What is the difference between Focus and Priority in Riftbound?
Ruling: Focus determines who can play an Action during a Showdown when there is no chain. Priority determines who can play a Reaction during a chain.
Sequence:
- Player with Focus plays an Action during Showdown Open State
- Priority passes between players as they play Reactions on the chain
- Focus remains with the original player throughout the entire chain
- When the chain fully resolves, Focus passes to the next player
- Priority passes along with Focus
- The new Focus player can now play an Action
Nuances:
- Focus exists to prevent a player from playing multiple Actions in a row without other players getting a chance to play Actions during a Showdown
- Focus rotates around players, tracking who gets first opportunity to play an Action when the chain resolves or someone passes Focus
- Priority rotates during chain resolution, tracking who can play Reactions
What is the difference between Pending and Finalized items on the chain, and how does the chain resolve?
Ruling: When both players pass priority, only the last item on the chain resolves. After each item resolves, there is a new window to play reactions. The chain does not lock and resolve all at once.
Sequence:
- Cards/abilities are played and become "pending" on the chain
- During cleanup step, pending items are "finalized" in the order they were played (FIFO - first in, first out)
- Finalizing means making all choices (targets, locations, optional costs), paying costs, and checking legality
- After finalization, players can react to that spell
- Items resolve down the chain in reverse order (FILO - first in, last out)
- After each resolution, there is a new priority window
Nuances:
- The pending/finalized system exists primarily to handle cards that play other cards during their resolution (like Promising Future, Nocturne, Hook)
- Units and gear resolve immediately when they finalize and can put their own triggers on the chain that also need to be finalized
- You finalize up the chain (FIFO) but resolve down the chain (FILO)
What is the difference between a combat and a showdown, and can a showdown occur without a combat?
Ruling: A showdown occurs whenever a unit moves into a battlefield. A combat occurs when units controlled by opposing players are present at the same battlefield. A showdown can occur without a combat when moving to an empty battlefield.
Sequence:
- Move to empty battlefield = Showdown without combat
- Move to occupied battlefield = Showdown with combat
Nuances:
- A showdown is not derivative of combat; it is a part of combat when combat occurs, but can also exist independently (like how a wheel can be part of a car but also of a bike)
What is the difference between paying 1 (energy) and paying a rainbow (power) for Teemo Swift Scout's ability?
Ruling: Energy is gained by exhausting a rune, while power is gained by recycling a rune (and the power has a domain matching the recycled rune). Teemo's legend ability allows you to pay an energy to hide instead of paying a power.
Nuances:
- Energy comes from exhausting runes
- Power comes from recycling runes and has a specific domain
What is the difference between priority and focus in Riftbound, and when does a player have both versus only priority?
Ruling: Focus allows you to start a chain during a showdown, while priority allows you to play reactions to something on the chain. When you gain focus, you also gain priority.
Sequence:
- Focus is only relevant in an open state (not when triggers create a chain)
- The attacker always gets focus first in a combat showdown
- When you gain focus, you automatically gain priority as well
Nuances:
- The turn player does not gain focus first when they are defending a battlefield
- If during your turn you become the defender in combat (such as by playing a spell to move a unit into a battlefield as an action), you won't start with focus
- "Active player" refers to the player currently with priority, while "turn player" refers to the player whose turn it is
What is the difference between priority and focus in Riftbound?
Ruling: Focus is who can start a chain (during a showdown with properly timed cards/abilities), while priority is who can add items to the chain. Focus is passed automatically once the item that started the chain resolves, while priority is passed manually.
Sequence:
- When you get focus, you also get priority
- You retain focus throughout that chain
- Priority passes between players as chain items resolve
- After each chain item resolves, the player who controls the next item on the chain gains priority first to keep adding stuff to the chain
Nuances:
- You can keep priority to put more stuff in the chain for as long as you want and can
- You can add stuff to the chain after items in the chain have already resolved
What is the difference between rule 343 and 343.1 regarding focus passing after chain resolution?
Ruling: Rule 343 applies to normal chains during a showdown where focus passes after the chain resolves. Rule 343.1 is an exception for the initial chain, where the attacker retains focus after the chain resolves.
Nuances:
- The key distinguishing word is "initial" in rule 343.1
- This creates different focus-passing behavior for the first chain versus subsequent chains in a showdown
What is the difference between the add rune symbol and the generic rune (circled number) symbol?
