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Riftbound Frequently Asked Questions

Search verified questions and answers.

If I attack with a 12 Might unit and kill two defending units (including Glasc Mixologist), but my opponent uses Imperial Decree to kill all units including mine, can my opponent then play the same 3 Might unit back to that battlefield?
Ruling: Yes, your opponent can play the 3 Might unit back to the battlefield during combat, and they will win the combat as the only player with units remaining at that location. Sequence: - Combat damage is dealt and all units die - Deathknell triggers become pending on the chain - The FERP process is skipped initially during the combat damage step - During the Resolution Step's special cleanup, FERP is inserted after cleanup completes - Deathknell triggers are finalized and executed during this FERP - The opponent can play their unit to the battlefield at this point (combat is still ongoing, so the defender has not lost control yet) - Combat result is then determined - The defender wins combat because they are the only player with units remaining at the battlefield Nuances: - Combat never actually ends before the unit can be played back - The FERP process is skipped during the damage step but gets inserted during the Resolution Step's cleanup - Imperial Decree's effect lasts the entire turn, so the replayed unit will also die if it takes any damage
If I attack with a Bird token unit, can I play the Stalking Wolf to that battlefield if that's the unit I target to kill with its ability?
Based on the most current RiftJudge FAQ and the core rules for the **Ambush** keyword, **no, this is not legal** if the Bird token is your only unit attacking that battlefield. Here is the step-by-step breakdown of why this doesn't work: 1. **Location Control:** When you are attacking a battlefield, you do not control that location (your opponent does). Normally, you cannot play units to a battlefield you don't control. 2. **The Ambush Requirement:** Your only permission to play a unit to an enemy-controlled battlefield comes from the **Ambush** keyword, which requires you to have a friendly unit present at that location. 3. **Paying the Cost:** As you initiate playing **Stalking Wolf**, you must pay its additional cost by killing the Bird token. 4. **Invalidating Ambush:** According to **Rule 822.3**, *"If there are no units at the location chosen before Finalization completes for any reason, then it is no longer a valid location by Ambush’s reasoning and cannot be played there."* Because the Bird token is dead, your Ambush permission vanishes before the card finalizes. Even though Stalking Wolf's card text says *"You may play me to its battlefield (even if you don't have other units there),"* this specific wording does not override the fundamental rule restricting you from playing units to an uncontrolled enemy battlefield without a valid Ambush permission. **What you can do instead:** * You **can** still kill the attacking Bird token to pay the cost, but you must choose to play Stalking Wolf to a **different** legal location (such as your base, or another battlefield where you control units). * If you had **another** attacking unit at that battlefield alongside the Bird token, you could kill the Bird token and play Stalking Wolf to that battlefield, because your other unit would keep the Ambush condition satisfied.
If I attack with a Glasc Mixologist and it dies, can I play a unit from the discard into the same battlefield attacking before the showdown ends?
No, you cannot play a unit from your trash to that battlefield because you are the **attacker** and do not control that battlefield during combat. ### The Ruling According to **FAQ #9479** and **FAQ #9314**, when you move a unit to an opponent-controlled battlefield to attempt to conquer it, you are the attacker and you **do not control** that battlefield. You only establish control after the showdown is resolved and the battlefield is successfully conquered. Because you do not control the battlefield, you lack the permission to play units there via *Deathknell*. ### 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:** The *Deathknell* ability triggers and is placed on the chain as a pending item. 3. **Resolution Attempt:** You attempt to resolve the *Deathknell* ability. You are instructed to play a unit from your trash. Because you do not control the battlefield where the combat is taking place, you are not permitted to play a unit to that location. ### Why this is different for defenders As noted in **FAQ #9149** and **FAQ #9541**, a defending player *is* permitted to play units to the battlefield using *Deathknell* because they already control that battlefield when the combat begins. As an attacker, you must successfully conquer the battlefield to gain control of it; until that point, you cannot play units to that location.
If I attack with a Tank unit and Viktor (leader), does the Tank die first and allow me to create a token from Viktor's ability?
Ruling: No, you will not get the token. Combat damage is dealt simultaneously, and both the Tank unit and Viktor will die at the same time during combat cleanup if they both take lethal damage. Sequence: - Tank affects how you assign damage before dealing it - Combat damage is dealt simultaneously - Both units die simultaneously in combat cleanup - No token is created because Viktor did not die first Nuances: - Tank only affects damage assignment, not the timing of when creatures die
If I attack with a unit and neither of us die, do I go back to where I came from?
