cards - Challenge can be played, choosing Fiora and the attacking unit - Fiora deals 6 damage - Combat only ends when both players pass with focus on an empty chain Nuances: - Fiora retains her doubled might even after moving to base, as the buff persists for the duration of combat - A unit moving out of the battlefield during combat does not automatically end the combat
If Fiora, Victorious is defending alone on Forbidding Wastes while equipped with an item that gives +2 Might, does she retain her Mighty ability?
Ruling: Yes. Fiora retains her Mighty ability and ends with 5 Might. The Arithmetic Layer system ensures that all increases to Might are applied before all decreases, regardless of when effects become active. Sequence: - Start with base Might of 4 - Apply all increases first: +2 from equipment and +1 from Shield (granted by being Mighty) = 7 Might - Apply all decreases last: -2 from Forbidding Wastes = 5 Might - Final Might is 5, so she remains Mighty and keeps Deflect, Ganking, and Shield Nuances: - The order of increases before decreases is mandated by the layer system, not by timestamps or the order effects became active. - Because she starts Mighty (6 Might from base + equipment), Shield is already active before becoming a solo defender, and its +1 Might bonus is included in the calculation.
If First Mate is played and the only other unit on the board is an enemy unit, does it ready the enemy unit?
Ruling: Yes, First Mate will ready the enemy unit. Nuances: - Triggers always enter unless there's no valid target - If a valid target exists, it must be chosen to add the effect to the chain - You cannot ignore a valid target even if it's an enemy unit
If Fizz is resurrected by Heedless Resurrection, can he play that same Heedless Resurrection?
To answer your question: **Yes, you can use Fizz, Trickster to play the *Heedless Resurrection* that was used to resurrect him.** ### The Reasoning This interaction is possible because of the timing of how spells and abilities are resolved: 1. **The Triggered Ability:** When you play **Fizz, Trickster** (using **Heedless Resurrection**), he enters the battlefield and his "When you play me" (WYPM) ability is placed on the chain. 2. **The Spell's Resolution:** A spell must fully resolve and move to the trash before triggered abilities caused by its resolution are processed. Because **Heedless Resurrection** finishes its resolution and moves to the trash before **Fizz**'s WYPM ability resolves, it is a legal target in the trash at the moment the ability is processed. ### Regarding Fizz **Fizz, Trickster** has an Energy cost restriction printed on his card: *"When you play me, you may play a spell from your trash with **Energy cost no more than [3]**, ignoring its Energy cost."* This restriction applies to the spell chosen from the trash, regardless of the fact that its Energy cost is ignored. Note: I could not fully verify this ruling against the retrieved rules.
If Fizz targets a discarded Arcane Shift from trash, will Arcane Shift get recycled after it gets banished?
Ruling: No, Fizz cannot recycle Arcane Shift after it gets banished. Effects can only interact with banished cards if they were the ones that banished that card. Sequence: - Fizz targets Arcane Shift in trash - Arcane Shift gets banished (due to its own effect) - Fizz can no longer interact with the card because it didn't banish it - Arcane Shift is not recycled Nuances: - An effect can only interact with a banished card if that same effect was responsible for banishing it - Once a card moves to banish zone, effects that didn't cause the banishment lose the ability to reference that card
If Flurry of Blades is activated before combat to deal damage, does that damage heal immediately or persist until combat/end of turn?
Ruling: Damage dealt by Flurry of Blades (or other effects) outside of combat persists on units until either a combat showdown occurs or the turn ends. The damage does not heal immediately after the effect resolves. Sequence: - Activate Flurry of Blades before combat to deal damage - Damage remains marked on all affected units - Damage persists until either: (1) a combat showdown completes, or (2) the turn ends - At that point, all damage on all units at all locations clears simultaneously Nuances: - There are two types of showdowns: regular showdown (moving into an open battlefield) and combat showdown (moving into an opponent-controlled battlefield) - Only combat showdowns clear damage, not regular showdowns - When damage clears, it clears from all units everywhere, not just those involved in the combat
If Fox-Fire targets two 2-Might units, and one is buffed to 4 Might with Discipline in response, can Fox-Fire still kill both units?
