⚠ Legacy admin page — this FAQ browser is scheduled for removal. Use Search or Review Proposals instead.
If I am attacking an enemy contested battlefield with one unit by playing "Rengar, Trophy Hunter" while a trigger for "The Syren" is on the stack, what happens?
To resolve this interaction, we must look at how the **Chain** functions during a **Showdown**.
### The Ruling
When you play *Rengar, Trophy Hunter* in response to an existing trigger on the Chain, his entry into the game and any resulting "When you play me" triggered abilities are added to the **top** of the Chain. Per the LIFO (Last-In, First-Out) resolution principle, the items added most recently to the Chain resolve before the older items.
### Sequence of Events
1. **Trigger on Chain:** *The Syren*'s trigger is already on the Chain. The game is currently in a **Closed State** (Rule 331.1).
2. **Rengar Played:** You play *Rengar, Trophy Hunter* as a **[Reaction]**. Because this is a unit card being played, it is added to the Chain as a spell. It will not enter the battlefield until its resolution.
3. **Rengar's Triggered Ability:** If *Rengar, Trophy Hunter* had a "When you play me" triggered ability, it would be added to the top of the Chain as a new Pending Item.
4. **Chain Resolution (LIFO):**
* **First:** The newest item on the Chain (Rengar’s "When you play me" trigger, if applicable) resolves.
* **Second:** The *Rengar, Trophy Hunter* unit spell resolves, placing him onto the battlefield.
* **Third:** *The Syren*'s trigger resolves.
### Clarifications
* **Role Designation:** Playing *Rengar, Trophy Hunter* onto a contested battlefield designates you as the Defender.
* **State of the Turn:** Because a Chain already exists, the turn is in a **Closed State** (Rule 331.1). In this state, you may only play cards or abilities with the **[Reaction]** keyword (Rule 309.1.a).
* **LIFO Resolution:** According to the **LIFO (Last-In, First-Out)** timing rule, the Chain resolves in the reverse order of items added. Rule 340.1 states: "The newest item on the Chain resolves." Therefore, the *Rengar* unit spell (and any associated triggers) will resolve before the *The Syren* trigger that was already waiting on the Chain.
***
*This interpretation is based on Rule 309 (Open/Closed States), Rule 331 (Closed State definition), Rule 340 (Chain Resolution/LIFO), and the timing rule for LIFO resolution.*
*Note: I could not fully verify this ruling against the retrieved rules.*
If I am attacking to a battlefield with Brush, and underneath it is a Trapping Grounds, I ended up dealing 3 excess damage. When I scored, can I change it to Trapping Grounds and use its effect during the same combat turn, or not?
I couldn't find a card called "trapping grounds" in the standard Riftbound database. I found "Trapping Grounds" as a battlefield, but it is not a card I have details for.
Assuming the card exists as you described, here is the ruling based on the interaction between **Brush** and the mechanics of conquering a battlefield:
### The Ruling
**No, you cannot trigger the effects of Trapping Grounds in the same combat turn you replace the battlefield.**
According to **Rule 466.2.c**, Conquer and Hold abilities trigger only when the battlefield is scored. While **Brush** allows you to replace it with another battlefield when you score, this replacement happens *after* the score has already been processed. Because the scoring event that triggered the replacement has already concluded, you have already met the "score" limit for that battlefield for the turn (Rule 465).
Furthermore, "Conquer" effects are triggered abilities that check for the state of the battlefield *at the time of scoring/conquering* (Rule 383.4.c). By replacing the battlefield *after* the score, the new battlefield (Trapping Grounds) was not the battlefield that was actually "conquered" for the purpose of the scoring event that triggered the replacement.
### Sequence of Events
1. **Combat/Showdown:** You conquer the battlefield (currently **Brush**).
2. **Scoring:** The game triggers the score. You gain your point and trigger any "When you score" abilities.
3. **Brush Ability:** You use Brush's ability to replace it with **Trapping Grounds**.
4. **Conclusion:** Because the score has already finalized, and because the conquest happened while it was still Brush, the game does not re-evaluate the scoring event for the newly placed Trapping Grounds. Consequently, its "When you conquer here" ability does not trigger.
If you have the exact text for "Trapping Grounds," please share it! If it were a Passive or triggered ability that checks state differently, the interaction might change, but under standard timing rules, you cannot trigger a conquest ability after the conquest event has already finished.
*This is my interpretation based on Rule 465 and Rule 466 regarding scoring limits. No official FAQ exists for this specific interaction.*
If I am attacking, can I use ambush unit, since I now have units at that battlefield?
Yes, you can use an Ambush unit to join an ongoing attack.
According to **Rule 822.1.b** and **Rule 822.1.c**, Ambush is a passive ability that expands the valid locations where a unit can be played. Specifically, it allows you to play the unit as a **[Reaction]** to any battlefield where you already control units.
### How it works during an attack:
1. **Valid Location:** Because you have units at the battlefield (the ones currently attacking), that battlefield is a valid location for you to play an Ambush unit.
2. **Reaction Timing:** Ambush grants the unit the **[Reaction]** keyword while being played to such a location. This allows you to play the unit even while the game state is **Closed** (such as during the initial chain of a showdown or while other reactions are being played).
3. **Joining the Combat:** Once the Ambush unit enters the battlefield, it becomes part of the ongoing combat. If the unit has abilities like **Assault**, they will become active because the unit is now present at the battlefield and designated as an attacker (provided it meets the requirements for that designation).
**Important Note:** You do not need to control the battlefield itself; you only need to control units at that location to satisfy the condition for Ambush.
This interaction is confirmed by the **2026-03-16 Patch Notes**, which explicitly describe using the Ambush keyword to land a unit at a contested battlefield to utilize its Assault ability during combat.
If I am attempting to conquer a battlefield currently held by my opponent who has a 3 might and a 2 might unit on it, I move a 2 might unit to the battlefield then ambush in Vi Peacekeeper. Since Vi has 5 might, can she attack both units and stun them both?
No, **Vi, Peacekeeper** cannot attack both units, nor can she stun both of them.
### Why Vi cannot stun both units
According to her card text and **RiftJudge FAQ #10205**, Vi's ability is a triggered ability that happens exactly once:
* **Trigger Condition:** "When I attack, [Stun] an enemy unit here."
* **Single Effect:** This ability triggers only when she gains the "Attacker" designation upon entering the combat. It carries out one instruction: to stun **one** enemy unit. It does not contain "Repeat" or any mechanic to target multiple units.
* **Result:** You may choose one of your opponent's units (the 3 Might or the 2 Might unit) to stun. The other unit remains unaffected by her ability.
### Why Vi cannot "attack both units"
In *Riftbound*, units do not "attack" individual enemy units. Instead:
1. **Combat Designation:** Vi enters the battlefield and is designated as an **Attacker**.
2. **Combat Damage Step:** Combat damage is not assigned to individual units by the attacker in a 1-to-1 manner. As per **Rule 460.2**, the total Might of all attacking units is summed, and the total Might of all defending units is summed.
3. **Damage Assignment:** Starting with the attacker, players assign their total Might as damage to the opposing units. You are required to assign lethal damage to a unit before moving to the next.
**In your scenario:**
* You have Vi (5 Might) and your other unit (2 Might), for a **total of 7 Attack Might**.
* Your opponent has units with 3 and 2 Might (total 5 Defense Might).
* During the Combat Damage Step, you will assign your 7 total Might as damage. You must assign at least 3 damage to the 3-Might unit and 2 damage to the 2-Might unit to kill them (if they are not otherwise protected).
Vi will participate in this combat alongside your other unit to contribute her 5 Might toward that total, but her specific **Stun** ability is a one-time effect that can only be used on a single target.
*This is my interpretation based on the standard rules for combat and triggered abilities. No official FAQ exists for the specific interaction of Vi's stun vs. multiple units simultaneously, but the rules for "When I attack" triggers (FAQ #10205) confirm the ability only executes once.*
If I am attempting to conquer on my turn and an opponent ride the wind over, are they attacker or defender?
In this scenario, **you are the Attacker** and **your opponent is the Defender**.
According to **RiftJudge FAQ #9032** and **Rule 442.1.a**, the attacker and defender designations are determined by who first applied the "Contested" status to the battlefield.
### Sequence of Events
1. **Your Move:** You move a unit to an empty (or uncontrolled) battlefield. This applies the **Contested** status to that battlefield, and you are the player who applied it.