Ruling: Numbers are energy symbols, while other symbols are power. An ability showing a circled number and a rune symbol means you exhaust a rune and recycle a rune of the specified color (these can be the same rune).
Nuances:
- The exhausted rune and the recycled rune can be the same rune
- Some cards provide power directly by exhausting them, which can substitute for recycling a rune to generate power
What is the difference between the old and new text of Sigil of the Storm, and why was the change made?
Ruling: The new text prevents you from targeting a rune when the effect triggers, instead requiring you to recycle a rune upon resolution. This change prevents the interaction where you could recycle a targeted rune before the effect resolved to float a power.
Sequence:
- Old version: Target a rune when triggering the effect, then recycle it on resolution
- New version: No targeting on trigger; must recycle a rune directly upon resolution
Nuances:
- The old version allowed recycling the targeted rune before resolution to generate floating power, which the new version prevents
What is the distinction between Action and Reaction spells, and how do they work during showdowns (particularly when a unit moves to an open battlefield)?
Ruling: Actions can be played during a Showdown Open State when a player has focus. Reactions can be played onto Chains. When a unit moves to any battlefield (open or occupied), it creates a contested battlefield and triggers a showdown. The player who caused the showdown gains focus first and can play Action+ spells.
Sequence:
- Unit moves to/is played to a battlefield (open or occupied)
- Resolve any triggers that were caused
- Showdown begins
- Player that caused the showdown gains focus and can play an Action+ spell
- If they play a spell, a Chain opens for Reactions. Once the Chain fully resolves, the next player in turn order becomes focused
- If they don't play a spell, the next player in turn order becomes focused
- The new focused player can play an Action+ spell
- This repeats until each relevant player passes sequentially
- Showdown ends, move to Conquer Step
Nuances:
- Action spells resolve at base speed (first cast, first resolved), unlike Reaction spells
- When you play an Action spell and open a chain, your opponent cannot use Action speed abilities in that chain - only Reactions
- Action speed abilities can only be activated if you have focus, and focus is passed around after each chain finishes resolving
- If a battlefield becomes contested with an enemy unit already there, it becomes a combat showdown
- If multiple showdowns/combats are pending, resolve noncombat showdowns first in turn player's preference order, then combats in turn player's preference order
What is the official order of events for game start in Riftbound?
Ruling: The official game start sequence is: Reveal Legend, Reveal Chosen Champion, Reveal chosen Battlefields (this is when you choose them), Shuffle decks, Determine player order (a player is designated at this point to decide turn order, after seeing battlefields), Draw 4 and mulligan (first player decides first), Start play.
Sequence:
- Reveal Legend
- Reveal Chosen Champion
- Reveal chosen Battlefields (choosing happens at this step)
- Shuffle decks
- Determine player order (designate a player who then decides turn order after seeing battlefields)
- Draw 4 cards, mulligan (first player decides their mulligan first)
- Start play
Nuances:
- You decide turn order knowing what the battlefields are (not before revealing them)
- The player who decides turn order is designated during setup as part of determining turn order, not before game setup begins
- In games 2 and 3 of a match, the loser of the previous game decides turn order
- In game 1, a designated player (determined during this step) decides turn order
What is the order of resolution when you conquer a site: do you draw a card first or trigger 'when you conquer' abilities first?
Ruling: When you conquer a site, you first resolve the draw-or-score effect, then trigger any 'when you conquer' abilities.
Sequence:
- Step 1: Draw a card or score a victory point from conquering
- Step 2: Trigger 'when you conquer' abilities
What is the precise order of setup steps in Riftbound, specifically what information is revealed before determining who goes first or second?
Ruling: All Legends, Champions, and Battlefields are revealed before determining first player and turn order. Players do not draw their opening hands until after the first player is determined.
Sequence:
1. Reveal Legends
2. Reveal your Chosen Champions
3. Privately randomize/choose battleground (method depends on game type)
4. Reveal battlegrounds simultaneously
5. Shuffle Main and Rune Deck
6. Determine first player and turn order (FFA4/2v2: remove battlefield of first player)
7. Draw 4 and mulligan (up to two cards to the bottom of your deck, redraw that many)
Nuances:
- In FFA4/2v2 formats, the battlefield of the first player is removed after determining turn order
What is the proper order of operations between games in a match?
Ruling: The order between games in a match is: Sideboard, Legend, Chosen Champion, Battlefield, Turn Order, Draw/Mulligan.
