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If Hidden Blade loses its target (e.g., the target flashes), why don't you get the draw effect?
Ruling: When Hidden Blade resolves and cannot find its target on the battlefield, it cannot kill the unit and therefore cannot determine who the controller was, so the draw effect does not trigger.
Sequence:
- Hidden Blade resolves
- It looks for its target on the battlefield
- Target cannot be found (due to flash/removal)
- Cannot kill the target
- Cannot determine the controller
- Draw effect does not occur
If Hidden Blade on the battlefield targets Jinx, and in reaction the player reveals Tideturner to switch with Jinx, does the spell fizzle or does Tideturner die?
Ruling: The Hidden Blade spell does not fizzle, but Jinx becomes an illegal target after switching locations with Tideturner. The spell resolves to no effect, and Tideturner survives.
Sequence:
- Hidden Blade targets Jinx on the battlefield
- Player reveals Tideturner in reaction and switches it with Jinx
- Jinx is now at a different location, making it an illegal target
- Hidden Blade resolves to no effect
Nuances:
- Tideturner is an exception to the normal hidden targeting restriction because its ability can never target units on the same battlefield where it was hidden (after errata)
- The hidden targeting restriction only applies when choosing targets, but targets must still be legal when the spell resolves
- If a target becomes illegal during resolution (like moving to another location), the spell resolves to no effect
If Hidden Blade resolves during a combat showdown and the opponent draws 2 cards, can they cast a reaction spell from those drawn cards to add to the chain and buff their defender?
Ruling: After Hidden Blade resolves, the opponent draws 2 cards and will have a chance to start a chain using an action or reaction. However, they cannot play it to save the unit that was being killed by Hidden Blade, as that unit is already killed at the point they have the cards and get priority back.
Nuances:
- Multiple chains can be started with focus switching before any combat damage is assigned (after 2x pass)
- The timing matters: the targeted unit is already dead before the opponent can use newly drawn cards
If Hidden Blade targets a creature that gets retreated (moved to base) before resolution, does the owner of the creature still draw 2 cards?
Ruling: No, the controller does not draw 2 cards if the unit is retreated to base. The target must remain legal at resolution for the controller to be determined and draw cards.
Sequence:
- Hidden Blade checks if its target is still "a unit at a battlefield" when it resolves
- If the unit was moved to base (via Retreat), it is no longer "at a battlefield" and becomes an illegal target
- When the target is illegal, the controller cannot be determined, so no cards are drawn
- If the unit remains at a battlefield but doesn't die (due to replacement effects like Zhonyas, or being moved to another battlefield via Fight or Flight while Hidden Blade was played from hand), the controller still draws 2 cards because the target remains legal
Nuances:
- If Hidden Blade was played from hidden and the unit moves to a different battlefield, it becomes an illegal target and no cards are drawn
- If Hidden Blade was played from hand and the unit moves to a different battlefield, it remains a legal target and cards are drawn even if the unit doesn't die
- Replacement effects that prevent death (like Zhonyas) still allow the draw because the target remains legal throughout resolution
- The key distinction is target legality, not whether the unit is still on the board or whether it died
If Hidden Blade targets a unit and Sett's replacement effect saves it by recalling it instead of killing it, does the unit's controller still draw 2 cards?
Ruling: Yes, the unit's controller still draws 2 cards. When Sett's replacement effect recalls the unit instead of killing it, Hidden Blade can still track the controller of the legal target it began resolving with, so the draw effect still occurs.
Nuances:
- If the unit is bounced to hand or removed before Hidden Blade begins resolving (e.g., via Gust in response), then Hidden Blade has no legal target at resolution and no one draws.
- The key distinction is that replacement effects modify what happens during resolution, but the spell still resolves with a legal target whose controller can be determined.
- This ruling applies even when replacement effects move the unit to a different zone (like base or hand) during resolution, as long as the target was legal when resolution began.
- The interaction of replacement effects with "last known information" rules is still being clarified by the design team for edge cases.
If Hidden Blade targets a unit and the opponent moves that unit to base in response (e.g., with Flash), does the caster still draw 2 cards?
Ruling: No. If the unit is moved to base before Hidden Blade resolves, the target becomes illegal and the controller cannot be determined, so no cards are drawn.
Sequence:
- Hidden Blade is played and targets a unit at a battlefield
- In response, the unit is moved to base
- When Hidden Blade resolves, it checks target legality
- The target is now illegal (not at a battlefield)
- Since there is no legal target, "its controller" cannot be determined
- No unit dies and no cards are drawn
Nuances:
- If the unit is moved to a different battlefield (not from Hidden), it remains a legal target, dies, and its controller draws 2
- If the unit survives via replacement effect (like Zhonya's Hourglass or Sett's ability), it's still a legal target when Hidden Blade resolves, so its controller still draws 2
- If Hidden Blade is played from Hidden, it gains the "here" restriction, meaning the target must remain at that specific battlefield or it becomes illegal
- If the unit is moved to hand (e.g., Gust), no controller can be determined and no draw occurs
If Hidden Blade targets a unit and the opponent uses Retreat on that target, can you change targets? Does the target's controller still draw 2 cards?
Ruling: You cannot change targets. The target's controller does not draw 2 cards because there is no valid target when Hidden Blade resolves.
Sequence:
- Hidden Blade is played targeting a unit
- Opponent uses Retreat on the targeted unit
- When Hidden Blade resolves, there is no valid target on the board
- The target's controller is undefined (null), so no one draws 2 cards
Nuances:
- This differs from replacement effects like Sett or Zhonya's, which happen after Hidden Blade has resolved with a legal target, so in those cases the draw still happens
- The key distinction is that Retreat removes the target before Hidden Blade resolves, while replacement effects occur after resolution with a legal target
If Hidden Blade targets a unit at a battlefield, but the opponent uses Flash to return that unit to base in response, does Hidden Blade still draw 2 cards?
Ruling: No, Hidden Blade does not draw any cards. When the target becomes illegal (unit returned to base), all information about the target returns null, including owner information.
Sequence:
- Player B plays Hidden Blade targeting Player A's unit at a battlefield
- Player A responds with Flash, returning the unit to base
- When Hidden Blade resolves, the target is no longer at the battlefield (illegal target)
- The game returns null for all information about the illegal target
- Null owner draws 2 cards (which means no cards are drawn for the actual player)
Nuances:
- The key restriction is "unit at a battlefield" - even though the unit still exists in the game, it's no longer at the required location
- If the unit moves to a different battlefield (e.g., via Ride the Wind) and Hidden Blade was played hidden targeting the original battlefield, the target also becomes illegal
- If Hidden Blade was played from hand (not hidden), targeting a unit at a different battlefield would be valid
If Hidden Blade targets a unit at one battlefield, but the unit moves to a different battlefield in response (via Tideturner), does Hidden Blade still kill the unit?
Ruling: Yes, Hidden Blade still kills the unit even if it moves to a different battlefield after being targeted. When targeting Hidden Blade, you only declare the unit (not the specific battlefield), as long as that unit is at a battlefield when targeted.