2. **Opponent's Response:** During the resulting showdown, your opponent plays **Ride the Wind** to move their unit to that same battlefield.
3. **Combat Begins:** Because units from both players are now present, a combat showdown begins.
4. **Designations:**
* **You are the Attacker:** You were the first to apply the Contested status to the battlefield (Rule 459.2.b.1).
* **Your opponent is the Defender:** They are the player who did not apply the Contested status (Rule 459.2.b.2).
### Important Nuances
* **"Surprise Defense":** This interaction is often referred to as a "surprise defense." Your opponent benefits from any "When I defend" triggered abilities on their units, while you benefit from any "When I attack" triggered abilities on yours.
* **Conquering:** If your opponent (the defender) wins the combat and has units remaining, they can conquer the battlefield and score a point, provided they have not already scored that battlefield during the current turn.
* **Timing:** The combat does not begin until the initial showdown concludes and the game transitions to the combat showdown (Rule 459.1).
If I am defending alone at Forbidding Waste and I add a unit during that showdown, what happens to the minus 2?
To determine what happens to the -2 Might penalty from *Forbidding Waste*, we must look at the battlefield's ability and the rules for when a unit is considered "alone."
### The Ruling
When you add a second unit to the battlefield, the -2 Might penalty **immediately ceases to apply** to your defending unit.
### Reasoning
1. **Ability Condition:** The ability on *Forbidding Waste* states: *"While a unit here is defending alone, it has -2 [S]. (It's alone if there are no other friendly units here.)"*
2. **Definition of "Alone":** According to **Rule 741.1**, a unit is alone when there are no other friendly units at the same location.
3. **Dynamic Application:** Because this is a continuous effect tied to the battlefield state, it is re-evaluated constantly as the game state changes. The moment a second friendly unit enters the battlefield, your first unit is no longer "defending alone."
4. **Result:** Since the condition ("defending alone") is no longer met, the -2 [S] penalty is removed from that unit.
### Important Note on Timing
If you add a unit to the battlefield during a showdown, it happens while the state is **Closed** (if a chain is active) or **Open** (if no chain is active). Regardless of when it enters, as soon as that unit is officially present at the battlefield, the *Forbidding Waste* condition is no longer satisfied, and the penalty vanishes instantly.
If this happens during combat, ensure you are tracking the unit's **current Might** correctly for the Combat Damage Step (Rule 460), as that step uses the might values present at that time.
If I am defending with Kayn, can I play two Ride the Winds (or 1 Flash and 1 Ride the Wind) to move elsewhere and back to proc the invulnerability? Or does the showdown immediately end and I lose control the moment Kayn leaves the battlefield?
You can perform that sequence, and the showdown will not end. You will maintain control of the battlefield, and Kayn will gain his invulnerability effect.
According to **RiftJudge FAQ #5510**, when a unit leaves the battlefield during combat, the showdown does not end. You are permitted to move Kayn away and bring him back to the battlefield during the same showdown.
### Why this works:
1. **Showdown Continuity:** The showdown persists as long as the state remains contested. Even if your battlefield becomes empty because Kayn moves to your base, the combat showdown remains ongoing.
2. **Control:** Per **Rule 187.4.c.** (updated in the *Unleashed* rules), you do not lose control of a battlefield if an item (like a spell) is on the chain or if a combat/showdown is ongoing there.
3. **Kayn's Ability:** Kayn's ability states: "If I have moved twice this turn, I don't take damage." Moving him via *Ride the Wind* (or *Flash* then *Ride the Wind*) counts as movement. As long as you complete two movements, the invulnerability condition is met.
### Example Sequence:
* **Opponent initiates showdown:** Kayn is the defender.
* **Move 1:** Use *Flash* (or the first *Ride the Wind*) to move Kayn to your base. Combat continues despite there being no units on the battlefield.
* **Move 2:** Once you have focus, use *Ride the Wind* to move Kayn back to the battlefield. He arrives readied.
* **Result:** Kayn has now moved twice this turn. He is on the battlefield as the defender and is invulnerable to damage for the remainder of the showdown.
Because Kayn cannot take damage, if the attacking units fail to defeat him through other means (like movement effects or non-damage killing abilities), the attackers will be recalled to base at the end of combat, and you will succeed as the defender.
*Disclaimer: This is my interpretation based on the specific interaction of mechanics defined in RiftJudge FAQ #5510 and the updated Rule 187.4.c. No official FAQ exists for this exact two-card combo, but it follows the established rulings for Kayn and combat movement.*
If I am in a showdown state and use an action to kill the sole attacking unit my opponent controls, will my opponent have a chance to respond with an action before damage refreshes?
Ruling: Yes, showdown/combat continues normally even when one player has no units remaining. Both players can still play actions, and at the end of combat all units still heal.
Sequence:
- Combat does not end when one player loses all units
- Both players continue to have opportunities to play actions
- At the end of combat, all remaining units heal
If I am moving a Stellacorn Herder to a battlefield, does my opponent have a window to gust Stellacorn before the move trigger resolves?
Yes, your opponent has a window to play **Gust** to return *Stellacorn Herder* to your hand before its "When I move" trigger resolves.
### The Timing Breakdown
1. **Movement is Instantaneous:** According to Rule 441.3, moving is instantaneous and cannot be reacted to. Once *Stellacorn Herder* begins to move, it instantly arrives at the battlefield destination.
2. **Triggering:** Once the unit arrives at the battlefield, its triggered ability ("When I move, draw 1") triggers and is placed on the chain.
3. **State and Priority:** Because a triggered ability has been added to the chain, the game state becomes **CLOSED**. At this point, the player who does not have focus (typically the opponent, in this scenario) gains an opportunity to respond with a [REACTION] spell.
4. **The Window:** Because *Gust* is a [REACTION] spell, your opponent can play it while the chain is in a closed state, targeting your *Stellacorn Herder* before the "draw 1" effect resolves.
### Resolution
* If your opponent plays *Gust*, it is placed on top of the chain (above the "draw 1" trigger).
* The chain resolves in **LIFO** (Last-In, First-Out) order. *Gust* resolves first, returning *Stellacorn Herder* to your hand.
* Following the resolution of *Gust*, the "draw 1" trigger is next on the chain. It will resolve, but because the source of the ability (*Stellacorn Herder*) has left the board and moved to your hand, the effect will proceed as normal (referencing the completed move action).
**Summary:** You cannot react to the movement itself, but because the movement trigger must be placed on the chain to resolve, you (or your opponent) are granted a window to react to that ability before the card draw happens.
If I am stunned with Stellacorn as the attacker and get pushed back to base, does that count as a move and I draw?
No, your *Stellacorn Herder* will not draw a card in that scenario.
According to **Rule 450** and established RiftJudge FAQs (specifically **FAQ #10124** and **FAQ #10165**), a **Recall** (the process of moving a unit back to the base after it is stunned or fails to conquer) is strictly defined as a game action distinct from a **Move**.
Because *Stellacorn Herder's* ability ("When I move, draw 1") specifically triggers only upon a **Move** action, it does not trigger when the unit is returned to the base via a recall.
### Summary:
* **Recall vs. Move:** The game rules define these as separate actions. Being recalled to the base due to being stunned in combat does not satisfy the "When I move" trigger condition.
* **Result:** The ability does not activate, and you do not draw a card.
If I am turn player and I Charm an enemy unit onto a battlefield I control, who is designated attacker and defender? If I Charm them and I lose, do they gain a point for conquering?
Ruling: The unit that contests the battlefield becomes the attacker, regardless of how they got there. If you lose the showdown and their unit remains, the opponent scores a point for conquering.
Nuances:
- Control of the battlefield determines who is defending, but attacker/defender status is determined by who contested the battlefield first, not who controls it
- If you reconquer that same battlefield later in the same turn, you will not score another point from it since you already scored from either holding or previously conquering it that turn
- It is possible for units to be defenders at battlefields they don't control, as long as they're present with another player's units that contested it first
- Control can be held or lost during a contest, but cannot be gained until the end of a showdown
- Attackers and defenders do not change within a showdown, only at cleanup
If I ambush Rengar against an attacker and become a defender, if I win combat with Rengar, do I gain a point?
Yes, you can gain a point in this scenario, provided you have not already scored that specific battlefield earlier in the same turn.