Sequence:
- Sideboard
- Legend
- Chosen Champion
- Battlefield
- Turn Order
- Draw/Mulligan
What is the proper order to reveal champions and battlegrounds when starting a Riftbound game?
Ruling: Champions and battlegrounds are chosen and revealed before shuffling, determining first player, and mulligans. They are never kept face down - both players reveal them at the same time during the setup sequence.
Sequence:
- Choose legend
- Choose champion (reveal at this point)
- Choose battleground (reveal at this point)
- Shuffle and cut runes and main deck
- Determine who goes first
- Draw opening hand
- Mulligan (first player mulligans first, second player can react to that information)
- Begin play
Nuances:
- In formats with registered lists, the champion is part of the registered list and must be revealed (not chosen) - you cannot change your champion based on the legend you see
- The player going first must mulligan first, allowing the second player to react based on that information
What is the purpose of having 3 different battlefields and how are they used in matches?
Ruling: In a best of 3 match, you must rotate through the 3 battlefields (you cannot pick a battlefield already used). In a best of 1 match, both players must randomly pick a battlefield from their deck of 3 battlefields.
Sequence:
- Best of 3: Rotate through all 3 battlefields, no repeats allowed
- Best of 1: Randomly select one battlefield from the 3 available
Nuances:
- Some players pick battlefields of their choice in best of 1 for playtesting purposes, but this is not the official rule
What is the spell speed of tap abilities of units, or unit abilities in general?
Ruling: All activated abilities are base speed unless specified otherwise, and can only be used during your turn and out of showdowns.
Nuances:
- Only usable during your turn
- Cannot be used during showdowns
- Some abilities may specify a different speed
What is the strategic purpose of Portal Rescue?
Ruling: Portal Rescue can be played as an Action during a combat showdown to save a unit you're about to lose, and it also triggers the unit's When Played ability a second time.
Sequence:
- Play Portal Rescue during a showdown when you have focus
- Return the unit to your hand before losing it
- The unit's When Played ability will trigger again when you replay it
Nuances:
- Can be used on units like Harnessed Dragon to prevent an opponent from taking a battlefield
- Requires you to have focus during the showdown to play it
What is the total cost to play Jinx accelerated (entering ready)?
Ruling: To play Jinx accelerated, you pay 4 energy and recycle 2 red runes total (the base cost plus the accelerate cost).
Sequence:
- Pay 4 energy (base cost)
- Recycle 2 red runes total (1 for base cost + 1 additional for accelerate)
- Jinx enters play ready
What opens a chain in Riftbound, and can opponents react to units being played?
Ruling: Units and gear (permanents) do create a chain but immediately resolve without lingering on it, essentially closing it right away. Opponents cannot react to the unit itself being played, but can react to triggered abilities (like "When you play me" text) that go on the chain after the unit has entered play.
Sequence:
- When you play a unit, it creates a chain
- The unit immediately falls off the chain and resolves
- If the unit has triggered abilities (like "When you play me"), those abilities go on the chain after the unit has entered play
- Opponents can react to those triggered abilities, not the unit itself
Nuances:
- Spells and abilities linger on the chain and afford reaction opportunities
- Leader abilities like Lee Sin, Ahri, and Leona create triggers that go on the chain
- You react to the ability on the chain, not the unit itself
What order do Ahri Legend and Ahri Inquisitive trigger in?
Ruling: They trigger simultaneously and you choose the order in which they resolve.
What parts of a spell does the Repeat ability cause to be repeated? Is it the entire effect? If I use Temporal Portal to give Find Your Center Repeat and pay the cost while its cost reduction applies, does the cost reduction happen once or twice, and does the final spell cost 2 or 4?
Repeat causes you to repeat execution of a spell’s “instructions,” which are the things the spell tells you to do as it resolves. (We’ll give a better definition of “instructions” and how to define them in an upcoming rules update.) And the Repeat cost of Find Your Center isn’t reduced, even when its base cost is, because anything that asks for a card’s cost finds its printed cost as the answer. This means that Find Your Center’s cost reduction applies only once and the final spell costs 4—its base cost of 3, plus its Repeat cost of 3, minus its cost reduction of 2.
What signifies the end of combat, and when does healing occur if a unit moves into combat then uses Ride the Wind to leave an empty battlefield?
Ruling: Combat ends after the combat showdown ends (both players pass focus), the combat damage step occurs, and all end-of-combat steps are completed. Healing happens at the end of combat after all these steps.