Ruling: Fox-Fire cannot kill both units. When Fox-Fire resolves, it can kill units with a total of up to 4 Might among its targets. Since the targets now total 6 Might (one 2-Might unit and one 4-Might unit), Fox-Fire can only kill one of them, not both. Sequence: - Fox-Fire is cast, targeting both 2-Might units - Discipline is played in response, buffing one unit to 4 Might - Fox-Fire resolves with both targets still valid but now totaling 6 Might - The Fox-Fire player chooses to kill either the 2-Might unit or the 4-Might unit, but cannot kill both Nuances: - Targets are selected when the spell is cast, but the spell's instructions (total of 4 Might) must still be followed when it resolves - There is a common misconception that Fox-Fire can kill all units that each have 4 Might or less, which is incorrect - Pixelborn has a bug with this interaction and should not be relied upon for correct rulings
If Foxfire targets a unit on the battlefield (chain 1), then the opponent moves that unit back to base (chain 2), does the damage still resolve, fizzle, or does the caster choose a new target?
Ruling: The spell will still resolve, but nothing will happen because Foxfire specifically requires the unit to be at a battlefield. Nuances: - The spell does not fizzle completely, it just has no effect - No new target is chosen
If Foxfire targets a unit with 4 or less total might, but the opponent responds by giving that unit +2 might (making it 6 total), does Foxfire still kill the unit or does the target become invalid?
Ruling: The target becomes invalid and Foxfire will not resolve. The kill should not happen. Nuances: - This interaction is bugged on Pixelborn, where Foxfire incorrectly still kills the unit even after it exceeds the might threshold
If G Yasuo attacks and triggers his ability to strike a unit, but is killed or removed by Hidden Blade in response, does his damage ability still resolve and kill the targeted unit?
Ruling: No, Yasuo's ability will not deal damage if he is killed or removed before it resolves. The ability fizzles because it deals damage to a unit "here" (at Yasuo's location), and if Yasuo is no longer on the battlefield, the effect cannot resolve. Sequence: - Yasuo attacks and his ability triggers, targeting an opponent's unit - In response, Hidden Blade kills or removes Yasuo - Yasuo's ability attempts to resolve but fails because Yasuo is no longer "here" - The targeted unit takes no damage Nuances: - This ruling applies to any ability that references "here" - the source must still exist at that location for the effect to resolve - If Yasuo is moved to a different location (like being sent back to base with Zhonya), the same principle applies - the ability trigger still exists on the chain but cannot resolve because the targeted unit is no longer at the same location as Yasuo - Effects that specify a fixed amount of damage (like "deal 5 damage") would still resolve even if the source dies - Under current rules, if a unit dies, it is treated as having 0 Might, though this may change in future rules updates
If Garen is killed in combat, do other units lose his +1 Might buff and potentially die from damage that would have been non-lethal with the buff?
Ruling: When Garen is killed in combat, his +1 Might buff ends immediately, but other units he was buffing will survive if they took damage during that same combat. The damage is cleared from surviving units before the game checks for lethal damage again. Sequence: - Combat damage is assigned to all units - Units with lethal damage (like Garen) are killed and sent to trash (Garen's ability stops working) - Contested status is cleared from the battlefield - All marked damage is cleared from remaining units - A cleanup occurs to check for any units with lethal damage (but the previously buffed units now have 0 damage) Nuances: - Under revised rules, combat damage is dealt, units with lethal damage are killed, then units are immediately healed of all damage before lethal damage is checked again - This means units buffed by Garen will survive even if the damage they took would be lethal without his buff - The combat resolution and cleanup timing rules are under revision, but the core interaction (buffed units surviving) will remain the same
If Gearhead (which doubles base Might bonuses from attached Equipment) has Doran's Shield (+1 base Might) attached, and then Svellsongur (which copies the unit's text) is also attached, does the Might bonus double again?
Ruling: No, the bonus does not double again. Gearhead doubles Doran's Shield's base +1 Might to +2. When Svellsongur copies Gearhead's text, this creates two instances of the same doubling effect, but they do not stack to quadruple the bonus—both effects reference the same base value and apply the same doubling rule. Sequence: - Doran's Shield attaches to Gearhead with base +1 Might - Gearhead's ability doubles this to +2 Might - Svellsongur attaches and copies Gearhead's text - Both doubling effects look at the base +1 value and apply the same doubling - Final result: Gearhead has 3 (base) + 2 (doubled Shield) = 5 Might Nuances: - Svellsongur itself has +0 base Might, so doubling it contributes nothing - Equipment attaches to units, not to other Equipment—Svellsongur does not receive bonuses from Doran's Shield - The copied text on Svellsongur grants its effect to the unit (Gearhead), not to the Equipment itself - Multiple instances of identical doubling effects do not stack multiplicatively
If Get Excited gets played and gets defied by Defy, does it still discard a card?