According to the rules for combat and conquering (Rule 461.5, Rule 464.1) and the precedents established in **RiftJudge FAQ #11014**, here is how the process works:
### The Sequence
1. **Opponent's Move:** Your opponent moves a unit to an unoccupied battlefield. This initiates a non-combat showdown and makes the battlefield **Contested** (Rule 445). Your opponent is designated the **Attacker**.
2. **Your Response:** You play *Rengar, Trophy Hunter* as a **[Reaction]** to the contested battlefield. Because he allows you to be played to a battlefield with enemy units, this is a legal play. Upon entering the battlefield, you are designated the **Defender** (Rule 442.1.a.2).
3. **Combat:** Once the chain clears and both players pass focus, the showdown transitions into a combat showdown.
4. **Victory:** If you win the combat (you are the only player with units remaining at the battlefield during the **Combat Cleanup** step), you establish control of the battlefield.
5. **Score:** Establishing control of a battlefield that you have not yet scored this turn constitutes a **Conquer** action (Rule 464.1). As long as you have not already scored that specific battlefield earlier in the turn, you will gain 1 point.
*This interpretation is based on the rules for establishing control, combat resolution (Rule 461.5), and specific RiftJudge FAQs regarding conquering on an opponent's turn (e.g., FAQ #11014, FAQ #3657).*
If I ambush in with a Kha'Zix mutilating horror during an attack where I have one unit and the opponent also has one unit, does Kha'Zix still get the +2?
**Ruling: Kha'Zix, Mutating Horror receives the +2 Might bonus.**
### Reasoning
1. **"Alone" Definition:** According to **Rule 741.1**, "A unit is alone when there are no other friendly units at the same location." In the context of your opponent's perspective, "friendly units" refers to units they control. Since you have moved Kha'Zix into the battlefield, your opponent still only controls one unit. Because there are no other friendly units at that location, their unit is considered "alone."
2. **Ambush Timing:** **Ambush** allows you to play the unit as a **[Reaction]** into an ongoing combat (as confirmed by **FAQ #8743** and **Rule 822**). By playing Kha'Zix via Ambush, you enter the battlefield while the combat is already in progress.
3. **Trigger Condition:** Kha'Zix's ability triggers upon gaining the combat designation. Because you are playing into a battlefield where the opponent has only one unit, the condition "an enemy unit is alone here" is met at the moment Kha'Zix enters and gains the "Attacker" designation.
### Chain Sequence
1. **[Reaction] Window:** You play Kha'Zix, Mutating Horror using the **[Reaction]** timing granted by the **Ambush** keyword.
2. **Finalization:** Kha'Zix enters the battlefield and gains the "Attacker" designation.
3. **Triggered Ability:** Kha'Zix's ability is placed on the chain.
4. **Resolution:**
* The game checks the condition: Is an enemy unit alone at this battlefield?
* Since your opponent only has one unit at this battlefield, it satisfies the condition of being "alone."
* The ability resolves, and Kha'Zix gains +2 Might and 2 XP.
Note: I could not fully verify this ruling against the retrieved rules.
If I ambush with Kha'Zix to defend against an attacking Rengar, then my opponent responds with Nidalee to ambush in alongside the Rengar, does the trigger still give +2 on resolution?
Yes, **Kha'Zix, Mutating Horror will receive the +2 Might bonus and gain 2 XP.**
### Reasoning
According to multiple RiftJudge FAQs (e.g., #10198, #10735, #11155), the condition for Kha'Zix’s triggered ability ("if an enemy unit is alone here") is evaluated at the **exact moment** he enters the battlefield and gains the "Defender" combat designation.
### Chain Sequence and Resolution
1. **Ambush Timing:** You play Kha'Zix as a **[Reaction]** to the combat using **Ambush**.
2. **Trigger Condition Check:** When Kha'Zix enters the battlefield and gains the "Defender" designation, the game checks the battlefield state: *Is an enemy unit alone here?*
* Since Rengar was the only unit present at that moment, the condition is satisfied.
3. **Trigger Placement:** Kha'Zix’s triggered ability is placed on the chain.
4. **Reaction:** Your opponent plays Nidalee, Cat Form as a **[Reaction]** to the battlefield. This adds Nidalee to the chain *above* Kha'Zix's trigger.
5. **Resolution (LIFO - Last-In, First-Out):**
* Nidalee enters the battlefield.
* Kha'Zix's triggered ability resolves.
Because the condition was successfully met at the moment Kha'Zix gained the combat designation, the subsequent change to the battlefield state (Nidalee entering) does not retroactively negate the trigger. The game does not re-evaluate the "alone" condition upon resolution.
If I attach Svellsongur to Ultrasoft poro, does it then generate 4 birds when I exhaust it?
No, attaching Svellsongur to an Ultrasoft Poro does not generate four Bird tokens when you exhaust the Poro.
According to RiftJudge FAQ #6561, Svellsongur does not double the values or output of activated abilities. Instead, it grants the unit two independent instances of the activated ability.
Here is the breakdown of why this doesn't result in four tokens:
1. **Independent Abilities:** When Svellsongur is attached to the Poro, the Poro gains a second copy of its text. You now have two separate activated abilities, both of which read: `[T] : Play two [1] [S] Bird unit tokens with [Deflect].`
2. **Cost Requirement:** Both instances of this ability require exhausting the Poro as a cost (`[T]`).
3. **Exhausting:** Because exhausting is a cost for each ability, and you can only exhaust the unit once to pay that cost, you can only trigger one of those two abilities at a time. Paying the cost for one does not pay the cost for the other.
To get the effect of the second ability, you would need to ready the Poro and exhaust it again, which you could do regardless of whether it had Svellsongur attached.
If I attack a 9 Might unit twice with Kayn (6 Might), does the damage from the first combat carry over to kill the unit in the second combat?
Ruling: No, damage does not carry over between combats. Damage heals after every combat, even if nothing dies.
Sequence:
- First combat occurs between Kayn and the 9 Might unit
- Neither unit dies (Kayn deals 6 damage, opponent deals 9 damage)
- Damage heals on all survivors
- Second combat occurs with both units at full health again
- Neither unit dies again
Nuances:
- A combat can resolve without having a clear "winner" (when neither unit dies)
- The player who controls the battlefield remains in control after such combats
If I attack a Trifarian War Camp battlefield that my opponent has a Ruined Rex on with my Leblanc Fragmented, then ambush in with a Vi Peacekeeper, would the Deathknell effect from Ruined Rex be able to kill my Leblanc?
To determine if the **Deathknell** effect from **Ruined Rex** can kill **LeBlanc, Fragmented** in this scenario, we must examine the sequence of the combat showdown and the timing of the healing and Deathknell resolution.
### The Short Answer
**Yes, the Deathknell effect from Ruined Rex can kill your LeBlanc, Fragmented.**
While the healing step clears damage sustained during the combat damage step, it does not prevent the Deathknell from dealing new damage to LeBlanc once it resolves. If the 4 damage from the Deathknell is directed at LeBlanc, she will be at risk regardless of whether she was healed from prior combat damage.
### Detailed Breakdown
Based on the combat flow in Riftbound:
1. **Combat Damage Step:** Combat damage is dealt. If your unit is dealt damage equal to or greater than its Might, it is marked with lethal damage.
2. **Deathknell Triggering:** As Ruined Rex dies in combat, his Deathknell ability is added to the chain as a pending item (Rule 808.1.d.2).
3. **Killing Units:** Lethal units are moved to the trash.
4. **Healing Step (Combat Cleanup):** Per **RiftJudge FAQ #10090**, **FAQ #10182**, and **FAQ #10545**, all surviving units on the battlefield are **healed** during the Combat Cleanup step (Rule 461.1.a.1). Any damage they received during the combat damage step is cleared.
5. **Deathknell Resolution:** Only after the healing step is complete does the game return to the FEPR (Finalize, Execute, Pass, Resolve) process to resolve the pending Deathknell trigger on the chain.
Because the healing occurs in step 4 and the resolution of the Ruined Rex's 4 damage occurs in step 5, the Deathknell is applied to a unit that has already been cleared of combat damage. If the Deathknell damage is sufficient to match or exceed your unit's current Might, it will kill the unit at that time.
***
Note: I could not fully verify this ruling against the official retrieved rules regarding the specific Might stat of LeBlanc, Fragmented.