Sequence:
- Both players pass focus, ending the combat showdown
- Combat damage step occurs (skipped if no opposing units remain)
- Resolution step and other end-of-combat steps occur
- After all end-of-combat steps complete, combat is over and healing occurs
Nuances:
- If there are no opposing units on the battlefield, the combat damage step is skipped, but you still proceed through all other combat steps
- Players pass focus (not priority) to end the showdown; priority is passed during a chain to allow reactions, while focus is passed when a chain resolves completely
What speed are Legend abilities (like Victor and Yasou) and when can they be activated?
Ruling: Legend abilities that don't say "Action" or "Reaction" are Base speed (also called "None" speed). They can only be activated on your turn in a neutral (non-showdown) and open (no chain) state.
Nuances:
- Base speed Legend abilities cannot be used on opponent's turns
- Base speed Legend abilities cannot be used during showdowns or in reaction windows
- This is equivalent to sorcery speed in Magic: The Gathering
What speed can Baited Hook be played at?
Ruling: Baited Hook is played at base speed because it does not have the Reaction keyword.
Nuances:
- In Riftbound, cards are literal with their timing - if a card doesn't have the "Reaction" keyword, it cannot be used as a reaction
- The tap symbol (turn sideways icon) does not indicate reaction or action speed by itself
- Hidden cards are an exception as they gain the Reaction keyword and can be flipped at reaction speed
What speed/timing does a tappable ability like Lee Sin legend have compared to spells, actions, or reactions?
Ruling: All activated abilities are base speed (playable on your turn, outside of showdown, and with empty chain) unless specified otherwise.
Nuances:
- Base speed means the ability can only be used during your turn
- Cannot be used during showdown
- Requires the chain to be empty
What speed/timing does tapping runes use?
Ruling: Runes can be activated as a reaction to add resources. The patch notes were simply clarifying the speed at which tapping runes occurs.
Nuances:
- There is no mechanical difference between the old rule and new rule, just clarification of timing
What spells and abilities does Unyielding Spirit not prevent?
Ruling: Unyielding Spirit does not prevent damage from Challenge, Snapvine, Gentlemen's Duel, Dragon's Rage, and Last Breath effects because these cards have units deal the damage rather than the spell or ability itself dealing the damage.
Nuances:
- The key distinction is whether the unit deals the damage versus the spell/ability dealing the damage directly
What type of ability is the standard move?
Ruling: The Standard Move is a Discretionary Action, not one of the four main ability types (activated, triggered, passive, or replacement). The term "Inherent Ability" in the rules is using "ability" in the general sense to indicate all units can perform this action, not as a keyword or ability type.
Nuances:
- You cannot respond to a move and it does not start a chain
- The capitalization of "Inherent Ability" in the rules is not indicating a keyword despite appearing bolded
What types of cards can be played during showdown, both on your turn and when it's not your turn?
Ruling: During showdown, you can use both actions and reactions regardless of whose turn it is. For actions, the chain must be empty and you need Focus and priority (attacker has priority first, then defender).
Nuances:
- Spells with no action flag (base speed) can only be used on your turn, outside of showdown, when the chain is empty
- The same restriction applies to activated abilities unless they state otherwise
When 2 Dazzling Auroras are on board and one triggers, finding a Deadbloom Predator that causes a Showdown, does the Showdown happen immediately or does the second Dazzling Aurora resolve first?
Ruling: The Showdown will not occur until the chain is empty. You must resolve the second Dazzling Aurora and any triggers from it before the Showdown starts.
Sequence:
- First Dazzling Aurora resolves, finding Deadbloom Predator
- Showdown becomes pending but does not start yet
- Second Dazzling Aurora resolves
- Any triggers from the second Aurora resolve
- Finally, the Showdown occurs
Nuances:
- Both Dazzling Auroras trigger at the same time at end of turn, and you can order them as you like
- You cannot place units found by the second Aurora onto the battlefield where Deadbloom Predator spawned because you don't control that battlefield
- If you found another Deadbloom Predator with the second Aurora, you could place it there
When 3c Ahri gives -2 to a target, does she choose a unit and pay deflect cost?
Ruling: Yes, Ahri chooses a unit and must pay the deflect cost if the target has deflect. You may choose not to pay the deflect cost, but if you don't pay it, the targeted unit will not get -2 from the ability.