Sequence:
- Hidden Blade is played targeting unit A at battlefield 1
- In response, Tideturner moves unit A from battlefield 1 to battlefield 2
- Hidden Blade resolves and kills unit A at its new location (battlefield 2)
- Hidden Blade's controller draws 2 cards
Nuances:
- The targeting requirement "a unit at a battlefield" only requires declaring a unit that is currently at any battlefield, not a specific battlefield
- If the target becomes illegal upon resolution (e.g., the unit is no longer at any battlefield), Hidden Blade does not draw cards because the instruction references the target's controller
If Hidden Blade targets a unit but the opponent uses Hourglass to save it, does Hidden Blade still resolve and does the unit's controller still draw 2 cards?
Ruling: Hidden Blade still fully resolves even if Hourglass replaces the kill effect. The targeted unit's controller still draws 2 cards because Hidden Blade has no conditional "if you do" clause that would prevent the draw from happening.
Nuances:
- Even when game actions used as costs are replaced (like a kill being replaced by Hourglass), those costs are still considered paid
- Hidden Blade would need text like "if you do" or "killed unit's controller" to prevent the draw when the kill is replaced, but it lacks such conditional language
If Hidden Blade targets a unit that is then Retreated (returned to hand) before Hidden Blade resolves, does Hidden Blade retarget another unit or draw cards?
Ruling: Hidden Blade does not retarget another unit, nor does it cause the player to draw cards. Once targets have been chosen, they cannot be changed, and if the target is no longer visible when Hidden Blade resolves, it whiffs completely.
Sequence:
- Player attacks with 1M unit and 2M unit
- Opponent plays Hidden Blade targeting the 1M unit
- Player Retreats the 1M unit (returns it to hand)
- Hidden Blade cannot retarget the 2M unit
- Hidden Blade whiffs completely (no card draw occurs)
If Hidden Blade targets a unit that survives due to Unlicensed Armory, does the Hidden Blade player still draw 2 cards?
Ruling: Yes, you still draw 2 cards when Hidden Blade targets a unit that survives. The draw effect is not conditional on the unit dying.
Nuances:
- The draw effect checks for controller, not owner. If the unit is returned to hand before Hidden Blade resolves, you do not draw.
- If you react to Hidden Blade with something that kills the chosen unit before Hidden Blade resolves, you do not draw because the unit is gone and has no controller when Hidden Blade checks.
If Hidden Blade's target becomes invalid before resolution (e.g., moved to base), does the controller still draw 2 cards?
Ruling: If Hidden Blade's target becomes invalid before resolution, no kill attempt occurs and no one draws cards. The target must still be legal at resolution for any part of Hidden Blade to resolve.
Sequence:
- Check if the target is still legal at resolution
- If the unit is no longer "a unit at a battlefield" (moved to base, hand, etc.), the target is invalid
- When the target is invalid, any reference to "its controller" returns null
- No kill attempt is made and no cards are drawn
Nuances:
- If the unit is saved by a replacement effect like Sett or Zhonya's during resolution while still being a legal target, the controller still draws 2 cards even though the unit wasn't killed
- The second part of Hidden Blade ("Its controller draws 2") depends on having a valid target because "its" refers to the targeted unit
- This is different from cards like Void Seeker where the draw effect doesn't reference the target
If Hidden Blade's target leaves the battlefield before the spell resolves, does the controller of the units still draw 2 cards?
Ruling: No, nobody draws 2 cards. If the targeted card leaves the battlefield, it is no longer a legal target.
Nuances:
- When a target leaves the battlefield, there is no longer a "controller" because there is no target
- The only exception is if a card moves zones as a cost or effect - only then can the spell "look back" at its characteristics before it changed zones, but this is a very restricted form of last known information
If I Akshan an opponent's gear, using Pack of Wonder to return my opponent's gear to my hand, play my opponent's gear, then kill off my Akshan, does my opponent's gear return to their field?
### The Ruling
**No, the gear does not return to the opponent's field.** When you play a gear, it enters play under your control as its controller. Killing your Akshan does not return the gear to the opponent's field because the control-change effect from Akshan is no longer relevant to that specific instance of the card.
### Step-by-Step Breakdown
1. **Akshan's Effect:** When you use Akshan's ability to steal an enemy gear, you gain control of it for as long as that specific Akshan remains on the board (FAQ 5396).
2. **Ownership vs. Control:** Ownership is permanent and determined by who brought the card to the game. Rule 107.6.f states that a card owned by a player can never be put into the hand of another player; if it would be, it is put into its owner's hand instead.
3. **New Object:** When a card moves from the board to a hand, it becomes a new object. Any previous effects (like Akshan's control-change) that were attached to it on the board cease to apply.
4. **Playing the Gear:** When you play a card, you become its controller. Because the gear is a new object once it has left and re-entered the board, it is no longer the same "stolen" object that was subject to Akshan's specific control-change effect.
### Important Nuances
* **Control:** Control is a temporary state on the board. Unless an effect specifically states that the opponent retains control, you control the gear you played.
* **Rule 107.6.f:** This rule ensures that cards always return to their owner's hand, regardless of who controlled them on the board.
***
*Note: I could not fully verify this ruling against the retrieved rules.*
If I Charm an opponent's unit into my controlled battlefield may I use Vi Peacekeeper's ambush to stun the Charmed unit?
Yes, you can use **Vi, Peacekeeper**'s **Ambush** ability to stun the unit you just moved with **Charm**, provided you meet the requirements for **Ambush**.
### Sequence of Events
1. **Charm:** You play **Charm**, targeting an opponent's unit and moving it to a battlefield you control.
2. **Forced Showdown:** Per **RiftJudge FAQ #7385** and **#9843**, moving an enemy unit to a battlefield you occupy forces a showdown, and the opponent who controls the moved unit becomes the attacker.
3. **Ambush as Reaction:** Because you have a unit at that battlefield, you satisfy the requirement for **Vi, Peacekeeper**'s **Ambush** keyword. Even though the showdown has begun and the state is "Closed" (if the move or another effect put an item on the chain, or simply by virtue of the showdown rules), you may play **Vi** as a **[Reaction]**.
4. **Entry and Designation:** Per **RiftJudge FAQ #10034**, when **Vi** enters the board during a showdown, she joins the ongoing combat and is designated as an attacker.
5. **Trigger:** Gaining the "Attacker" designation fulfills her "When I attack" ability.
6. **Resolution:**
* **Vi**'s ability is placed on the chain.
* Provided **Vi** remains on the battlefield ("here"), her ability resolves, and you may choose an enemy unit at that battlefield—in this case, the one you just moved with **Charm**—to be stunned.
**Important Considerations:**
* **"Here" Constraint:** Per **RiftJudge FAQ #10045**, **Vi, Peacekeeper** must remain at the battlefield when her ability resolves. If your opponent plays a card to remove her from the battlefield before her trigger resolves, the ability will fail to find its source and will not stun the unit.