No, if *Get Excited!* is countered by *Defy*, you do not discard a card. According to the FAQ for *Get Excited!*: * "When *Get Excited* gets defied, you do not have to discard." * "When *Get Excited* is countered by *Windwall* [or *Defy*], the discard does not happen because the discard is part of the spell's resolution, not a cost." Because the discard is part of the spell's resolution, and a countered spell does not resolve, the discard effect never occurs.
If Get Exited! has no valid target when it resolves (because the opponent killed their own unit with Hidden Blade in response), does the caster still have to discard a card?
Ruling: Yes, you still have to discard a card even if there is no valid target when Get Exited! resolves. Sequence: - Get Exited! is played targeting a unit - Opponent responds with Hidden Blade, killing their own unit - Chain resolves: Get Exited! has no valid target, but the caster still must discard a card
If Glasc Mixologist and Leblanc Fragmented die at the same time, am I able to use Glasc effect to revive Leblanc?
Yes, you can use the *Deathknell* effect of **Glasc Mixologist** to play **LeBlanc, Fragmented** from your trash. ### Sequence of Events 1. **Simultaneous Death:** Both **Glasc Mixologist** and **LeBlanc, Fragmented** are killed simultaneously (for example, by a board-clearing effect). 2. **Deathknell Triggers:** Both units have *Deathknell* abilities. According to **Rule 808.1.d.2**, these triggers are added to the chain as pending items before the units are moved to the trash. 3. **Chain Resolution:** You are the controller of both triggers. You choose the order in which to add them to the chain (**Rule 808.2.a**). 4. **Resolving Glasc Mixologist:** When you resolve the *Deathknell* trigger from **Glasc Mixologist**, you are instructed to play a unit from your trash with an energy cost of 3 or less. 5. **Playing LeBlanc, Fragmented:** Because **LeBlanc, Fragmented** is in your trash at this moment, she is a legal target for the *Deathknell* effect of **Glasc Mixologist**. You may play her from your trash to the battlefield, ignoring her energy cost. ### Important Nuances * **LeBlanc's Deathknell:** While **LeBlanc, Fragmented** also has a *Deathknell* ability, that ability will trigger and be added to the chain as well. You will be able to resolve her *Deathknell* effect after you have finished resolving the *Deathknell* effect of **Glasc Mixologist**. * **Simultaneous Events:** Because both units die simultaneously, they both enter the trash during the same cleanup process. Since the *Deathknell* triggers are placed on the chain before the units are moved to the trash, the game "remembers" them, allowing you to interact with them in the trash once the triggers resolve. Note: I could not fully verify this ruling against the retrieved rules, as the specific card 'LeBlanc, Fragmented' and its abilities were not present in the provided context.
If Glasc Mixologist dies at the same time as a 3 might unit, can I play that 3 might unit?
Yes, you can play that 3-might unit. According to **FAQ #9392**, when multiple units die simultaneously (such as **Glasc Mixologist** and another unit), their *Deathknell* triggers are added to the chain as pending items before the units are moved to the trash. Because the game "remembers" them in the trash once the triggers resolve, you can target the unit that just died with the *Deathknell* effect of **Glasc Mixologist**. ### Sequence of Events 1. **Simultaneous Death:** **Glasc Mixologist** and the 3-might unit are killed simultaneously. 2. **Deathknell Triggers:** Both units have *Deathknell* abilities. These triggers are added to the chain as pending items before the units are moved to the trash (**Rule 734.1.d.2**). 3. **Chain Resolution:** You are the controller of the triggers. You choose the order in which to add them to the chain (**Rule 808.2.a**). 4. **Resolving Glasc Mixologist:** When you resolve the *Deathknell* trigger from **Glasc Mixologist**, you are instructed to play a unit from your trash with an energy cost of 3 or less. 5. **Playing the Unit:** Because the 3-might unit is in your trash at this moment, it is a legal target for the *Deathknell* effect. You may play it from your trash to the battlefield, ignoring its energy cost. *Note: This is based on the mechanics of Deathknell and simultaneous triggers as described in the provided FAQs. No official rule chunk explicitly details the "simultaneous death" interaction, but it is consistent with the established Riftbound FAQ rulings.*
If Glasc Mixologist is defending and died at a battlefield, does its Deathknell trigger and therefore allow its unit to be played at the same battlefield before losing ownership?