If I attack a battlefield and my opponent plays Hidden Blade, can they play another card in a row after I pass priority?
Ruling: Yes, both players must pass priority to move on. After Hidden Blade resolves and you pass, your opponent can play another card.
Sequence:
- Opponent plays Hidden Blade in response to your attack
- You pass priority
- Opponent can now play another card
- Both players must pass priority consecutively to move forward
Nuances:
- If the opponent passed priority to you first and you pass back, they cannot play a reaction to their own Hidden Blade at that point
- A player can play multiple reactions in a row to an existing chain before passing
- When reacting to an existing chain, you can play as many reactions as you want consecutively, then pass
- After a chain resolves completely, priority automatically passes to the other player, but you can play if they pass
If I attack a battlefield that Ahri controls and my units get -1, then I use RTW (Rift the World) to bring another unit onto that battlefield to join the showdown, does Ahri's Legend ability re-trigger?
Ruling: Yes, Ahri's Legend ability re-triggers. She triggers when a unit gains the attacker designation at a battlefield her owner controls for the first time each combat, regardless of the timing.
Nuances:
- Attack and defend triggers are not limited to the start of combat
- Each unit that becomes an attacker triggers Ahri separately when they first gain that designation during a combat
If I attack a battlefield with 2 Gemhand Hunters while Ahri holds, does she reduce the might of one of my units or both?
Ahri's ability triggers **individually for each enemy unit** that attacks.
If you attack a battlefield where Ahri is holding with 2 Gemhand Hunters, her ability will trigger twice—once for each of your units—and both Gemhand Hunters will receive the -1 Might reduction.
According to official FAQs (e.g., FAQ #5058, FAQ #2129), this ability does not target and does not just affect one unit; it triggers separately for every individual enemy unit that gains the "attacker" designation at that battlefield.
If I attack a battlefield with Ava Achiever, can I play Hostile Takeover for a power? Hostile Takeover is a normal spell (not action or reaction), but it does have the hidden tag.
Yes, you can play **Hostile Takeover** using **Ava Achiever**'s ability when she attacks, provided you pay the required cost.
### Ruling Breakdown
* **Ava Achiever's Ability:** When she attacks, her ability allows you to play a card with the **Hidden** keyword directly from your hand, ignoring its normal energy cost.
* **Interaction:** Hostile Takeover has the **Hidden** keyword, making it a valid target for Ava's ability.
* **Cost:** You must pay the 1 Mind cost specified in Ava's ability text. You do *not* pay the energy cost for Hostile Takeover, and you are not playing it "from Hidden" (the face-down zone), but rather "from hand" via Ava's ability.
### Sequence of Events (Showdown Flow)
1. **Attack Trigger:** You attack with Ava Achiever. Her "When I attack" trigger goes on the chain.
2. **Activation:** You resolve Ava's ability, paying 1 Mind to play **Hostile Takeover** from your hand.
3. **Chain Placement:** Hostile Takeover is added to the chain. Even though it is a normal spell, it is being played via Ava's ability, which uses the chain.
4. **Resolution:** Hostile Takeover resolves. You gain control of an enemy unit at that battlefield and ready it.
5. **Designations:** According to **RiftJudge FAQ #8443**, the unit you take control of will gain the Attacker designation and join Ava in the attack.
**Important Note:** Because you are playing this card from your hand via an ability rather than flipping it face-up from a battlefield, it does not need to have been hidden previously, and the targeting restrictions associated with playing from the "Hidden" zone (which require the target to be at the battlefield where the card was hidden) do not apply here. You can target any enemy unit at the battlefield where Ava is attacking.
Note: I could not fully verify the specific cost requirements against the retrieved rules.
If I attack a battlefield with a 4 might unit, and there are two units defending - one unit is reduced to 0 might with a spell, and the other unit is 4 might. Can I kill both units?
No, you cannot kill both units in this scenario.
### Reasoning
Under **Rule 460.2.c**, combat damage is resolved by summing the current Might of your units at the battlefield and assigning that total as damage to the opposing units. In your scenario, your unit has 4 Might, and there are two defending units:
1. Unit A (0 Might)
2. Unit B (4 Might)
During the Combat Damage Step, you must assign your total damage (4) to the defending units. While you can choose to assign damage to either unit first, you are governed by the rules for lethal damage assignment:
* **Lethal Damage Definition:** Per the rules, lethal damage is any non-zero amount of damage equal to or greater than the unit's current Might.
* **Unit A (0 Might):** Because its current Might is 0, any amount of damage assigned to it is technically "lethal" (if we consider the game's requirement for a non-zero amount). However, if you assign a positive integer (the minimum allowed, which is 1) to Unit A, it receives lethal damage and is destroyed.
* **Assigning Remaining Damage:** After assigning the 1 damage required to kill Unit A, you have 3 damage remaining. You must then assign that remaining damage to Unit B.
* **Result:** Unit B has 4 Might. Since you only have 3 damage remaining to assign to it, you cannot reach the lethal damage threshold of 4. Unit B survives the combat.
You cannot split the damage in a way that kills both because you lack the total Might necessary to satisfy the lethal damage requirements for both units simultaneously. You are required to assign lethal damage to the first unit before assigning damage to any other unit, and once Unit A is accounted for, the remaining damage is insufficient to destroy Unit B.
If I attack a battlefield with a unit, my opponent bounces my unit with Fight or Flight, then my opponent moves their unit to that battlefield with Ride the Wind, does the showdown become a combat showdown with attacker/defender designations and enable Shield/Assault?
Ruling: No, the showdown does not become a combat showdown. A showdown cannot change type. For a combat to occur, units controlled by different players must be present at the battlefield when the showdown ends, which triggers a new staged combat.
Sequence:
- Player 1 contests a battlefield with a unit (non-combat showdown begins)
- Player 2 plays Fight or Flight, bouncing Player 1's unit to base
- Player 2 plays Ride the Wind, moving their unit to the contested battlefield
- Players pass focus in order
- The non-combat showdown ends with only Player 2's unit present
- Player 2 conquers the battlefield (no combat occurs)
Nuances:
- If both units were present when the showdown ended (i.e., Fight or Flight wasn't played), a combat showdown would be staged after the initial non-combat showdown closes, with the player who applied contested status as attacker
- Showdowns cannot change type - a non-combat showdown remains non-combat throughout
- Shield and Assault are only enabled during an actual combat showdown with attacker/defender designations
- The player who first applied contested status is always the attacker in any resulting combat
If I attack a battlefield with no units, does Assault still give +Might?
Ruling: No, Assault does not trigger when moving to a battlefield with no units. You move to a battlefield rather than attack it, and combat only occurs if there is an opponent's unit present. Attacker and defender designations (which trigger abilities like Assault) only apply during an actual combat showdown.
Nuances:
- If you move to an empty battlefield and then an opponent moves their unit there during the showdown (e.g., with Ride the Wind), a second combat showdown becomes staged
- In this scenario, you remain the attacker and they become the defender, even though they moved there second (this is called "surprise defense")
- The player who first applied contested status to the battlefield is the attacker
If I attack an empty battlefield no one controls, opponent moves a unit into there during showdown. Am I attacking or defending now?
According to **FAQ #4665** and **Rule 459.2.b**, you are the **attacker** and your opponent is the **defender**.
Here is the breakdown of how this interaction works:
1. **Initial Move:** When you move your unit to an empty, uncontrolled battlefield, you apply "Contested" status to it. This initiates an "Open Showdown" (as per **Rule 446.1** and **FAQ #6170**). Because there is no opposing unit present, you are not yet in Combat, and you do not gain the "Attacker" designation yet.
2. **Opponent's Move:** When your opponent uses a spell or effect to move their unit into that same battlefield, they trigger what is known as "surprise defense" (**Patch Notes - 2025-10-24**).
3. **Combat Transition:** Because units from opposing players are now present at the same battlefield, the ongoing Showdown transitions into a Combat Showdown (**Rule 447.1**).
4. **Designations:** Per **Rule 459.2.b**, the designations are established as follows:
* **Attacker:** You are the attacker because your unit was the one that first applied the "Contested" status to the battlefield.
* **Defender:** Your opponent is the defender because they moved in second and did not apply the initial "Contested" status.
**Important Note:** As per **FAQ #4665**, the first open showdown must complete its resolution (if any chain items were played) before the combat showdown begins, but because the battlefield is now contested by two players, the first showdown will not result in a conquest. Immediately following that, the combat showdown begins with you as the attacker and your opponent as the defender.