When Adaptatron attacks and conquers a field where the defending player has Zhonyas in base and a 2m defender on battlefield, does Zhonyas or Adaptatron trigger first?
Ruling: Zhonyas applies before Adaptatron triggers because scoring happens after combat cleanup.
Sequence:
- Combat cleanup occurs
- Zhonyas applies (as a replacement effect, not a triggered ability)
- Scoring happens
- Adaptatron triggers
Nuances:
- Zhonyas is a replacement effect, not a triggered ability, so it doesn't use the chain and can apply in between resolutions or cleanups
When Adaptatron moves to an enemy base and kills a unit with Zhonya's Hourglass, does Adaptatron's trigger fizzle because Zhonya's saves the unit?
Ruling: Yes, Adaptatron's effect fizzles. The unit dies first, Zhonya's Hourglass saves it as a replacement effect (not entering the chain), then Adaptatron triggers but has no valid target since the unit was saved.
Sequence:
- Adaptatron moves to enemy base and would kill the enemy unit
- The unit dies
- Zhonya's Hourglass replacement effect activates and saves the unit
- Adaptatron's trigger goes on chain but fizzles because the unit is no longer KO'd
Nuances:
- Zhonya's Hourglass is a replacement effect and does not enter the chain
- Units die before conquer happens
- Adaptatron does not get a buff from this interaction
When Ahri (Legend) defends at Trifarian War Camp against attacking units, does her ability to reduce attacking units' might to 1 work, or does the War Camp's +1 might buff continuously override it?
Ruling: Ahri's ability successfully reduces the attacking units to 1 might. The War Camp's +1 might bonus allows Ahri's -1 might penalty to apply without violating the minimum might rule, and these effects counteract each other.
Sequence:
- War Camp gives attacking units +1 might (making them 2 might)
- Ahri's ability applies -1 might penalty
- The penalty locks in at -1 might
- Final result: Units have 1 might (the bonuses cancel out)
When Ahri charms an opponent's unit (with Mask in play) into combat, what is the order of 'when an enemy attacks' triggers on the chain, and what is the final Might of the charmed unit?
Ruling: The attacker's triggers go on the chain first, followed by the defender's triggers. Since the charmed unit is moved into contested and becomes the attacker, Mask (attacker's trigger) goes on the chain before Ahri triggers (defender's triggers). Ahri triggers resolve first, reducing Might to 1, then Mask resolves, bringing the unit to 2 Might.
Sequence:
- Mask trigger goes on chain first (attacker's trigger)
- Ahri Legend and Ahri Champion triggers go on chain second (defender's triggers, in defender's chosen order)
- Chain resolves in reverse: Ahri triggers resolve first (reducing to 1 Might)
- Mask resolves last (increasing to 2 Might)
Nuances:
- Triggers are ordered by who controls them (attacker vs defender), not by what type of trigger they are (attack vs defend)
- If multiple Ahri triggers exist, the defender can order them, but both minimum to 1 so order doesn't matter
- This rule was changed or clarified in version 1.1 to be based on player order rather than trigger type
- Full order is: attacker's triggers > other players' triggers > defender's triggers
When Ahri's legend effect gives -1 power to attackers until end of turn, and a 1-power token is later buffed by +3 power that same turn, does the token have 3 or 4 total power?
Ruling: The token would have 4 power. Ahri's -1 power reduction is applied once at the specific timing when the trigger resolves, not continuously throughout the turn.
Sequence:
- Ahri's effect triggers and reduces the token's power by 1 (from 1 to 0)
- Later that turn, a spell gives the token +3 power
- The token now has 4 total power (1 base + 3 from spell)
Nuances:
- The "until end of turn" duration means the reduction disappears at end of turn, but it does not create a continuous effect that reapplies when other modifications occur
- Multiple effects happen in the arithmetic layer but are not dependent on each other, so timestamp order applies
When Ahri, Inquisitive attacks and Master Yi defends, does Ahri's -2/-2 effect resolve after Yi's +2/+2 from defending?
Ruling: Master Yi's +2/+2 from Wuju Bladesman is a passive effect that applies immediately and cannot be reacted to. Ahri's -2/-2 trigger goes on the stack after, with the attacker having first focus and priority.
Sequence:
- Yi gets +2/+2 immediately (passive effect, does not use stack)
- Ahri's -2/-2 trigger goes on the stack
- Attacker has first focus and priority to respond
Nuances:
- Attacker triggers go on stack first, then defender triggers, but passive effects like Wuju Bladesman don't use the stack at all
- This assumes Yi is defending alone
When Ahri, Nine Tailed Fox's ability triggers against units attacking from Trifarian War Camp, does Ahri reduce their Might before or after War Camp's buff applies?