Yes, **Glasc Mixologist**'s *Deathknell* trigger allows you to play a unit from your trash to the battlefield, which can help you maintain control of that battlefield. ### The Ruling According to **Rule 734.1.d.2**, *Deathknell* triggers are added to the chain as a Pending Item before the unit is moved to the trash. Because the trigger is placed on the chain during the cleanup process (specifically during the "Handle outstanding board state" step, **Rule 322.3**), the game pauses to allow the chain to resolve. If the *Deathknell* effect allows you to play a unit to that battlefield, you will have a unit present there when the game checks for control, allowing you to retain ownership of the battlefield. ### Sequence of Events 1. **Combat Damage:** Damage is assigned to Glasc Mixologist. 2. **Cleanup Begins:** The game enters the cleanup phase (**Rule 322**). 3. **Deathknell Triggers:** Before Glasc Mixologist is moved to the trash, its *Deathknell* ability triggers and is added to the chain as a Pending Item (**Rule 322.3** and **Rule 734.1.d.2**). 4. **Chain Resolution:** The chain is finalized and resolves (**Rule 322.12**). You resolve the *Deathknell* effect, allowing you to play a unit from your trash to the battlefield. 5. **Control Check:** After the chain resolves and the cleanup continues, the game checks for control of the battlefield. Because you successfully played a unit there, you still have a unit present, and you maintain control of the battlefield. Note: I could not fully verify this ruling against the retrieved rules.
If Green Jax gives all gear Quickdraw, and I play Svellsongur as a reaction during combat, will Svellsongur copy White Flame Protector's on-play ability to give +8 to a unit?
Ruling: No, Svellsongur gives units a copy of their own abilities, not abilities from other units. White Flame Protector will have two copies of its own "when you play me" ability, but nothing will trigger them since the unit is already in play. Nuances: - Svellsongur only copies abilities that belong to the unit itself - The copied abilities on White Flame Protector won't trigger because the unit has already been played
If Green Yasuo triggers a showdown as an attacker and Ride the Wind is cast on him before combat damage occurs, does Yasuo deal his attack trigger damage and avoid taking combat damage?
Ruling: Yes, Yasuo will deal his attack trigger damage and not take combat damage. Yasuo's ability damage is dealt before Actions as part of the Initial Chain, while Ride the Wind is an Action Speed Spell, so his attack trigger will resolve before he is moved. Sequence: - Yasuo triggers showdown as attacker - Yasuo's attack trigger damage is dealt (as part of Initial Chain) - Ride the Wind can be cast (Action Speed) - Yasuo is moved and readied, avoiding combat damage Nuances: - To avoid the damage from Yasuo's attack trigger, you would need to move or kill him with a Reaction Speed spell, not an Action Speed spell - When Yasuo re-attacks after being readied, the damage from his first attack trigger is still present on the target because a combat showdown occurred (even though combat damage didn't happen), and units only heal after combat or at end of turn - "Combat" is a process that includes the Showdown and Combat Damage as separate parts; combat damage does not need to be dealt for a Combat Showdown to have occurred
If Green Yasuo with Mask of Foresight solo moves into a battlefield with an enemy unit, does Yasuo's might get increased to 7 before his ability resolves?
Ruling: Yes, Yasuo's might can be increased to 7 before his ability resolves. Sequence: - Green Yasuo's ability and Mask of Foresight's ability both trigger simultaneously when Yasuo solo moves into a battlefield with an enemy unit - The player controlling both abilities selects the order to place them on the Chain - By ordering Mask of Foresight's ability to resolve first, Yasuo will be at 7 might when his ability resolves
If Green Yasuo's on-attack trigger is responded to with Fight or Flight (moving the opponent's unit to a different location), does Yasuo's ability still resolve?
Ruling: Green Yasuo's ability will mistarget and not resolve because "here" refers to Yasuo's location, which is no longer where the target unit is after Fight or Flight moves it. Nuances: - The ability targets a unit at a specific location ("here" = Yasuo's location) - Even though the opponent's unit is still on the battlefield, it's no longer at the required location - This results in a mistarget, causing the ability to fail to resolve
If Gust targets a Stalwart Poro, can you respond with a reaction to increase the Poro's might above 3 to prevent Gust's effect?
Ruling: Yes, you can play a reaction spell to raise the might above 3. Gust will still resolve but won't do anything because it checks the target's might at resolution, not just at activation. Nuances: - Gust does not "fizzle" - it resolves without effect if the target is no longer valid
If Gust targets a small unit (3 or less might) and the unit gets buffed above 3 might in reaction, will Gust fizzle or resolve?