* **Stunned Status:** As per **Rule 423.1.a.1**, a unit that is already stunned cannot be stunned again.
* **Timing:** This ability triggers exactly once when she gains the Attacker designation upon entry (FAQ #10205).
If I Charm an opponent's unit to an open battlefield, does the opponent score a point? Does it matter if they scored on that battlefield last turn?
Ruling: Yes, the opponent will score when you Charm their unit to an open battlefield. It does not matter if they scored on that battlefield last turn.
Nuances:
- The restriction is only that the player hasn't scored that battlefield THIS turn yet
- Scoring on previous turns does not prevent scoring again on a later turn
If I Defiant Dance a 1 unit Might, does it die or does it need to take damage first?
No, the unit will **not** die just from being targeted by *Defiant Dance*. It needs to take at least 1 damage first to be killed.
Here is the breakdown based on the game rules and FAQs:
* **Might vs. Damage:** Reducing a unit's Might to 0 (or even below 0) through an effect like *Defiant Dance* does not kill it. According to Rule 143.2.a and RiftJudge FAQ #21, a unit is only killed if it has **non-zero damage marked on it** that equals or exceeds its current Might.
* **The "0 Might" state:** If a unit has 0 Might, it is still alive on the board. However, it becomes extremely vulnerable because any amount of damage marked on it will now be lethal.
* **Combat interaction:** As confirmed by RiftJudge FAQ #8787, if your unit has 0 Might, it effectively contributes 0 Might to combat and cannot deal damage. However, it will still be killed if it takes any amount of damage (1 or more) from an opponent's unit during that combat.
In summary: *Defiant Dance* cannot directly kill a unit. The unit will survive with 0 Might and 0 marked damage, but it will be killed by the game rules as soon as it receives at least 1 damage from another source.
If I Flurry of Blades on a battlefield during a showdown, and a 2 might unit lives with 1 damage taken, can I assign only one damage from my unit to kill it or do I need to assign the 2?
Yes, you can assign only 1 damage to kill that unit.
According to **Rule 460.2.c.2** and the clarification provided by **RiftJudge FAQ #871**, damage that is already marked on a unit persists and counts towards determining if a unit has received lethal damage.
Because your unit with 1 damage marked on it has 2 Might, it requires a total of 2 damage to be killed. Since it already has 1 damage marked on it from your *Flurry of Blades*, you only need to assign 1 additional point of combat damage to reach that total of 2. Once the total damage assigned and marked equals or exceeds the unit's Might, it is considered lethal, and you are not required to assign any further damage to it.
If I Frigid Touch repeated on mutated Mouser, then they pump it with Discipline after the action of Frigid Touch resolves, what power is mutated Mouser?
To determine the final Might of **Mutated Mouser**, we must follow the rules for calculating Might modifications, specifically the order in which these effects are applied according to the layers system.
### The Calculation
According to **Rule 472.3.d**, Might modifications are applied in a specific order:
1. **Increases** (e.g., *Discipline*) are applied first.
2. **Decreases** (e.g., *Frigid Touch*) are applied last.
Regardless of when you play the spells during the turn, the game engine re-evaluates the Might of the unit by applying all bonuses first, then all penalties.
**Scenario Breakdown:**
* **Base Might of Mutated Mouser:** 1
* **Effect of Discipline:** +2 Might
* **Effect of Frigid Touch (Repeated):** -4 Might (-2 for the initial effect, -2 for the repeat)
**Step-by-Step Math:**
1. **Start with base:** 1 Might.
2. **Apply Increases:** 1 + 2 (from *Discipline*) = **3 Might**.
3. **Apply Decreases:** 3 - 4 (from *Frigid Touch* repeated) = **-1 Might**.
### Result
Your **Mutated Mouser** will have **-1 Might**.
Per **RiftJudge FAQ #9688** and **FAQ #421**, units can have negative Might values. While the game treats this as **0 Might** for all practical purposes (like combat or determining if the unit dies), the **-1** value is still tracked internally. If you were to apply another buff later this turn, it would be added to that -1 value.
If I Hextech Ray my own Immortal Phoenix, can I bring that same Phoenix back from the trash using its ability?
Ruling: Yes, you can use Immortal Phoenix's ability to bring itself back from the trash after using Hextech Ray on it.
Nuances:
- This interaction is specifically cited as an example in the official rules
If I Hostile Takeover an opponent's unit at Vilemaw Lair battlefield, what happens at the end of the turn? The Hostile Takeover card says to send it to base, but does Vilemaw prevent this?
When you use **Hostile Takeover** on an opponent's unit at **Vilemaw's Lair**, the unit will be successfully recalled to its owner's base at the end of the turn. **Vilemaw's Lair** does not prevent this.
### 1. Recall vs. Move
The restriction on **Vilemaw's Lair** states: *"Units can't move from here to base."*
In *Riftbound*, a "Recall" is a distinct game action from a "Move." According to **Rule 451.3**: *"A Recall cannot be prevented by actions and Game Effects that restrict or block Movement."* Because the recall is not a move, it bypasses the "can't move" restriction imposed by the battlefield.
### 2. Sequence of Events
* **End of Turn:** The "lose control and recall" effect of **Hostile Takeover** triggers.
* **Recall Execution:** The unit is recalled to its owner's base.
* **Restriction Check:** Because the recall is not a move, **Vilemaw's Lair** does not block the action. The unit successfully leaves the battlefield and arrives at the base.
This is consistent with **RiftJudge FAQ #9008**, which confirms that recalls are mechanically distinct from moves and are not blocked by the restriction on **Vilemaw's Lair**.
Note: I could not fully verify the parenthetical reminder text for Hostile Takeover against the retrieved rules.
If I Hostile Takeover enemy unit, can I Hidden Blade it and draw 2 cards?
Yes, you can use **Hidden Blade** on a unit you have taken control of with **Hostile Takeover** to draw 2 cards.
Here is the breakdown of why this works:
1. **Control:** When you play **Hostile Takeover**, you gain control of the enemy unit. For the duration of the effect (until the end of the turn), you are considered the controller of that unit.
2. **Targeting:** **Hidden Blade** requires you to target a unit at a battlefield. Since the unit is now under your control and present at a battlefield, it is a legal target for your **Hidden Blade**.
3. **Resolution:** When **Hidden Blade** resolves, it kills the unit. Because you are the controller of the unit at the time of resolution, the effect "Its controller draws 2" will identify you as the controller and allow you to draw the 2 cards.
**Important Note:** Ensure that you have the necessary priority and that the unit remains on the battlefield when **Hidden Blade** resolves. If the unit were to be removed from the battlefield (e.g., by an opponent's effect) before **Hidden Blade** resolves, the target would become illegal, and you would not draw the cards.
If I Lotus Trap a card twice, does it take 4x damage?
No, using **Lotus Trap** twice on the same unit does not result in 4x damage.