No, you do not return to the battlefield you came from. When an attacking unit is recalled after combat, it always returns to your base. A Recall is defined as a permanent being relocated from its current position to its controller's base. Because a recall is not a move, the unit does not return to its origin; it is sent directly to the base. This applies regardless of where the unit moved from before the combat occurred. Even if a unit moved from one battlefield to another, a subsequent recall will always send that unit back to the base. Note: I could not fully verify this ruling against the retrieved rules.
If I attack with a unit like Leona into an empty battlefield, starting a showdown, and an opponent moves their unit into the battlefield, does the on attack trigger fire or am I defending?
Ruling: The initial non-combat showdown will end, then a new combat showdown will be staged. You will be the attacker (and your opponent the defender) because you were the one who initially applied the contested status to the battlefield. Your "when I attack" triggers will fire in the second combat showdown. Sequence: - First showdown occurs (non-combat, no attacker/defender designations) - First showdown ends without you gaining control or scoring - Second showdown is staged as a combat showdown - Attacker and defender statuses are applied (you are attacker) - "When I attack" triggers fire Nuances: - Units with ASSAULT will have reduced might in the first non-combat showdown (no +Might bonus), but will gain the bonus in the second combat showdown once they have the Attacker designation - You will not conquer or score from the first showdown since it ends before you gain control
If I attack with a unit with Eye of the Herald and my opponent has Ahri legend, my recruit token gets -1?
To answer your question: **Yes, the Recruit token will be affected by Ahri's -1 Might ability if it gains the attacker designation at the battlefield she controls.** Here is the breakdown of why this happens based on the rules and game mechanics: ### Sequence of Events 1. **Attack Declaration:** You move your unit with *Eye of the Herald* to a battlefield, initiating an attack. 2. **Triggers:** Two abilities trigger simultaneously: * **Eye of the Herald:** "When I move, play a 1 [S] Recruit unit token here." * **Ahri (Nine-Tailed Fox):** "When a unit gains the attacker designation at a battlefield her owner controls for the first time each combat, give it -1 might this turn." 3. **The Chain:** Per **FAQ #7341**, simultaneously triggered abilities are added to the same chain. The order is determined by the players (non-turn player triggers resolve first). 4. **Resolution:** * Per **FAQ #1966**, Ahri’s ability triggers for each unit the first time it gains attacker status, regardless of whether it enters during the initial chain or later. * Because the Recruit token gains the attacker designation upon entering play, it meets the criteria for Ahri’s ability. ### Key Rules and Clarifications * **Trigger Timing:** According to **Rule 383.2.c**, triggered abilities evaluate their conditions after the inciting event. * **Ahri's Ability:** As per **FAQ #7243**, Ahri triggers when a unit gains the attacker designation at a battlefield her owner controls for the first time each combat. Per **FAQ #10125**, this ability does not target. * **Ordering:** **FAQ #7341** states that all simultaneous triggers go on one chain and the order is determined by the players. In summary, because the Recruit token gains the attacker designation, it is subject to Ahri's effect once the ability resolves, even if it entered play after the initial attack declaration. Note: I could not fully verify this ruling against the retrieved rules.
If I attack with a unit, then use Action: Challenge, but the opponent reacts with Hidden Blade and kills my unit, what happens to Challenge?
Ruling: Challenge will resolve to no effect because it cannot find the unit you controlled that was originally chosen as a target. Sequence: - You attack with a unit - You activate Challenge and choose units when adding it to the chain - Opponent responds with Hidden Blade, killing your unit - Challenge resolves but does nothing because its target is missing Nuances: - Cards do not change targets if the targets are missing on resolution - Challenge cannot choose a new target when the original target is gone - "Finalizing" a spell prevents the choices from being modified after that point
If I attack with multiple units that have triggered abilities targeting the same unit with Deflect, do I have to pay the Deflect cost for each trigger?
Ruling: You must pay the Deflect cost separately for each triggered ability that targets the unit with Deflect. However, you are not required to pay for all triggers—you may decline to pay the cost for any triggered ability, and that ability will be removed from the chain without effect. Sequence: - When you attack with multiple units that have "When I attack" triggered abilities, each trigger is placed on the chain as a Pending Item. - As you finalize each trigger, if you choose to target a unit with Deflect, that trigger incurs an additional cost equal to the Deflect value. - For each trigger, you may choose to pay the Deflect cost (allowing the ability to become a Chain Item) or decline to pay (removing that ability from the chain per Rule 404.2). - Only the triggers you paid for will resolve. Nuances: - Each instance of choosing a unit with Deflect triggers the Deflect cost separately, even if multiple abilities target the same unit. - Since a unit that is already stunned cannot be stunned again, there is typically no benefit to paying for multiple stun triggers targeting the same unit.