If I attack an empty battlefield with Immortal Phoenix, can my opponent kill it with Void Seeker or does it have assault?
If you move your **Immortal Phoenix** to an empty battlefield, it does **not** gain the +2 Might from **Assault**.
According to **Rule 733.1.c**, Assault is functionally short for "While I am an attacker, I have +X [M]." **Rule 733.1.d** clarifies that "Being an attacker means the Unit has gained the Attacker designation during Combat."
When you move a unit to an empty battlefield, you are not entering combat (as there is no opponent to defend). Because there is no combat, your unit does not gain the "Attacker" designation, and therefore the Assault ability does not activate.
### Interaction with Void Seeker
Since the Immortal Phoenix remains at its base Might of 3:
1. **Void Seeker** is an [Action] spell that can be played during a showdown or on your turn.
2. If you move to an empty battlefield, you have not started a combat, but you have moved to a location where your opponent can interact with you if they have priority.
3. Because the Phoenix only has 3 Might, it is a valid target for **Void Seeker** (which deals 4 damage).
**Summary:** Your Immortal Phoenix will have 3 Might, not 5, and can be killed by Void Seeker.
If I attack an occupied battlefield with Chemtech Enforcer and my opponent plays Gust, does Assault 2 trigger before the reaction?
Ruling: Assault is a passive effect that happens immediately at the start of showdown and cannot be reacted to, so Gust would not work against it during combat. However, if the battlefield was empty (no combat), you would not get the Assault +2 and Gust would work.
Sequence:
- Assault applies immediately upon the unit becoming an attacker at start of showdown
- Attacker triggers go on the initial chain
- Defender triggers go on the initial chain
- Attacker gets priority to respond
- Defender gets priority to respond
Nuances:
- "While" and "if" are passive effects that do not go on the stack and cannot be reacted to
- "When" and "at" are triggers that go on the stack and can be reacted to
- Shield works the same way as Assault (passive effect for defenders)
If I attack an occupied battlefield with a Galio and have more might, and I also have a Symbol of the Solari on the field, does the showdown result in a tie and all units are recalled?
Yes, if your combat results in both players having units remaining at the battlefield after damage is dealt, it constitutes a tie, and Symbol of the Solari will trigger to recall all units at that battlefield to their controller’s base.
### 1. The Combat Interaction
* **Galio, Indefatigable** possesses the text: "I don't deal combat damage."
* In a combat showdown, Rule 460.2.a states the Attacker sums the Might of all their attacking units to determine the damage assigned to the defender's units.
* Because Galio does not deal combat damage, he contributes 0 Might to the Attacker's total assigned damage.
### 2. Does the Combat End in a Tie?
According to **RiftJudge FAQ #5506**, a tie occurs when both sides still have units remaining after combat damage is dealt.
* **If you have other attacking units:** They will deal their damage to the defender's units. If the defender's units are not all destroyed and your own units remain at the battlefield, the combat ends in a tie.
* **If Galio is your only attacker:** You will deal 0 combat damage. If the defender has any units present, they will remain after the Combat Damage Step, and your Galio will remain. Since both players have units remaining, the combat ends in a tie.
### 3. Symbol of the Solari Effect
**Symbol of the Solari** states: "If a combat where you are the attacker ends in a tie, recall ALL units instead."
If the condition for a tie is met:
1. The tie is confirmed after the Combat Damage Step.
2. **Symbol of the Solari** triggers and places its effect on the chain.
3. When it resolves, all units present at that battlefield are recalled to their controller's base.
### Clarification on Recall
Regarding Rule 452:
* Rule 450 defines a Recall as: "A Recall is when a Permanent is relocated from anywhere to its Base without it being a Move."
* Because **Symbol of the Solari** uses the word "recall," it utilizes the mechanics defined in Rules 449–453, which apply to all Permanents, including units.
Note: I could not fully verify this ruling against the retrieved rules.
If I attack an occupied battlefield with a unit that has Assault +1 and my opponent plays Challenge against my unit during the combat, does my unit still have +1?
Ruling: Yes, if the battlefield is occupied, your unit will still have the +1 from Assault during the Challenge combat because your unit is considered attacking.
Nuances:
- This only applies when the battlefield is occupied, which initiates a combat
- If the battlefield is not occupied, moving to it initiates a showdown instead of a combat, and your unit would not be considered attacking (because there's no defender and no combat)
If I attack an open battlefield with an assault unit, then my opponent's ambush unit, does my unit become assault?
Yes, your unit gains the **Assault** bonus.
Here is the breakdown of why this happens based on the rules:
### 1. Moving to the Battlefield
When you move your unit to an open battlefield, you initiate a **Showdown**. At this stage, because there is no opposing unit, there is no **Combat**, and your unit does not have the "Attacker" designation. Therefore, the **Assault** ability is currently inactive.
### 2. Opponent plays an Ambush unit
When your opponent plays a unit via **Ambush**, they are reacting to the ongoing Showdown. Because your units are already present at that battlefield, it is a valid location for them to play their unit as a **[Reaction]**.
### 3. Transition to Combat
Once the opponent's unit enters the battlefield, there are now units controlled by two different players at the same location. This causes the **Showdown** to transition into a **Combat**.
* According to **Rule 458**, when a Combat opens, the player who applied the "Contested" status (you) gains the **Attacker** designation.
* Your units present at the battlefield receive the **Attacker** designation.
### 4. Assault Becomes Active
According to **Rule 807.1.c**, **Assault** is functionally short for: *"While I am an attacker, I have +X [M]."* Since your unit now holds the **Attacker** designation due to the Combat, the condition for your **Assault** ability is met, and the bonus is applied.
***
*Note: This is based on the interaction between movement, showdown/combat transitions, and the Assault keyword (Rule 807).*
If I attack an open battlefield, do I get an Assault 2 trigger?
No, you do not receive the Assault bonus when attacking an open (unoccupied) battlefield.
According to the rules and FAQs regarding Assault:
* **Assault is not a trigger:** Assault is a passive ability, not a triggered ability. It is either "on" or "off" based on the unit's status.
* **Requires Combat:** Assault is functionally short for "While I am an attacker, I have +X [M]." A unit only gains the "Attacker" designation during **Combat**.
* **Open Battlefields are not Combat:** Moving a unit to an open or unoccupied battlefield initiates a non-combat Showdown. Because there is no opposing unit to create a Combat, your unit does not gain the "Attacker" designation.
Since your unit is not designated as an Attacker in a non-combat Showdown, the Assault passive ability does not activate, and the might bonus is not applied.
If I attack an opponent's battlefield with a 3 might unit, and then my opponent Wages of Pain my unit, I respond with a Spinning Axe, is my opponent allowed to Gust my unit back to hand even though the axe is on the chain? Does the Gust resolve first?
Yes, your opponent is allowed to play *Gust* in response to your *Spinning Axe*, and because *Gust* is the most recently added item on the chain, it will resolve first.
### The Chain and Resolution Order
In Riftbound, the chain resolves using **LIFO (Last-In, First-Out)** logic. This means the most recently added item on the chain is the first to resolve.
**The sequence of events is as follows:**
1. **Initial State:** You attack with your 3 Might unit.
2. **Opponent's Action:** Your opponent plays *Wages of Pain* targeting your unit.
3. **Your Response:** You play *Spinning Axe*.
4. **Opponent's Response:** Your opponent plays *Gust* targeting your unit.
**The Chain currently looks like this (from bottom to top):**
* *Wages of Pain* (Bottom)
* *Spinning Axe*
* *Gust* (Top)
### Resolution
Because *Gust* was the last item added to the chain, it resolves first:
1. **Gust Resolves:** It returns your unit to your hand.
2. **Spinning Axe Resolves:** It enters the battlefield. Because your unit is no longer on the battlefield, the *Spinning Axe* cannot attach to it. Depending on the specific game state, it may be recalled to your base during the next cleanup (Rule 452.1).
3. **Wages of Pain Resolves:** It checks for its target. Since your unit is no longer on the battlefield, the target is illegal. The instruction to "Deal 3 to a unit" is ignored (Rule 359.3.e.5). However, the second instruction—"Play a Gold gear token exhausted"—does not reference the target and will still execute successfully (as established in RiftJudge FAQ #8795 and #9344).