**Lotus Trap** creates a replacement effect that doubles the damage a unit would take. If you apply two separate instances of the **Lotus Trap** effect to the same unit, they are both active. Because each is a separate replacement effect that says "double the damage," they apply sequentially to the incoming damage:
1. **First Effect:** Doubles the incoming damage (x2).
2. **Second Effect:** Doubles the result of the first doubling (x2 * 2 = 4x).
Therefore, applying two **Lotus Trap** effects to the same unit makes that unit take **4x damage**, not 4x the base amount in a way that implies additive bonuses.
**Important Considerations:**
* **Replacement Effects:** These effects are applied in the order they are resolved.
* **Cumulative Nature:** Because these are distinct replacement effects, they do indeed compound to create 4x the damage.
*This is my interpretation based on the mechanics of replacement effects in Riftbound. No official FAQ exists for this specific interaction.*
If I Mirror Image a unit with an Equip, does it get the Might as well?
No, a **Mirror Image** copy does not get the Might from the equipped Gear.
According to the RiftJudge FAQ (#10239, #9410), when you create a copy using **Mirror Image**, the resulting **Reflection** token only copies the unit's "copyable traits," which are its base characteristics (printed Might and Rules Text).
Anything appended or granted to the original unit—such as **Buffs** or **attached Equipment (Gear)**—is not a copyable trait and is not inherited by the token. Therefore, the **Reflection** will not have the Gear attached to it, nor will it receive the Might bonus that Gear provided to the original unit.
If I Moonlight Affliction my opponent's Voracious Gromp, does it die?
Whether a *Voracious Gromp* dies when targeted by *Moonlight Affliction* depends on whether the unit has any existing damage marked on it at the time the spell resolves.
### The Ruling
A unit only dies if the damage marked on it is equal to or greater than its current Might (Rule 142.3, FAQ #2141). Simply reducing a unit's Might—even to 0 or less—does not cause it to die instantly (FAQ #5831).
* **Voracious Gromp** has a base Might of 5.
* **Moonlight Affliction** grants a unit -10 Might.
If you cast *Moonlight Affliction* on an undamaged *Voracious Gromp*:
1. The *Gromp*'s Might is reduced by 10. Since its base is 5, its Might effectively becomes 0 for the duration of the turn.
2. Because it has no damage marked on it, it remains on the board with 0 Might (FAQ #5831).
However, if the *Voracious Gromp* already has 1 or more damage marked on it, it will die as soon as its Might is reduced to a value equal to or less than the marked damage (FAQ #2662, FAQ #3880).
Note: I could not fully verify this ruling against the retrieved rules.
If I Mystic Reversal a Drag Under and there's only 1 unit at a battlefield and another at base, do I have to reselect the battlefield unit or can I just have it fizzle?
When you use **Mystic Reversal** to take control of an opponent's **Drag Under**, you must make new choices for the spell as if you were playing it yourself. Because **Drag Under** requires a target, you are required to choose a legal target if one exists. You cannot choose to have the spell "fizzle" (fail to resolve) if a valid target is available on the board.
### The Ruling
* **Targeting Requirement:** **Drag Under** targets a unit at a battlefield.
* **Your Obligation:** When you take control of the spell with **Mystic Reversal**, you must select a legal target for it. If there is a unit at a battlefield, you must choose it.
* **Fizzling:** You cannot choose to "fizzle" the spell by selecting no target if a valid target exists. A unit at your base is not a valid target for **Drag Under** because it is not at a battlefield.
### Why this is the case
When you take control of a spell, you are effectively re-playing it, and you must satisfy its targeting requirements. If a valid target exists on the board (a unit at a battlefield), you are forced to select one.
If, after you take control of the spell, the only unit at a battlefield were to be moved to a base or removed from the board before **Drag Under** resolves, the spell would then "mistarget." In that specific scenario, the instruction to kill the unit would be ignored because it no longer has a valid target, and the spell would resolve without effect. However, you cannot intentionally create this state by choosing "no target" when you are initially making your selection.
Note: I could not fully verify this ruling against the retrieved rules.
If I Reavers Row the unit Ezreal targets, does it fizzle?
If you use **Reaver's Row** to move a unit targeted by **Ezreal, Dashing**, the damage will effectively "fizzle" (it will not be dealt).
According to the rules and established timing sequences:
1. **Timing of Triggers:** When Ezreal attacks a unit at Reaver's Row, both Ezreal's "When I attack" ability and Reaver's Row's "When you defend" ability trigger.
2. **Chain Resolution:** In Riftbound, triggers are placed on the chain starting with the active player (attacker), then the non-active player (defender). Because the chain resolves in **Last-In, First-Out (LIFO)** order, the defender's triggers (Reaver's Row) resolve before the attacker's triggers (Ezreal).
3. **Invalid Targets:** When Reaver's Row resolves, you move your unit to the base. When Ezreal’s ability then attempts to resolve, it checks for its target. According to **Rule 356.3.e.9**, if a unit is moved to the base in response to an effect that targets a unit "at a battlefield" or "here," the target becomes **Invalid**.
4. **Result:** Because Ezreal's ability specifies dealing damage to a unit "here" (at the battlefield where the combat is occurring), and the unit is no longer "here," the instruction cannot be executed.
**Relevant Rule (356.3.e.9):**
> "The process for a card's choice becoming Invalid or Unavailable is referred to as mistargeting. Example: A spell has the instruction 'Deal 2 to a unit at a battlefield.' Before that instruction can execute, the chosen unit is moved to its base. The instruction will not be executed..."
If I Smokescreen and kill an Irelia with Guardians Angel attached at a battlefield, does she still have -4 when she recalls to base?
Yes, Irelia will still have the -4 Might effect applied to her when she is recalled to your base.
According to **Rule 453.1**: "Unless otherwise stated by the source of the Recall, Damage, Exhausted Status, Buffed Status, and applied Layer alterations will all remain unaffected by a Recall."
### Sequence of Events:
1. **Smoke Screen** is played, targeting Irelia. It applies a -4 Might effect to her that lasts until the end of the turn.
2. A "kill" effect is applied to Irelia (e.g., from an attack or another spell).
3. **Guardian Angel** triggers as a replacement effect: it is destroyed, and Irelia is healed, exhausted, and recalled to your base.
4. Because the -4 Might effect from **Smoke Screen** is a "layer alteration" (a continuous effect applied until the end of the turn), it persists on Irelia even after she is recalled to your base.
**Nuance:**
* **Healing vs. Buffs/Debuffs:** Healing only removes damage marked on a unit; it does not remove continuous effects like the -4 Might from Smoke Screen.
* **Persistence:** Since the effect is defined as lasting "this turn," it will continue to apply to Irelia at your base until the turn ends.
If I Star Crossed an elder dragon on its play trigger and they react with Flurry of Blades - do all my units at battlefields die?
### Ruling
**Yes, your units at the battlefields will die.**
Even if you successfully return the *Elder Dragon* to its owner's hand using *Star-Crossed*, the *Elder Dragon* player's passive ability—**"Any amount of your damage is enough to kill enemy units"**—remains in effect for damage dealt by that player while the effect is active, and the 1 damage dealt by *Flurry of Blades* will be lethal to your units.