Ruling: Gust will still resolve, but it will not return the unit to hand since the unit no longer meets the targeting criteria. The spell does not fizzle (go to trash without resolving). Nuances: - This distinction matters for effects that care about spells resolving, such as Ravenbloom Student - In Riftbound, spells don't fizzle in the traditional sense - they either resolve, are countered, or are illegal to play (in which case all actions are undone) - When a spell resolves but its target is no longer valid, it resolves but does nothing (different from fizzling)
If Harnessed Dragon targets a unit at battlefield A, and the opponent uses Tide Turner to swap to battlefield B, does Harnessed Dragon kill Tide Turner or the originally targeted unit?
Ruling: Harnessed Dragon kills the originally targeted enemy unit, even if Tide Turner swaps the battlefields after the target is declared.
If Herald Of Spring holds Reconers Arena, on its turn does it score twice exp?
To determine if **Herald of Spring** scores its **Hunt** XP twice when holding at **Reckoner’s Arena**, we must analyze the interaction between the "Hold" action and the battlefield's ability. ### The Ruling **Yes, a unit with Hunt will trigger its Hunt ability twice when you perform a "Hold" action at Reckoner's Arena.** According to **RiftJudge FAQ #9544**, this occurs because the Hunt keyword functions as both a "Hold" and "Conquer" effect. Here is the sequence of events: 1. **Action:** You perform a "Hold" action at **Reckoner’s Arena**. 2. **Trigger 1 (Hold):** The "Hold" condition of the **Hunt** keyword is met naturally by your action. This places the Hunt ability (gain 1 XP) on the chain. 3. **Trigger 2 (Conquer):** Reckoner’s Arena has an ability that reads, *"When you hold here, activate the conquer effects of units here."* This forces the "Conquer" condition of your unit's Hunt keyword to trigger as a separate event, placing a second instance of the Hunt ability (gain 1 XP) on the chain. 4. **Resolution:** Both instances of the Hunt ability resolve from the chain (Last-In, First-Out), resulting in your controller gaining 1 XP twice (2 XP total). *** *Note: This ruling is based on RiftJudge FAQ #9544 and #10039. The ability "When you play me, gain 2 XP" on Herald of Spring triggers separately when the unit is played and does not interact with the Hold/Conquer triggers at the battlefield.*
If Here to Help (from Hidden) plays Fizz, can Fizz play a spell at reaction speed? Can Fizz play cards like Invert Timelines in this scenario?
Ruling: Yes, Fizz can play spells at reaction speed when played by Here to Help, including cards like Invert Timelines. You still have to pay the power costs for any cards played. Nuances: - Fizz can even play the same Here to Help that summoned him, since Here to Help fully resolves and goes to the trash before Fizz's triggered ability resolves
If Hextech Ray is used to kill a Pouty Poro, will this trigger Immortal Phoenix's ability?
Ruling: Yes, Immortal Phoenix will trigger. The source of the damage that killed the Poro is the Hextech Ray, so it's considered to have killed it. Nuances: - The game does not treat this as state-based actions killing the unit; the spell itself is considered the source of the kill.
If Hextech Ray's target becomes illegal after it's been placed on the chain (due to Retreat returning it to hand), can Hextech Ray change to target a different valid creature?
Ruling: No, Hextech Ray cannot change targets. Once an item has been finalized to the chain with its target chosen, there is no rule that allows you to go back and change targets even if the original target becomes illegal. Sequence: - Step one: When playing Hextech Ray, you make necessary choices (including target selection) while the item is still pending - Step two: Once those choices are made and the item is finalized to the chain, the targeting is locked in - Step three: If the target later becomes illegal (such as being returned to hand), the item cannot retarget
If Hidden Blade (hidden at battlefield A) targets an attacking unit, and the opponent reacts with Tideturner to swap that unit to battlefield B, does Hidden Blade still kill the unit and does its controller draw 2?
Ruling: Hidden Blade does not kill the unit and no one draws 2 cards. When the unit moves to a different battlefield, it becomes an invalid target for the hidden card, causing Hidden Blade to resolve with no effect. Sequence: - Hidden Blade is cast from hidden and targets the attacking unit at battlefield A - Tideturner is cast in response - Tideturner swaps places with the targeted unit, moving it to battlefield B - Hidden Blade fails to find a valid target "at this battlefield" so it kills nothing - Since the target is invalid, the controller information returns null, so no one draws Nuances: - Hidden cards can only target units at their battlefield, so once the unit moves, it's no longer a valid target for a hidden card - This is different from death replacement effects (like Zhonya's) where the unit still dies and the draw still happens, because replacement effects alter how an event happens but it still happens - If Hidden Blade were played from hand (not hidden), moving the unit to a different battlefield would still allow the draw to occur - The second clause of Hidden Blade (drawing 2) is dependent on the first clause (killing) having a valid target; if the target is invalid, the information returns as null
If Hidden Blade is flipped from hidden to kill a unit at a battlefield, and in response Tideturner is flipped to move that unit to a different battlefield, does Hidden Blade lose its target?