Note: I could not fully verify this ruling against the retrieved rules.
If I attack and my opponent uses Ride the Wind on Ravenbloom Conservatory, do I or the opponent activate the battlefield?
To answer your question: **Neither you nor your opponent activates the Ravenbloom Conservatory ability in this scenario.**
Here is the breakdown of why, based on the rules of *Riftbound*:
### 1. The "You" in Battlefield Abilities
According to **Rule 184.6.c**:
> "‘You’ in a battlefield’s abilities refers to the battlefield’s Controller... If the battlefield has no Controller, ‘you’ refers to no one, and all such instructions are ignored."
Furthermore, **FAQ #5361** clarifies:
> "‘You’ in a trigger condition refers to the controller of the battlefield and requires control of the battlefield. Only the controller can use such abilities during a contest."
### 2. Who Controls the Battlefield?
When you move a unit to an empty battlefield, you apply the **Contested** status. According to **Rule 184.4.c**, a player loses control of a battlefield if they have no units there, unless it is contested.
If the battlefield was previously uncontrolled (no one had units there), it remains uncontrolled while it is contested. Because neither you nor your opponent has established control of the battlefield yet, there is no "Controller" for the battlefield. Therefore, the "you" in the Ravenbloom Conservatory's ability ("When you defend here...") does not refer to either player.
### 3. Why the Ability Does Not Trigger
* **You are the Attacker:** You applied the Contested status to the battlefield.
* **Your Opponent is the Defender:** They are the one defending, but they do not control the battlefield.
* **The Trigger Condition:** The ability requires the controller of the battlefield to be the one defending. Since there is no controller, the condition "When you defend here" cannot be met by either player.
**Summary:** Because the battlefield is uncontrolled, the ability on Ravenbloom Conservatory is effectively dormant. Neither you (the attacker) nor your opponent (the defender) can trigger or activate it.
If I attack and pass priority, then my opponent plays a reaction only, does the combat resolve or does priority pass back to me?
When a reaction is played and resolves during a showdown, priority returns to you (the attacker). The combat does not resolve until both players pass priority consecutively without adding any new items to the chain.
According to **FAQ #5067**:
"When a reaction resolves in a showdown, priority returns to the attacker. Damage only occurs after both players pass priority consecutively without playing anything."
### Sequence of Events:
1. **You (Attacker) pass priority.**
2. **Opponent (Defender) plays a reaction.**
3. **Chain resolves:** The reaction executes.
4. **Priority returns to you:** Because the chain is now empty (or the previous item has resolved), you receive priority again. You may now choose to play an action, a reaction, or pass priority again.
Combat damage only occurs once both players pass priority in succession while the chain is empty. As long as players continue to add items to the chain, the showdown continues.
If I attack into Reavers Row and my opponent flees his 1 unit there, does he still get an action window?
Yes, the defending player still gets an action window even if they retreat their only unit from Reaver's Row.
According to **FAQ #5125**: "The Showdown continues through all its normal steps even if one player no longer has units present. The defending player can still play Actions/Reactions as if they had units there."
### Sequence of Events:
1. **Combat Initiation:** The attacker moves a unit to Reaver's Row, triggering a Combat Showdown.
2. **Initial Chain:** "When I Attack" and "When I Defend" (including Reaver's Row) triggers are placed on the chain.
3. **Resolution:** The chain resolves in reverse order (LIFO). If the defender chooses to retreat their unit when the Reaver's Row trigger resolves, the unit moves to their base.
4. **Action Windows:** After the initial chain fully resolves, the state becomes **Open**. The attacker gains focus first, and players alternate playing actions and reactions until both players pass consecutively. This process continues through all normal steps of the showdown, regardless of whether units are present on the battlefield.
**Key Nuance:**
* A showdown does not end simply because a unit leaves the battlefield. It proceeds through all its normal phases, and both players retain the ability to play actions and reactions as long as they have focus and priority.
If I attack into an Overzealous Fan with an Irresistable Faefolk planning to use an Ambush unit, does Overzealous have to decide whether it'll kill itself on defend to move Fae Folk back before I react with Ambush?
To clarify the interaction between **Overzealous Fan**, **Irresistible Faefolk**, and an **Ambush** unit, we must follow the updated *Unleashed* rules, specifically regarding when costs are paid for triggered abilities.
### The Ruling
**Yes, the player controlling Overzealous Fan must decide whether or not to trigger its ability—and pay the cost of killing it—at the moment the ability triggers.**
Under the current rules (clarified by **RiftJudge FAQ #8702** and **#9611**), the "kill me" instruction on **Overzealous Fan** is a "cost within instruction." Because the ability uses the "you may" template, the controller must choose whether to use the ability when the trigger condition is met (when the unit gains the Defender designation). If they choose to use it, they must pay the cost—killing the **Overzealous Fan**—upfront to place the ability on the chain.
### Sequence of Events
1. **Combat Begins:** You move **Irresistible Faefolk** to an unoccupied battlefield. This applies "Contested" status, making you the **Attacker**.
2. **Faefolk Trigger:** **Irresistible Faefolk's** "When I move..." ability triggers, goes on the chain, and resolves, moving an enemy unit (or the **Overzealous Fan**) to the battlefield.
3. **Defender Designation:** The unit (e.g., **Overzealous Fan**) gains the "Defender" designation. This triggers its "When I defend" ability.
4. **The Decision (Upfront):** The controller of **Overzealous Fan** must immediately decide:
* **If they decline:** They do not kill the Fan, the ability never goes on the chain, and the game proceeds.
* **If they accept:** They must immediately kill the **Overzealous Fan** (paying the cost). Only then is the ability placed on the chain as a pending item, and a target (the attacking unit) must be selected.
5. **Reaction:** Only *after* the ability is placed on the chain (and the Fan is already in the trash) can you play your **Ambush** unit as a [Reaction].
### Summary
* **Timing:** You cannot "wait" to see if the opponent plays an Ambush unit before deciding to kill the Fan. The Fan's controller must commit to paying the cost to put the trigger on the chain immediately upon gaining the Defender designation.
* **Contradiction Note:** Please be aware that while older community FAQs (such as #270) suggested the decision happened at resolution, those have been superseded by the *Unleashed* update rules and **RiftJudge FAQ #8702**, which explicitly clarifies that "kill me" is a cost paid upfront. The sequence in this answer reflects the current official ruling.
If I attack into an Overzealous Fan with an Irresistible Faefolk planning to use an Ambush unit, does Overzealous Fan have to decide whether it'll kill itself on defend to move Faefolk back before I react with Ambush, and after it decides not to kill itself on defend trigger, can I still play Ambush?
To determine the timing of this interaction, we must look at the sequence of a combat showdown and how triggered abilities are added to the chain.
### The Short Answer
No, the owner of *Overzealous Fan* cannot "wait" to decide whether to kill the Fan *after* seeing your Ambush play.
When *Overzealous Fan* triggers, it is placed on the chain immediately. The controller must decide at that moment whether to place the ability on the chain (if they choose "yes," they pay the cost of killing the Fan to place it there; if they choose "no," they do not). Once the ability is on the chain, players alternate priority to play reactions. If you use your Ambush unit as a reaction to that trigger, you are playing that unit while the Fan's ability is still waiting on the chain to resolve.
### The Detailed Sequence
1. **Attack Initiated:** You move *Irresistible Faefolk* into a battlefield occupied by *Overzealous Fan*. The battlefield becomes contested, and you are the attacker.
2. **Triggers:** Both *Irresistible Faefolk* (When I move...) and *Overzealous Fan* (When I defend...) trigger.
* *Note: Because this is the Initial Chain of the showdown, these triggers are added to the chain simultaneously. If the active player (the attacker) adds their trigger first, the defending player adds theirs, or vice versa depending on who is designated the primary initiator of the chain.*
3. **Fan's Decision:** When *Overzealous Fan's* "When I defend" ability is added to the chain, the controller **must** decide right then if they are using it.
* **If they say yes:** They kill the *Overzealous Fan* immediately as a cost to place the ability on the chain (RiftJudge FAQ #8702).
* **If they say no:** The ability does not go on the chain at all.
4. **Reaction Window:** Once the chain is established, it is a **CLOSED** state. Players can now play [REACTION] cards. This is when you can play your unit with **Ambush** (as Ambush allows you to play the unit as a reaction).