### The Sequence
1. **Opponent plays *Elder Dragon*:** Its "When you play me" ability is placed on the chain. Your opponent locks in targets for its damage.
2. **You play *Star-Crossed* (Reaction):** You target the *Elder Dragon* (enemy unit) and one of your units (friendly unit), returning both to their owners' hands.
3. **Opponent plays *Flurry of Blades* (Reaction):** This is placed on top of the chain.
4. **Chain Resolution (LIFO):**
* ***Flurry of Blades* resolves:** It deals 1 damage to all units at all battlefields.
* **Lethality check:** Because the *Elder Dragon* player's passive ability is active, the 1 damage from *Flurry of Blades* is considered lethal to all your units at the battlefields. Your units are marked with lethal damage and sent to the trash.
* ***Star-Crossed* resolves:** The *Elder Dragon* is returned to its owner's hand. If your chosen friendly unit was already killed by *Flurry of Blades* and sent to the trash, it cannot be returned to your hand.
* ***Elder Dragon's* play trigger resolves:** The ability attempts to resolve using its original targets.
### Why your units die
* **Elder Dragon's Passive:** According to **RiftJudge FAQ #8684**, the passive ability "Any amount of your damage is enough to kill enemy units" means that any damage dealt by the *Elder Dragon* player is sufficient to kill units they do not control.
* **Persistence of Lethality:** Even though *Star-Crossed* removes the *Elder Dragon* from the board, it does not retroactively heal your units or remove the lethality of the damage they already took. As confirmed by **RiftJudge FAQ #9875**, the passive ability modifies the rules of combat/damage for the controller; it does not require the *Elder Dragon* to remain on the battlefield for the damage to remain lethal.
* **Flurry of Blades:** Because the *Elder Dragon* player is the controller of *Flurry of Blades*, the 1 damage it deals to your units is "their damage," which, per the passive, is enough to kill your units.
Note: I could not fully verify this ruling against the retrieved rules.
If I Star-Crossed a Leona Determined, does the stun still go off on my unit?
To determine if the stun still occurs, we must look at how Leona's ability interacts with the chain and the status of the game board.
### The Ruling
**No, the stun will not occur.**
When you play *Star-Crossed* in response to Leona, Determined’s attack trigger, the *Star-Crossed* resolves first. Because *Star-Crossed* returns Leona to her owner's hand, she is no longer on the battlefield when her attack trigger resolves.
According to **RiftJudge FAQ #2260** and **#1985**, when an ability referencing "here" resolves, it checks the source's location on the board. If the source (Leona) has been removed from the board (e.g., returned to hand, recalled, or defeated) before the ability resolves, its location is treated as **"null."** Consequently, the "here" in her ability cannot find a legal target, and the ability resolves with no effect.
### The Sequence
1. **Leona, Determined attacks:** Her triggered ability ("When I attack, stun an enemy unit here") is placed on the chain.
2. **You play *Star-Crossed* in response:** It is placed on top of the chain.
3. **Resolution starts:**
* *Star-Crossed* resolves: Leona and your chosen friendly unit are returned to their respective owners' hands.
* Leona's attack trigger resolves: The game checks for the location "here" where Leona is. Since she is no longer on the board, the location is **null**.
4. **Result:** The stun effect fails to find a valid location/target and does nothing.
***
*Note: This is my interpretation based on the mechanics of triggered abilities referencing "here" and the established FAQ rulings for Leona, Determined. No specific FAQ exists for this exact interaction with Star-Crossed, but the underlying rule regarding "null" locations applies.*
If I Switcheroo and swap Might, do I retain that Might on the unit for the rest of the turn, even if I Ride the Wind over to the other battlefield?
Yes, the Might modification applied by **Switcheroo** persists on the unit for the rest of the turn, even if you use **Ride the Wind** to move that unit to a different battlefield.
According to **RiftJudge FAQ #8531**, Switcheroo does not "lock" a specific Might value to a unit; instead, it applies a persistent modifier (an increase to one unit and a decrease to the other) that lasts until the end of the turn. Because this is a modifier applied to the unit itself, it remains with that unit regardless of where it moves on the board.
### Key Points:
* **Modifier, Not Snapshot:** Switcheroo calculates the difference between the two units' Might and applies a +X or -X modifier. This modifier is attached to the unit for the duration of the turn.
* **Movement:** Moving a unit with *Ride the Wind* changes its location, but it does not remove persistent modifiers or buffs currently affecting it.
* **Future Changes:** If the unit's Might changes later in the turn (e.g., from a new buff or a triggered ability), that new change is calculated on top of the modifier applied by Switcheroo.
This interpretation is consistent with **Rule 433** (Swap) and the mechanics described in **RiftJudge FAQ #8531** and **FAQ #2144**.
If I Tideturner an Overzealous Fan on a Showdown, can I use his effect?
Yes, you can use Overzealous Fan's effect after swapping it with Tideturner during a showdown.
According to **RiftJudge FAQ 9047**, swapping Overzealous Fan to a different battlefield does not cause its ability to "whiff" because the unit remains on the battlefield, which is the only requirement for paying the "kill me" cost.
### Sequence of Events
1. **Play Tideturner:** You play Tideturner from Hidden as a reaction. This starts a chain.
2. **Tideturner Resolves:** Tideturner enters the battlefield, and its "When you play me" ability triggers. You swap Tideturner with Overzealous Fan.
3. **Fan's Ability:** If Overzealous Fan has the "Defender" designation (e.g., it was moved into the combat), its "When I defend" ability triggers.
4. **Resolution:** When the chain reaches the Fan's ability, you may choose to kill the Fan to move the attacking unit to its base. Because the Fan is still on the battlefield after the swap, it remains a valid target for its own cost.
**Important Notes:**
* **Targeting:** The target of the Fan's ability (the attacking unit) is locked when the ability is placed on the chain. Moving the Fan does not invalidate this target.
* **Defender Designation:** Per **RiftJudge FAQ 9174**, if you swap a unit into the defender position during a showdown, it gains the "Defender" designation during the cleanup phase following the resolution of the swap, which then triggers the "When I defend" ability.
* **No Whiff:** As long as the Fan remains on the battlefield (even if it is at a different location), the ability can be resolved successfully.
*This is my interpretation based on the mechanics of triggered abilities and battlefield presence. Official FAQs 9047 and 9174 support this interaction.*
If I Wages of Pain enemy on BF and go in to attack, he flashes to go back to base, does that unit heal from combat cleanup?
Yes, the unit will still heal during the Combat Cleanup, even though it was moved back to base before combat damage could be dealt.
According to the **RiftJudge FAQ (ID 8342, 4531, and 3522)**:
* Combat is initiated the moment a unit moves to an occupied battlefield.
* Once combat is initiated, all steps and phases of combat proceed, including the **Combat Cleanup** step.