If I attacked with multiple units and successfully conquer but one gets stunned with back off, does the stunned unit get recalled to base?
To answer your question: **No, the stunned unit is not recalled to your base.** According to the rules of combat and the established flow of the Resolution Step, the recall of attackers is conditional upon the presence of defenders. ### Why the stunned unit stays: 1. **Recall Condition:** According to **Rule 461.1.a.2**, the "Combat Special Cleanup" requires: *"Recall Attackers present at the Battlefield if Defenders are still present."* 2. **Successful Conquer:** If you have successfully conquered the battlefield, it means that all defending units have been removed (either killed or otherwise moved to a non-battlefield zone). 3. **No Defenders Present:** Since no defending units remain at the battlefield, the condition for recalling your attacking units—including any that are currently stunned—is not met. ### Key Considerations: * **Stun Status:** Per **Rule 423.1.b**, while a stunned unit cannot contribute might to combat damage, it remains on the board and is subject to being killed if it receives damage equal to or greater than its might. Being stunned does not make a unit immune to damage, nor does it cause it to be recalled if it has survived the combat and the battlefield is no longer contested by defenders. * **Recall Timing:** Recalls occur during the Combat Cleanup (Step 3 of the Resolution Step). Because you have successfully cleared all defenders, your units (including the stunned one) successfully establish control of the battlefield per **Rule 461.5**. **In summary:** If you successfully conquer a battlefield, your attacking units remain there. Even if one of your units is stunned, as long as there are no defending units left to trigger the recall condition, that unit will remain at the battlefield and recover from its stunned status at the beginning of the next Ending Step (**Rule 423.1.a.2**).
If I attempt to conquer with Glasc Mixologist in an empty battlefield and my opponent Hidden Blades him, can I play my Deathknell unit in the battlefield I was attempting to conquer?
No, you cannot play the unit from your trash to that battlefield. ### The Ruling According to **FAQ #9184**, when you move a unit to an empty battlefield to attempt to conquer it, you are the attacker and you **do not control** that battlefield until the showdown is resolved and you have successfully conquered it. Because you do not control the battlefield, you cannot play units there. ### Sequence of Events 1. **Move:** You move your **Glasc Mixologist** to an empty battlefield. This opens a non-combat showdown. 2. **Hidden Blade:** Your opponent plays **Hidden Blade** (as a [Reaction] from Hidden or an [Action] if they have priority) to kill your **Glasc Mixologist**. 3. **Deathknell Trigger:** When **Glasc Mixologist** is killed, its *Deathknell* ability triggers and is added to the chain as a Pending Item (**Rule 734.1.d.2**). 4. **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 differs from the Glasc Mixologist FAQs The FAQs you referenced (such as **FAQ #9149** and **FAQ #8852**) involve a **defending** player. A defender already controls the battlefield where the combat is taking place, which is why they are permitted to play units there via *Deathknell*. As the attacker moving into an empty battlefield, you have not yet established control, and therefore lack the permission to play units to that location. Note: I could not fully verify the specific interaction regarding playing the unit to your base instead of the battlefield against the retrieved rules.
If I baited hook a deathknell unit what resolves first?
When you use **Baited Hook** to kill a unit with **Deathknell**, the resolution order is fixed by the rules of the chain (LIFO—Last In, First Out). You do not have a choice to resolve the reveal effect before the Deathknell trigger. The Deathknell trigger is created first, but because the chain resolves in LIFO order, the Deathknell trigger will always resolve **after** the effects of the Baited Hook have finished. ### Sequence of Resolution 1. **Activation:** You activate Baited Hook by paying its cost and targeting a friendly unit. 2. **Resolution Begins:** Baited Hook's effect begins to resolve. It kills the target unit. 3. **Deathknell Triggered:** Because the unit has **Deathknell**, its trigger becomes a "pending item" on the chain. Per **Rule 808.1.d.2**, the Deathknell trigger is added to the chain *before* the Kill instruction is completed. 4. **Baited Hook Continues:** Baited Hook continues resolving its remaining instructions (looking at the top 5 cards and potentially playing a new unit). 5. **New Unit Finalizes:** If you play a unit via Baited Hook, it enters the board and finalizes immediately. If that new unit has a "When you play me" (WYPM) ability, it becomes pending on the chain. 6. **Resolution (LIFO):** The chain resolves in reverse order: * Any WYPM ability from the new unit resolves first. * The **Deathknell** trigger resolves last. *Source: RiftJudge FAQ #8567, FAQ #9826, and Rule 808.1.d.2.*
If I banish a unit with gear would the gear pop off?