Ruling: Trifarian War Camp's passive applies first, giving attacking units +1 Might before Ahri's ability triggers. Ahri then reduces the buffed units' Might by 1.
Sequence:
- Units move to the battlefield and are designated as attackers
- Trifarian War Camp's passive immediately applies, increasing their Might (e.g., 1 Might becomes 2 Might)
- Ahri's ability triggers on the attacking units, reducing their Might by 1 (e.g., 2 Might becomes 1 Might)
Nuances:
- War Camp is a passive effect that applies before triggered abilities like Ahri's
- Ahri's ability specifically deals with attacking units, so it triggers after units are designated as attackers at the battlefield
When Akshan steals a gear and Factory Recall is played, does the gear return to the original owner's hand?
Ruling: Yes, when Factory Recall is played on a gear that Akshan has stolen, it returns to the original owner's hand.
Nuances:
- "Owner" always refers to the person who literally owns the card
- "Controller" refers to the player currently controlling the card
When Altar to Unity allows you to play a 1 Might Recruit unit token, is it played exhausted or ready?
Ruling: The unit token is played exhausted, following all the regular rules of playing a unit.
When Altar to Unity's hold effect or Herald of the Arcane's ability creates a Recruit token, does that unit enter play ready or exhausted?
Ruling: Recruit tokens enter play exhausted by default unless the effect specifically states they enter ready.
Nuances:
- This applies to all token-generating effects unless the card text explicitly says the token enters ready
- The default state for tokens differs from the general rule for permanents entering play
- Units played from hand follow different rules than tokens created by effects
When Anivia attacks a battlefield with a hidden Fight or Flight, does Anivia's skill trigger before Fight or Flight takes effect?
Ruling: Anivia's ability triggers and goes on the stack, giving the opponent a reaction window to play Fight or Flight. The ability will resolve but won't do anything because it specifies "here" and the unit is no longer at that battlefield.
Sequence:
- Anivia attacks and triggers ability, placing it on stack
- Opponent has reaction window to play Fight or Flight
- Fight or Flight moves the unit to another battlefield
- Anivia's ability resolves but has no effect since it specifies "here" and the unit is gone
Nuances:
- This same interaction applies to Yasuo and similar abilities that specify "here"
When Anivia attacks and triggers her ability to deal 3 damage to all units, can you respond with reactions like Smoke Screen or Hidden Blade before the damage resolves?
Ruling: You can respond to Anivia's attack triggered ability with reactions (like Smoke Screen) before it resolves. However, Hidden Blade can only be played from hand after the chain is empty (at action speed), unless it was already hidden at that battlefield.
Sequence:
- Anivia moves to the battlefield, triggering a showdown
- Anivia's attack triggered ability creates the initial chain
- Players can respond with reactions (like Smoke Screen) to this chain
- Once the chain resolves completely, the attacker gets focus first to play actions
- Then the defender can play actions (like Hidden Blade from hand)
Nuances:
- If Hidden Blade was already hidden at the battlefield, it can be played as a reaction to Anivia's trigger
- If Anivia is removed from the battlefield before her ability resolves, the ability does not deal damage because it specifies "here" and when it resolves, "here" refers to where Anivia currently is (the trash), not the battlefield
- Combat continues normally even if all of one player's units die during the showdown
When Anivia attacks into a defending Ahri, does Ahri's ability trigger before she dies from Anivia's 3 damage?
Ruling: Yes, Ahri's ability triggers and resolves before she dies from Anivia's damage.
Sequence:
- Attack triggers activate first
- Defend triggers activate last
- Triggers resolve in reverse order (defend triggers resolve first)
- Ahri uses her -2 Might ability
- Ahri then dies to Anivia's damage
When Anivia moves to a battlefield, does her ability deal damage before combat, and can Hidden Blade prevent her damage by killing her in response?
Ruling: Anivia's attack trigger resolves before combat damage is assigned, so she will kill weaker units before might comparison. However, if Hidden Blade is played in response to her attack trigger, it kills Anivia before her trigger resolves, preventing the damage since she is no longer at the battlefield.