* The Combat Cleanup step triggers healing for all units in play, regardless of whether combat damage was dealt, whether the combat damage step was skipped (e.g., because a unit was moved away), or whether the unit was actually involved in the combat.
### The Sequence
1. **Initiation:** You move your unit to an occupied battlefield. This initiates combat, designating the players as Attacker and Defender.
2. **Chain/Reaction:** During the resulting Showdown, your opponent plays *Wages of Pain* and you (or your opponent, depending on the scenario) use *Flash* to move a unit to base. Per **RiftJudge FAQ #10310**, the *Flash* (moving to base) resolves first, potentially making the target for *Wages of Pain* illegal.
3. **Combat Cleanup:** Regardless of the *Wages of Pain* outcome, since combat was initiated, the game proceeds to the Combat Cleanup step.
4. **Healing:** During the Combat Cleanup, all units in play (including the unit that moved back to base) heal all marked damage.
*This is my interpretation based on the mechanics of Combat initiation and the provided FAQs. No official FAQ exists for this exact combination of Wages of Pain and moving during combat, but the principles of combat healing are established.*
If I abandon a Counter Spell, can my opponent play that spell to counter mine?
Yes, it is possible for your opponent to play the spell again after your **Abandon** resolves.
According to **RiftJudge FAQ #9457**, the chain is not an immutable block that must resolve all at once. Instead, it is a sequence of items that resolve individually, and players receive a window of priority to add new reactions after each individual item on the chain resolves.
### Sequence of Events:
1. **Initial State:** Your opponent plays a spell (let's call it **Spell A**) targeting one of your spells.
2. **Your Response:** You play **Abandon** targeting **Spell A**.
* *Chain (bottom to top):* [Spell A] -> [Abandon]
3. **Resolution of Abandon:** The chain resolves LIFO (Last-In, First-Out). **Abandon** resolves first. It counters **Spell A** and returns it to your opponent's hand.
4. **Priority Window:** Because the chain was resolved one item at a time, the game enters a priority window before the game state returns to "Open." Since **Spell A** is back in your opponent's hand, they may play it again targeting your original spell.
This is possible because **Abandon** is a [Reaction] spell, and the game grants a priority window after every item resolves on the chain, allowing players to play new reactions (or in this case, a spell from their hand) before the original target spell (your spell) resolves.
If I activate Baited Hook on my Unsung Hero, can my opponent react and kill it first thus making my Baited Hook do nothing?
Yes, your opponent can react to your **Baited Hook** activation and remove the targeted unit before your ability resolves.
According to **RiftJudge FAQ #4379**, if your opponent removes the targeted unit in response to the activation of **Baited Hook**, the following occurs:
1. **Activation:** You activate **Baited Hook** and declare your **Unsung Hero** as the target.
2. **Reaction:** Your opponent plays a card to remove/kill **Unsung Hero**.
3. **Resolution:** When **Baited Hook** resolves, its "Kill a friendly unit" instruction cannot be followed because the target is no longer on the board. Because the unit was not actually "killed" (it did not go from the board to the trash via the ability's instruction), the reference to "the killed unit" returns a **null** value for its Might.
4. **Effect:** You will still look at the top 5 cards of your main deck, but you will be unable to play any of them (as you cannot satisfy the "Might up to 1 more than the killed unit" requirement), and all 5 will be recycled.
In short: **Baited Hook** will still resolve, but you will not be able to play a new unit.
If I activate Baited Hook targeting a unit, then respond by playing Hidden Blade to kill that unit, does Baited Hook still resolve and do I get its effect?
Ruling: Baited Hook will still resolve, but since the targeted unit is now dead, its Might Value is null. You will reveal 5 cards but be unable to play any of them, and all 5 will be recycled.
Sequence:
- Activate Baited Hook targeting a unit
- Respond with Hidden Blade, killing the unit
- Unit dies, draw 2 cards from Hidden Blade
- Baited Hook resolves with null Might Value
- Reveal 5 cards but cannot play any
- Recycle all 5 revealed cards
If I activate Overzealous Fan ability, can I react with a Hidden Tideturner in the other battlefield to change with Fan and Fan continues pushing back the unit in first battlefield?
Yes, you can react with a hidden Tideturner to swap it with Overzealous Fan, and Overzealous Fan's ability will still resolve successfully.
### Sequence of Events
1. **Overzealous Fan's Trigger:** When Overzealous Fan gains the "Defender" designation, its "When I defend" ability triggers and is placed on the chain. You must choose the target (the attacking unit) at this time.
2. **Reaction:** You play Tideturner from hidden as a reaction to the Fan's trigger.
3. **Tideturner Resolves:** Tideturner enters the battlefield and its "When you play me" ability triggers. You swap Tideturner with Overzealous Fan. Overzealous Fan is now at the location where Tideturner was hidden.
4. **Fan's Ability Resolves:** When the chain reaches the Fan's ability, you make the decision of whether to kill the Fan to move the attacking unit. Because the Fan is still on the battlefield, it is a valid target for its own "kill me" cost.
### Why this works
* **Valid Target:** According to **Rule 356.3.e.6**, instructions that cannot be followed are ignored. The Fan's ability does not require the Fan to remain at the original battlefield to be killed; it only requires the Fan to be on the battlefield. Since the Fan is still on the board after the swap, the cost "kill me" can be paid.
* **No Whiff:** Unlike the scenario in **FAQ 916**, where the Fan is returned to the hand (a non-board zone) and thus cannot be killed, swapping the Fan to a different battlefield keeps it on the board. Therefore, the ability does not whiff.
* **Targeting:** The target of the Fan's ability (the attacking unit) was locked when the ability was placed on the chain. Moving the Fan does not invalidate the target of the ability.
Note: I could not fully verify this ruling against the retrieved rules.
If I activate Ravenborn Tome, does the buff of 1 bonus damage stay after the end of my turn?
No, the effect from **Ravenborn Tome** does not stay after the end of your turn.
According to the card's text, it is a delayed ability that specifically applies to "the next spell you play **this turn**." Furthermore, per Rule 317.2.c, all "this turn" effects expire simultaneously during the Expiration Step of the Ending Phase. Therefore, if the effect was not consumed by playing a spell during your turn, it will expire when your turn ends.
If I activate Sacrifice and target my Mighty unit with a buff, can I use my Sett the Boss legend ability to save my unit and also draw 2 and channel a rune from Sacrifice's effect?
Yes, you can do this. You will successfully save your unit and receive the full effect of *Sacrifice* (drawing 2 cards and channeling 1 rune).
This interaction is explicitly covered by **RiftJudge FAQ #10301**. Here is the breakdown of why this works:
### Why it works
* **Replacement Effect:** *The Boss*'s ability is a replacement effect. When *Sacrifice* attempts to "kill" your unit as an additional cost, *The Boss* intervenes and replaces that event with "heal, exhaust, and recall" the unit to your base.
* **Cost Paid:** According to **Rule 357.2.a**, costs that are replaced by a replacement effect are still considered successfully paid. Because the game treats the cost as paid, *Sacrifice* proceeds to resolve normally.