5. **Resolution:** Players continue to add reactions until both pass. Then, the chain resolves in reverse order (LIFO).
### Key Takeaways
* **The Cost is Upfront:** The controller of the Fan cannot "wait and see" what you play before deciding to kill the Fan. The decision to kill the Fan happens at the moment the trigger is placed on the chain. If they pass on the trigger, they cannot trigger it later in that same showdown.
* **Ambush Timing:** You can play your Ambush unit as a reaction to *Overzealous Fan's* triggered ability on the chain.
* **Showdown Persistence:** Per RiftJudge FAQ #8798 and #9694, the showdown does not end if *Overzealous Fan* moves your unit or is killed. You retain the ability to play [ACTION] cards or additional [REACTION] cards as long as the showdown is active and you have focus.
This is my interpretation based on the mechanics of triggered abilities as costs and the defined showdown timing. No official FAQ exists for this specific combination of *Irresistible Faefolk* and *Overzealous Fan*.
If I attack into purple Kha'Zix with one unit and reaction Ambush another unit onto the battlefield at the same time, does Kha'Zix still gain +2 might?
Yes, **Kha'Zix, Mutating Horror will still receive the +2 Might bonus.**
According to the established game rules and **RiftJudge FAQs (e.g., #9849, #10198, #10465)**, the condition for Kha'Zix’s triggered ability ("if an enemy unit is alone here") is evaluated at the exact moment the unit enters the battlefield and gains the "Attacker" or "Defender" combat designation.
### Reasoning
1. **Trigger Condition Check:** When you move your first unit into the battlefield, it gains the combat designation ("Attacker"). At that exact moment, the game evaluates the board state: "Is an enemy unit alone here?"
2. **Condition Met:** Since you only have that one unit present, the condition is satisfied. Kha'Zix's triggered ability is placed on the chain.
3. **Reaction:** By playing your second unit via **Ambush** as a **[Reaction]**, that unit is added to the chain *above* Kha'Zix's trigger.
4. **Resolution (LIFO - Last-In, First-Out):**
* The second unit (played via Ambush) enters the battlefield.
* Kha'Zix's triggered ability resolves. Because the condition was met at the time the ability was triggered and placed on the chain, the subsequent change to the battlefield state (adding the second unit) does not retroactively negate the trigger.
As confirmed by **RiftJudge FAQ #10198** and **#10465**, the condition check is not re-evaluated when the ability resolves; it only checks if the requirement was met at the moment of the trigger.
If I attack with 6 might and they play a Back Off from Hidden while having 3 might, whose unit would bounce?
Regarding your question on **Back Off**:
**Back Off** is a card that stuns a target unit. When a unit is stunned by this effect, it does not contribute its Might to damage in the Combat Damage Step (**RiftJudge FAQ #9712**, **Rule 423.1.b**). A stunned unit deals 0 damage, but still requires damage equal to its full, printed Might value to be destroyed (**RiftJudge FAQ #2162**).
In your scenario, if a 6 Might unit is stunned by **Back Off**, it deals 0 damage during the Combat Damage Step. If it receives only 3 damage, it does not meet the threshold to be destroyed, remains on the field, and is recalled to its controller's base during the Combat Cleanup phase.
***
### General Combat Reminders:
* **Combat Damage Step:** Combat damage is not calculated by 1v1 unit-to-unit duels. Instead, players sum the Might of all their non-stunned units at that battlefield and assign that total pool of damage to the opponent's units (**Rule 460.2**).
* **Recall:** If after the Combat Damage Step units from only one player remain, that player wins the showdown. If both or neither remain, there is no winner. Attacking units are recalled to their controller's base during the Combat Cleanup phase (**Showdown Flow**).
If I attack with Anivia into a battlefield with two units, and my opponent then plays Star Crossed to return one of the units as well as my Anivia, does the remaining unit still take damage from Anivia's attack trigger?
No, the remaining unit will not take damage.
### Ruling
When Anivia's "When I attack" ability resolves, it checks the location "here" (the battlefield) to determine which units to damage. Because **Star-Crossed** returned Anivia to your hand before her ability could resolve, she is no longer at the battlefield. Since Riftbound has no "last known information" for locations, the ability fails to find its reference point ("here") and cannot deal damage.
### Sequence of Events
1. **Attack Declaration:** You move Anivia to a battlefield occupied by two enemy units, initiating a showdown.
2. **Attack Trigger:** Anivia's "When I attack" ability triggers and is placed on the chain.
3. **Reaction:** Your opponent plays **Star-Crossed** as a reaction, targeting Anivia and one of the enemy units. **Star-Crossed** is placed on top of the chain.
4. **Chain State (LIFO):**
* [Top] **Star-Crossed**
* [Bottom] Anivia's "When I attack" trigger
5. **Resolution:**
* **Star-Crossed** resolves first. Anivia and the targeted enemy unit are returned to their owners' hands.
* Anivia's "When I attack" trigger attempts to resolve. It looks for "here" (the battlefield). Because Anivia has been removed from the board, the ability cannot find the location and fails to deal any damage.
This is consistent with **RiftJudge FAQ #3820** and **#5667**, which specify that abilities referencing "here" fail if the source is removed from the battlefield before resolution.
If I attack with Ava Achiever and cast Hostile Takeover with her ability, will the unit I take control of be attacking with Ava?
Ruling: Yes, the unit you take control of will gain the Attacker designation and be attacking with Ava.
Sequence:
- Ava Achiever attacks and her ability triggers
- You play Hostile Takeover via her ability and take control of an enemy unit
- During cleanup, the stolen unit loses its Defender designation and gains the Attacker designation to match its new controller
- The unit is now considered an Attacker for the remainder of that combat
Nuances:
- The stolen unit's Might may not be added to initial damage calculations if the Showdown has already progressed past that step
- The unit can be assigned damage by opposing defenders
- The unit benefits from "while attacking" effects like Assault
- The unit remains at the battlefield as an Attacker until the Showdown concludes
If I attack with Cruel Patron and Lecturing Yordle against a backline with Sett (Brawler) and a hidden Facebreaker, where Facebreaker targets Sett and my Cruel Patron, and I cannot kill Sett with Yordle, do both my attacking units recall?
Ruling: Yes, both attacking units recall. If attacking and defending units remain after combat damage, attacking units are recalled to base.
Sequence:
- Facebreaker targets Sett and Cruel Patron
- Combat damage occurs
- Lecturing Yordle cannot kill Sett
- Since defending units remain after combat damage, attacking units recall to base
If I attack with Glasc Mixologist into a battlefield my opponent controls, and all creatures die, can I play the unit from the Deathknell to that contested field?
No, you cannot play the unit from your *Deathknell* ability to that battlefield.
### The Ruling
According to **FAQ #9314**, when you move a unit to a battlefield controlled by your opponent to attempt to conquer it, you are the attacker and you **do not control** that battlefield. Because you do not control the battlefield, you lack the permission to play units there.
### Sequence of Events
1. **Combat Damage:** You attack with **Glasc Mixologist** into an opponent-controlled battlefield. Damage is dealt, and **Glasc Mixologist** dies.
2. **Deathknell Trigger:** Because **Glasc Mixologist** has a *Deathknell* ability, it is added to the chain as a Pending Item (**Rule 428.1.a.1.b** and **Rule 323.4**).
3. **Resolution Attempt:** When you attempt to resolve the *Deathknell* ability, you are instructed to play a unit from your trash. Because you do not control the battlefield you are currently in, you cannot play a unit there.
### Why this is the case
As the attacker, you only establish control of a battlefield after the showdown is resolved and you have successfully conquered it (**Rule 464.1**). Since the combat is still ongoing (or in the cleanup phase immediately following combat damage), you have not yet established control, and therefore cannot play units to that location. This differs from a defending player, who already controls the battlefield where the combat is taking place and is thus permitted to play units there via *Deathknell* (**FAQ #9149**).
If I attack with Green Yasuo and he gets stunned, does his ability damage still go off?
Yes, if you attack with Green Yasuo and he becomes stunned, his "When I attack" ability damage still resolves.
According to the Riftbound rules and FAQs:
* **Stun only prevents combat damage:** Rule 410.1.b states, "A Stunned Unit does not contribute its might to damage in combat." It does not prevent the resolution of triggered abilities.