Sequence:
- Anivia moves to a battlefield
- Her attack trigger goes on the chain
- Hidden Blade is played on the chain in response
- Both players pass
- Hidden Blade resolves, killing Anivia and their controller draws two cards
- Anivia's attack trigger resolves, but deals no damage since Anivia is no longer at the battlefield
Nuances:
- Anivia's ability specifically requires her to be 'Here' at the battlefield when it resolves
- Hidden Blade kills directly (not during cleanup)
When Anivia moves to an occupied battlefield and her attack trigger kills the defending unit during the initial chain, do players get action windows during the showdown steps?
Ruling: The showdown still proceeds through all its normal steps with focus windows for both players, even though the defender was killed during the initial chain. Players cannot play action cards in response to Anivia's When I Attack trigger because it's on a chain (closed state).
Sequence:
- Anivia moves to occupied battlefield, starting a showdown
- Initial chain: Anivia's attack trigger activates and resolves, killing the defending unit
- Showdown proceeds through all normal steps with attacker/defender focus windows
- Players gain focus and opportunities to play cards during these windows
- After all showdown steps complete, a point is scored
Nuances:
- No action cards can be played during the initial chain while Anivia's trigger is resolving (closed state)
- The attacker/defender focus pattern continues even though the defender is dead
- Points are only scored after all showdown steps unless a card specifically states otherwise (like Yasuo's 3rd move)
When Annivia attacks with her 'When I Attack, deal 3 damage to all enemy units here' ability, does the 3 damage apply before or after combat damage, and does it affect hidden units?
Ruling: Annivia's 'When I Attack' trigger goes on the initial chain at the beginning of combat showdown, dealing 3 damage to all enemy units before combat damage and before the opponent can play action spells. Hidden units are not on the battlefield and do not take damage unless the opponent plays them in response to the attack trigger.
Sequence:
- Annivia moves to battlefield to begin showdown
- 'When I Attack' trigger goes on the chain
- Opponent can play the hidden card in response (making it take 3 damage) or leave it hidden (no damage)
- 3 damage resolves to all enemy units on battlefield
- Combat damage is assigned (attacker assigns first, defender second)
- Combat damage is dealt simultaneously
Nuances:
- Damage is marked on units but doesn't lower their might value; units die when total damage marked equals or exceeds their might
- When assigning damage, lethal damage must be dealt to a unit before moving on to the next
- Attacker assigns damage first, effectively choosing which defending units survive if they have less might than the total defending might
When Arcane Shift is used to banish Ahri during a showdown (after opponent played Shen as a reaction to Stupify), does the showdown end immediately, or does Shen keep his defender/shield status until the showdown completes?
Ruling: The showdown does not end immediately when Ahri is banished. Shen keeps his defender/shield designation until the showdown completes through its normal flow.
Sequence:
- Showdown begins with Ahri attacking and Shen defending
- Arcane Shift banishes Ahri during the showdown
- Focus continues passing between players until both pass in succession
- Damage step is skipped (no units on one side)
- Combat Cleanup occurs at end of showdown
- During Combat Cleanup, damage is healed before Shen loses his defender status and returns to base might
Nuances:
- Units removed during a showdown are cleaned up at appropriate cleanup steps, but the showdown itself continues
- Even with no units on one side, the showdown must complete its normal flow rather than ending instantly
When Aurora triggers and finds a unit, and Karma triggers on the recycle, can Karma buff the unit that was played from Aurora?
Ruling: Yes, Karma can target the unit played from Aurora. The unit is played first (goes onto chain pending), then the recycle happens (Karma triggers onto chain pending above the unit). When finalizing, the unit finalizes and resolves first because permanents cannot have finalized items above them on the chain. After the unit resolves and enters play, Karma finalizes and can choose the unit as a target.
Sequence:
- Unit goes onto chain pending
- Recycle happens, Karma triggers onto chain pending above the unit
- Aurora finishes resolving, game returns to finalize
- Unit finalizes first and immediately resolves (enters play)
- Unit entering play causes cleanup, which finalizes pending Karma
- Karma finalizes and can now target the unit that just entered play
- Karma resolves
Nuances:
- You cannot choose the order of the unit play and Karma trigger - they happen in the order written on Aurora's text
- Permanents on the chain have special rules: they finalize FIFO (first in, first out) but resolve immediately when finalized, before other pending items above them
- If the unit has a "when you play me" trigger, it would trigger after the unit enters play during the cleanup, get added as pending, finalize together with Karma, but resolve before Karma