* **Buff Spent:** As noted in the FAQ, the buff on your unit is spent (removed) as part of the cost of using *The Boss*'s ability.
### Sequence of Events
1. **Playing *Sacrifice*:** You play *Sacrifice* and choose your buffed [Mighty] unit as the additional cost to be killed.
2. **Paying Costs:** During step 4 of the playing process, you attempt to pay the cost by killing the unit.
3. **Replacement:** *The Boss*'s replacement effect intercedes. The unit is healed, exhausted, and recalled to your base instead of being killed. The unit's buff is spent.
4. **Cost Completion:** Because the replacement effect occurred, the cost of *Sacrifice* is considered successfully paid.
5. **Resolution:** *Sacrifice* resolves, allowing you to draw 2 cards and channel 1 rune.
*Note: As this is a replacement effect and not a triggered ability, it does not use the chain and cannot be responded to once the cost is paid (FAQ #5828).*
If I activate Smoke Screen targeting an opponent's unit, but they use Retreat to return it to hand in response, will Smoke Screen retarget the remaining unit or fizzle?
Ruling: You cannot change targets once an effect is on the chain stack. Smoke Screen will still resolve but cannot find the original target, so nothing happens.
Nuances:
- Even though Smoke Screen doesn't affect anything, it still counts as being played for triggering other effects (like Student)
If I activate Tactical Retreat in response to my opponent's Falling Star and they then respond with Abandon, after the Abandon resolves, can I then activate Tactical Retreat again assuming I have the runes to do so before the initial Falling Star kills my units?
Yes, you can activate **Tactical Retreat** again in that situation.
Because **Tactical Retreat** is a [Reaction] spell, it can be played whenever you have priority, including when other spells are already waiting on the chain to resolve.
### Sequence of Events
1. **Initial Play:** Your opponent plays **Falling Star**.
2. **Your Response:** You play your first **Tactical Retreat** targeting your unit.
3. **Opponent's Response:** Your opponent plays **Abandon** targeting your **Tactical Retreat**.
4. **Chain Resolution (LIFO):**
* **Abandon** resolves first, countering your first **Tactical Retreat** and returning it to your hand.
* **Falling Star** remains on the chain, waiting to resolve.
5. **New Opportunity:** Because the chain still exists (containing the unresolved **Falling Star**), you have an opportunity to play **Tactical Retreat** again from your hand, targeting your unit.
6. **Resolution:** Your new **Tactical Retreat** is placed on top of the chain. When the chain resolves, your second **Tactical Retreat** resolves first, creating the replacement effect to protect your unit, followed by the **Falling Star**.
### Important Notes
* **Replacement Effect:** When your second **Tactical Retreat** resolves, it creates a replacement effect. The next time your unit would die this turn, the effect will intercede to heal, exhaust, and recall it to your base.
* **Costs:** You must be able to pay the cost for the second **Tactical Retreat** (2 energy) to play it.
Note: I could not fully verify this ruling against the retrieved rules. Specifically, the exact effect of 'Abandon' and the timing mechanics regarding priority windows during chain resolution are not fully supported by the provided context.
If I already conquer a battlefield in my turn, retreat with the units in it, and then come back with another unit, does that unit get the "when I conquer" trigger?
No, your unit will not trigger its "When I conquer" ability.
According to Rule 447, a player may only score from a battlefield once per turn, regardless of the method (Conquer or Hold). Because "Conquer" is a subtype of scoring, you cannot perform a Conquer action on a battlefield that you have already scored from earlier in the same turn.
As established in the Riftbound rules and clarified by multiple FAQs (such as FAQ #1689 and FAQ #2782):
* **Conquering is a subset of scoring:** If you cannot score (because you have already scored that battlefield this turn), you cannot trigger a Conquer.
* **Trigger Requirements:** "When I conquer" abilities are triggered by the act of successfully Conquering a battlefield and gaining a point (or the equivalent scoring action). Since you are restricted to scoring each battlefield only once per turn, any subsequent movement into that battlefield—even if it results in you gaining control of it again—does not count as a Conquer and will not trigger your abilities.
In summary: Once you have scored a battlefield (via Hold or Conquer) during your turn, you cannot trigger "When I conquer" effects on that battlefield again for the remainder of that turn.
If I already control a unit at Trifarian War Camp and play a Fiora Victorious directly to it, she instantly becomes Mighty. Can I then use my Fiora legend to Channel one Rune exhausted?
No, you cannot use your Fiora Legend ability in this situation.
According to the **Riftbound** rules and established FAQs regarding "becoming Mighty":
1. **Trifarian War Camp** has a passive ability that grants +1 Might to units at that location.
2. When you play **Fiora, Victorious** (which has 4 Might) directly onto the **Trifarian War Camp**, the +1 Might bonus is applied immediately as she enters the battlefield.
3. Because the bonus is applied instantly upon entry, there is no moment where Fiora exists on the battlefield with 4 Might before becoming 5 Might. She is 5 Might the instant she arrives.
As stated in **RiftJudge FAQ #5835** and **#7974**:
* A unit "becomes Mighty" only when its Might changes from less than 5 to 5 or greater while it is already a game object in play.
* Because Fiora is already 5 Might the moment she enters the battlefield, she does not "become Mighty" while on the battlefield. Therefore, the trigger condition for your Fiora Legend ability is not met.
This is distinct from moving a unit that is already on the battlefield (e.g., from your base) to the **Trifarian War Camp**, which *would* trigger the ability because the unit was already in play when the Might increase occurred (see **RiftJudge FAQ #8556**).
If I already have Trifarian Gloryseeker in play, then play Vanguard Captain, can I respond to Captain's Legion trigger by playing Back to Back to activate Legion? Or does the Legion trigger only go on the stack if Legion is already active?
Ruling: Legion triggers do not go on the stack/chain if the Legion condition is not already met when the card is played. You cannot respond to activate Legion after playing the card.
Sequence:
- Check if Legion is active (another card played this turn) when the card with Legion is played
- If Legion is active, the trigger goes on the stack
- If Legion is not active, the trigger does not go on the stack at all
Nuances:
- This is different from triggers where the condition is checked inside the trigger itself (like Poro Herder), which always trigger but may do nothing if the condition isn't met
- Legion activates/deactivates the whole trigger ability, so it can't trigger if Legion is not active
If I am Draven Legend, and the opponent is attacking me. I stun the attacking unit. No units die and the attacking unit is recalled. Do I win combat and draw 1?
Yes, you win the combat and trigger Draven's ability to draw a card.
According to **Rule 444.1.a.2** and the associated **RiftJudge FAQs** (specifically FAQ #7095 and #4906), if an attacking unit is stunned, it does not contribute its might to combat damage, but it remains on the battlefield during the damage resolution phase. If the defender's units survive, the attacking unit is then recalled to its owner's base during the combat cleanup phase.
Because the attacking unit is recalled and your units remain on the battlefield after combat cleanup, you are considered the winner of the combat.