* **Ability damage vs. Combat damage:** Ability damage and combat damage are distinct. Stunned units are still capable of triggering their abilities and dealing damage through those effects.
**Sequence of events:**
1. **Attack Trigger:** When Yasuo is moved to attack, his "When I attack" ability triggers and is placed on the chain.
2. **Stun:** If Yasuo is stunned (e.g., by a reaction or effect) after the trigger is placed on the chain but before it resolves, the stun does not remove the ability from the chain.
3. **Resolution:** The ability resolves, and Yasuo deals damage equal to his Might to the target.
4. **Combat:** During the combat resolution phase, the stun will prevent Yasuo from contributing his Might to combat damage, but the damage from his ability has already been dealt.
This is consistent with the ruling in FAQ #7935: "Yes, a stunned Yasuo still triggers his 'when I attack' ability and deals his might damage. Combat damage and ability damage are different, and stun only prevents combat damage."
If I attack with Kha'zix Mutating Horror, and the opponent reveals a unit in response to the attack trigger (making it two units), do I get the +2?
Yes, **Kha'Zix, Mutating Horror will receive the +2 Might bonus and gain 2 XP.**
According to Riftbound rules and established rulings (specifically **RiftJudge FAQs #9849, #10198, #10465, and #10176**), the condition "if an enemy unit is alone here" is evaluated at the exact moment the unit gains the "Attacker" or "Defender" combat designation.
### Chain Sequence
1. **Attack Trigger:** You attack with Kha'Zix. He gains the "Attacker" designation. At this exact moment, the game checks the condition: *Is an enemy unit alone at this battlefield?*
2. **Condition Met:** Since your opponent only had one unit at that battlefield at that specific moment, the condition is satisfied. Kha'Zix’s triggered ability is placed on the chain.
3. **Reaction:** Your opponent plays a unit (via flipping it face-up, as specified in your prompt). This adds their unit to the chain, resolving above your trigger.
4. **Resolution (LIFO):** The opponent's unit enters the battlefield. Then, Kha'Zix's triggered ability resolves. Because the condition was already successfully met at the time the ability triggered and was placed on the chain, the subsequent change to the battlefield state does not retroactively negate the trigger.
As stated in the referenced FAQs, the game does not re-evaluate the "alone" condition when the ability resolves; it only checks if the requirement was met at the time of the trigger.
If I attack with Stellacorn that has a buff and am going into showdown against Master Yi Tempered and Gemhand Hunter, and then I play a spell to stun the Yi, does my Stellacorn come back to base exhausted or still ready?
To determine the state of your Stellacorn when it returns to base, we must look at how combat and recalls function in Riftbound.
### The Ruling
Your Stellacorn will return to your base in the **same state it was in when it was recalled**.
According to **Rule 453.1** and the **RiftJudge FAQ #9378**, recalls do not inherently change the state of a unit. Unless a card effect specifically states that a unit is recalled "exhausted" or "ready," it retains its current status (Ready or Exhausted) from the battlefield.
### Breakdown of your Scenario
1. **Moving to Attack:** To initiate a showdown, your Stellacorn must move to the battlefield. Typically, a "Standard Move" requires exhausting the unit as a cost (**Rule 414.3.a**). Assuming you exhausted your Stellacorn to move it to the battlefield, it is currently **Exhausted**.
2. **Playing the Stun Spell:** You play a spell to stun Master Yi. This creates a chain. Once the chain resolves and the stun is applied, Master Yi becomes **Stunned**.
3. **Combat Resolution:**
* If your Stellacorn is stunned or if it loses the showdown, it will be recalled to your base.
* Because it was **Exhausted** when it moved to the battlefield, and no part of the recall process changes that state, it will return to your base **Exhausted**.
**Summary:** The act of being recalled does not "ready" a unit. If your Stellacorn was exhausted to move into the battlefield, it will remain exhausted upon returning to your base.
***
*Note: This is my interpretation based on the standard rules for movement and recalls. No official FAQ exists for this specific combination of cards, but the interaction follows the established rules for unit states during recall (Rule 453.1).*
If I attack with Traveling Merchant and another unit with an Attack trigger, which one triggers first?
Ruling: Traveling Merchant's ability is a move trigger, not an attack trigger, so it triggers and resolves before showdown begins, which is before any attack triggers would occur.
Sequence:
- Traveling Merchant's move trigger activates and resolves
- Showdown begins
- Attack triggers from other units occur during showdown
If I attack with Tryndamere and activate Lotus Trap, does Tryndamere trigger when I dealt enough damage because of Lotus Trap?
Yes, Tryndamere's ability will trigger if the damage dealt to the defending unit (doubled by Lotus Trap) results in 5 or more excess damage being assigned.
### Reasoning
1. **Tryndamere's Ability:** Tryndamere's ability triggers "When I conquer after an attack" and checks if "5 or more excess damage" was assigned to enemy units during that combat damage step.
2. **Lotus Trap's Effect:** Lotus Trap is a replacement effect that doubles all damage dealt to the chosen unit for the turn.
3. **Interaction:** According to the rules of damage calculation and replacement effects (referenced in RiftJudge FAQ #10010 and the core combat rules), replacement effects like Lotus Trap modify the amount of damage actually dealt. When Tryndamere attacks, the total damage assigned and dealt to the defender is calculated *after* applying the Lotus Trap multiplier.
4. **Meeting the Condition:** Since Tryndamere's ability checks for the excess damage *assigned*, and that value is determined by the total damage dealt in the combat damage step, the doubled damage counts toward the 5+ threshold required to trigger his ability.
### Important Considerations (per RiftJudge FAQs):
* **Combat Damage Only:** Per FAQ #5311 and #7566, only combat damage assigned during the combat damage step counts toward this requirement. Spell damage does not contribute to the "5+ excess damage" calculation.
* **Assignment Required:** You must ensure that you are actually assigning damage to a unit; if the unit is removed from the board before combat damage occurs (e.g., via a kill spell), Tryndamere will not have a target to assign excess damage to, and the ability will not trigger (FAQ #4400).
* **Combat Cleanup:** Damage is dealt, triggers are evaluated based on the result, and then the combat cleanup occurs. The doubling effect of Lotus Trap correctly scales the combat damage dealt, which is then used to satisfy the condition for Tryndamere's ability.
If I attack with Yasuo's Remorseful trigger, but on resolution of the trigger my opponent isn't there through something like Reaver's, does Yasuo's attack trigger's damage follow the unit?
No, Yasuo, Remorseful's attack trigger does not follow the unit.
According to the ruling in **FAQ #6924** and **FAQ #4040**, Yasuo's ability requires the target to be "here" (at the same battlefield) when the ability resolves. If the target unit is moved away (e.g., by Reaver's Battlefield) before the trigger resolves, the ability will resolve but deal no damage because the target is no longer at the required location.
### Sequence of Events:
1. **Attack Trigger:** Yasuo moves to the battlefield and his attack trigger is placed on the chain, targeting an enemy unit at that location.
2. **Defend Trigger:** If the opponent uses a defend trigger (like Reaver's Battlefield) in response, it is placed on the chain.
3. **Resolution:** The defend trigger resolves first, moving the targeted unit away from the battlefield.
4. **Yasuo's Trigger:** When Yasuo's trigger attempts to resolve, it checks for the target "here." Since the target is no longer at that battlefield, the instruction to deal damage cannot be followed and is ignored (Rule 356.3.e.6).
As noted in **FAQ #4917**, Riftbound abilities do not "fizzle" in the sense of failing to resolve; they always resolve, but they may result in no effect if the conditions (such as the target being "here") are not met at the time of resolution.
If I attack with a 1 might unit that has a buff on it against Ahri Legend's battlefield, then spend the buff using Call to Glory, what will my unit's final might be?
Ruling: The unit will end up at 3 might.
Sequence:
- The unit enters combat at 2 might (1 base + 1 buff)
- Ahri Legend's ability triggers and resolves, reducing might by 1 (now at 1 might, with the -1 reduction "snapshotted")
- Call to Glory is used, removing the buff (-1) and adding +3
- The unit goes to 0 might from losing the buff, then gains +3 from Call to Glory
- Final might is 3
Nuances:
- Units can have negative might or go below 1 might, but this won't kill them unless they receive damage
- Might below 1 is treated as zero for combat purposes
- Ahri Legend's ability is "snapshotted" when it resolves, meaning the reduction amount is locked in based on the unit's might at that moment