Ruling: Yes, Hidden Blade loses its target and no unit will die and no cards will be drawn. However, the card is still considered played (so effects like Ravenbloom that trigger on playing cards still work). Sequence: - Hidden Blade is flipped from hidden targeting a unit at a specific battlefield - Tideturner is flipped in response, moving the unit to a different battlefield - Hidden Blade resolves but the target is now illegal (unit is at a different battlefield) - No unit dies and no cards are drawn - Hidden Blade is still considered played for other card effects Nuances: - Hidden Blade played from hand only requires the unit to be at any battlefield at resolution - Hidden Blade played from hidden has an extra targeting requirement that the unit must be at that specific battlefield - When played from hidden, if the target becomes illegal, the controller cannot be determined, so no cards are drawn - Effects always resolve doing as much as they can unless countered - This interaction does NOT work the same way with Riptide Rex, as Rex only requires the unit to be at any battlefield
If Hidden Blade is hidden at a battlefield, can you react with Hidden Blade to kill another unit at a different battlefield?
Ruling: No. Spells and play effects of units played from hidden can only target game objects at the battlefield where they were played from unless the targeting specifies otherwise. Nuances: - This restriction only applies to targeted effects; untargeted effects (like the second part of Stand United) don't have this restriction - Play effects that explicitly specify another battlefield (like Tideturner) are exempt from this restriction - While saying hidden effects add the word "here" is a common shorthand, it's not technically accurate because it wouldn't correctly describe untargeted effects or cards that specify other battlefields
If Hidden Blade is played against me and I react with Defy, do I still draw 2 cards?
Ruling: No, you do not draw 2 cards. When a spell is countered, it is removed from the chain without any resolution and none of the countered card's instructions will be carried out. Sequence: - Defy resolves - The countered spell (Hidden Blade) is immediately removed from the chain - Hidden Blade never resolves, so its draw effect does not happen Nuances: - The countered card does not count as a "played" card since it never resolved - Once removed from the chain, the countered spell cannot be targeted by other effects (it no longer exists)
If Hidden Blade is played on a unit and the opponent responds with Retreat, does the unit's controller still draw 2 cards even though the unit won't be killed?
Ruling: The unit's controller will not draw 2 cards. Nuances: - When Retreat returns the unit to hand, the controller cannot be established for the draw effect
If Hidden Blade is used to kill a buffed unit before Blitzcrank can grab it, and Sett's legend effect saves the unit, does the unit still count as a legal target for Blitzcrank?
Ruling: The unit remains a valid target for Blitzcrank. You will save the unit and draw 2 cards from Hidden Blade, but the unit still gets pulled to fight Blitzcrank. Sequence: - Hidden Blade kills the buffed unit - Unit returns to base (saved by Sett's effect) - Draw 2 cards from Hidden Blade - Unit still gets pulled by Blitzcrank to fight it - Unit fights Blitzcrank without its buff Nuances: - Blitzcrank has no location restriction on where the enemy target has to be, so it can pull from base - If Blitzcrank's text specified "on a battlefield" as a targeting requirement, then recalling the unit would cause the effect to whiff
If Hidden Blade kills Crackshot Corsair in response to Crackshot's attack trigger, does the 1 damage still happen?
Ruling: No, the damage will not happen. When Crackshot Corsair dies before its trigger resolves, the trigger still resolves but cannot define "here" and does nothing. Sequence: - Crackshot Corsair attacks and its trigger goes on the stack - Hidden Blade is played in response, killing Crackshot Corsair - Crackshot's trigger resolves but fails to do anything because Crackshot is no longer "here" Nuances: - If the ability did not include the word "here" (e.g., "when I attack, deal 1 damage"), it would still resolve and deal damage even if the unit died - The word "here" is a limiting factor that requires the unit to still be in its original location for the effect to work - Other cards like Leona also use "here" and would have the same interaction - Cards like Falling Star that don't reference location work regardless of where the unit ends up
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