### Sequence of Events:
1. **Combat Damage Resolution:** The stunned attacking unit deals no damage. Your defending units survive.
2. **Combat Cleanup (Rule 444.1):**
* **Heal:** All units are healed (damage is cleared).
* **Recall:** Since your defending units are still present, the attacking unit is recalled to its owner's base (**Rule 444.1.a.2**).
3. **Combat Ends:** With the attacker recalled, only your units remain at the battlefield.
4. **Draven's Ability:** Draven's ability checks the state of the battlefield after combat cleanup. Since you are the only player with units remaining, you have won the combat, triggering the draw effect.
This is consistent with **RiftJudge FAQ #7095**, which confirms that even if a unit is stunned and remains on the battlefield during damage resolution, the attacker is recalled if the defender's units survive, and you retain control of the battlefield.
If I am at 6 points and have a unit at 1 battlefield, and my opponent is at 7 points and has a unit at a battlefield, if I played Time Warp would my opponent get a point for holding and win, or does it just skip his turn and I go to 7 points?
According to the Riftbound rules and the relevant RiftJudge FAQs, your opponent will **not** get a point for holding, and they will not win.
Here is the breakdown of why:
1. **Time Warp Mechanics:** According to RiftJudge FAQ #8241, when you play *Time Warp*, you insert an additional turn for yourself immediately after your current turn. Because your opponent's turn is delayed, they do not enter their Beginning Phase during the time they would have otherwise taken their turn. Since holding points are only scored during a player's own Beginning Phase, your opponent does not get an opportunity to score holding points.
2. **Your Scoring:** You will not automatically go to 7 points just by playing *Time Warp*. You score points by holding battlefields during your own Beginning Phase. If you are currently holding one battlefield, you will score your 7th point during your next Beginning Phase (the start of your current turn's cleanup/transition or the start of your next turn, depending on when you held it).
3. **Winning:** To win the game, you must reach 8 points. As established in the FAQs (e.g., #7161, #6708), you win immediately upon reaching 8 points.
**Summary of the sequence:**
* You play *Time Warp*.
* You finish your current turn.
* You take your additional turn (granted by *Time Warp*).
* Your opponent's turn occurs only after your additional turn is completed.
* Your opponent never enters their Beginning Phase during the time their turn was "skipped," so they cannot score holding points.
This is my interpretation based on the provided rules and FAQs regarding *Time Warp* and scoring. No official FAQ exists for this exact scenario of point totals, but the interaction between *Time Warp* and the Beginning Phase is clearly defined.
If I am at 7 points and my opponent controls both battlefields but I conquer one with a Lucian that has 2 Trinity Forces and 1 Skyfall of Areion, do I win the game?
Yes, you win the game.
When you conquer a battlefield while at 7 points with a unit equipped with two **Trinity Forces** and one **Skyfall of Areion**, you trigger the effects of both Trinity Forces and reach the 8th point, winning the game.
### How it works:
1. **Conquer Action:** You perform a "Conquer" action on a battlefield. Because you are at 7 points, the standard point gain from conquering is replaced by drawing two cards (Rule 466.1.b.2).
2. **Skyfall of Areion Effect:** **Skyfall of Areion** makes your unit's "Hold" effects also count as "Conquer" effects.
3. **Trinity Force Trigger:** Because of the Skyfall, the "When I hold" effect of both **Trinity Forces** now triggers off your conquer action.
4. **Chain Resolution:** These triggered abilities are placed on the chain. Once all players pass priority, they resolve one by one. Each **Trinity Force** grants you 1 point.
5. **Victory:** As soon as the first **Trinity Force** ability resolves, you gain your 8th point and win the game.
### Important Nuances:
* **Bypassing Restrictions:** The game rule requiring you to score all battlefields in a single turn to reach the final point only applies to the direct point gained from the "Conquer" action itself. Points gained from triggered abilities (like those from **Trinity Force**) bypass this restriction entirely.
* **Skyfall of Areion:** As noted in RiftJudge FAQ 8622, **Skyfall of Areion**'s effect does not stack; equipping multiple copies would not provide additional triggers. However, since you have two **Trinity Forces** equipped, you have two separate triggered abilities to grant you points.
* **Winning:** You win immediately upon reaching 8 points when the first trigger resolves.
If I am at 7, opponent is at 6, captures both battlefields, then on my action I conquer the open battlefield, as they were conquering their 8th point, I ride the wind. Do I get to 8 first?
No, you do not win the game by reaching 8 points this way.
According to **Rule 448.1.b.2** and the associated RiftJudge FAQs (such as **FAQ #198** and **FAQ #320**), you cannot win the game by conquering a battlefield on your opponent's turn if you are at 7 points. To win via a "Conquer" action when you are at 7 points, you must score on **every battlefield** in the same turn.
Here is the breakdown of why this does not result in a win:
1. **The "Final Point" Restriction:** When you are at 7 points, the final point (the 8th point) has strict requirements. If you are attempting to earn it through a "Conquer" action, you must have scored on all battlefields during that turn.
2. **Turn-Based Scoring:** Because you are performing this action on your opponent's turn, you cannot satisfy the requirement of scoring on all battlefields within the same turn. Even if you successfully conquer the battlefield using *Ride the Wind*, you will simply draw a card (the standard reward for a conquer that does not result in a point) rather than gaining the 8th point.
3. **Timing:** Even if you were on your own turn, the game state would resolve based on the order of operations. However, the fundamental rule is that you cannot reach the 8th point by conquering a battlefield on an opponent's turn unless you have already scored all other battlefields during that same turn cycle.
In summary, while *Ride the Wind* allows you to move and potentially conquer a battlefield on an opponent's turn, it cannot be used to bypass the requirement to score all battlefields in a single turn to reach the 8th point. You will draw a card for the successful conquer, but you will remain at 7 points.
If I am attacking a battlefield with a 6 might vs a 6 might and pass focus, they end the showdown, can I play a reaction?
No, you cannot play a reaction after both players have passed focus in a showdown.
According to **RiftJudge FAQ #7747** and **Rule 348.1**, once both players pass focus in succession, the showdown ends. If it is a combat showdown, the game proceeds directly to the combat damage step, where no player has priority to play spells or activate abilities.
### The Sequence
1. **Attacker has Focus/Priority:** You choose to **Pass**.
2. **Defender has Focus/Priority:** They choose to **Pass**.
3. **Showdown Closes:** Because both players passed consecutively, the showdown ends immediately (Rule 348).
4. **Combat Damage Step:** The game moves directly into assigning and dealing damage (Rule 460).
There is no "reaction window" between the final pass and the assignment of combat damage.
**Important Note:** As long as the showdown is open, you are free to play reactions while you have priority. However, once you pass focus, you are choosing to exit the window of opportunity to act. If your opponent plays an item after you pass, you will regain priority and have a new opportunity to play a reaction before that specific item resolves (as described in **RiftJudge FAQ #10660**), but you cannot retroactively play a reaction once both players have passed and closed the showdown.