Yes, when you banish a unit with attached gear, the gear will "pop off" (detach). According to **Rule 435.1** and the consistent rulings across **RiftJudge FAQ #2960**, **#8698**, and **#8440**, when a unit moves from a board zone (like a battlefield) to a non-board zone (like the Banishment zone), any attached gear must detach. Once the gear detaches, it remains at the last location the unit occupied before it was banished. Because the gear is then an unattached card present at a battlefield, **Rule 452.1** and **Rule 149.3** dictate that it will be Recalled to your base during the next cleanup.
If I become the surprise defender in a showdown and that showdown ends in a combat draw, then what will happen?
According to the rules of Riftbound and the RiftJudge FAQ #4553, if a defender uses an effect to join a showdown (often called a surprise defense) and the showdown results in a draw (meaning both players have units remaining at the battlefield after combat), the attacking units are recalled to their base, and the defender remains to establish control and conquer the battlefield. ### Sequence of Events: 1. **Surprise Defense:** You use a card or ability to move your unit to a battlefield already occupied by an attacker, making you the defender. 2. **Combat Resolution:** The showdown proceeds through combat. 3. **Combat Draw:** If a "draw" occurs (e.g., neither side's units are wiped out), the following steps occur during the **Combat Cleanup** (Rule 461.1.a): * **Heal all units.** * **Recall all attacking units** (since defending units are still present at the battlefield). 4. **Result:** Because the attacking units have been recalled, you are the only player with units remaining at the battlefield. 5. **Control:** You establish control of the battlefield. If you have not yet scored this battlefield during your turn, this results in a **Conquer**. This interaction holds true because the rule for recalling attacking units on a tie does not require the defender to have been in control beforehand; it only requires that a defender is present at the battlefield after combat damage has been dealt.
If I bellows repeated choosing one unit in each battlefield can my opponent repulse to counter one of the triggers or both?
No, your opponent cannot use **Repulse** to counter either instance of your repeated **Bellows Breath**. ### Reasoning 1. **Repulse's Targeting Requirement:** According to the text of **Repulse**, you must choose a friendly unit at a battlefield. It then counters an enemy spell or ability "that chooses it and **no other friendly unit**." 2. **Bellows Breath's Targeting:** When you play **Bellows Breath** with the **[Repeat]** cost, you are playing one card that will execute its effect twice upon resolution. 3. **Total Scope:** As established in **RiftJudge FAQ #9655** (which specifically addresses this interaction), when you choose to target units at two different locations, the spell's targeting scope includes all units chosen across both instances of the effect. Because your repeated **Bellows Breath** is choosing more than one unit in total (one at each battlefield), it fails to satisfy the requirement of **Repulse**, which demands the spell/ability target exactly one friendly unit and "no other friendly units." ### Summary Because your repeated **Bellows Breath** chooses two units total, it is not a legal target for **Repulse**. The spell will resolve normally, dealing 1 damage to each unit at their respective battlefields.
If I bounce back from combat with Hwei, is it a move?
No, returning to your base after combat is a **Recall**, not a **Move**. According to **Rule 450** and **Rule 451**, a Recall is defined as the relocation of a permanent to its base that is explicitly not a Move. As such, it does not trigger any abilities that rely on a "Move" action. This is also supported by **RiftJudge FAQ #10124** and **FAQ #10165**, which clarify that returning to base due to combat results or recall effects—even if it happens during combat—is a Recall, not a Move. Consequently, if you have a card like **Hwei, Brooding Painter** whose ability triggers when he moves, that ability will **not** trigger when he is sent back to your base after combat.
If I bring Elder Dragon into a battlefield with Irresistible Faefolk and I have a Sett Kingpin at 10 might, would it trade with that due to matching its might, or kill it and the Faefolk due to only needing one damage for lethal damage?
To determine the outcome, we must look at how combat damage is assigned when you control **Elder Dragon** and face a unit with **Tank**. ### 1. The Interaction * **Elder Dragon** modifies the definition of "lethal damage" for any damage you deal: "Any amount of your damage is enough to kill enemy units." * **Sett, Kingpin** has the **Tank** keyword: "I must be assigned combat damage first." * **Combat Damage Assignment (Rule 460.2.c):** You must assign lethal damage to units in full according to their requirements before moving to the next unit. Because of **Elder Dragon**, your "lethal damage" requirement for an enemy unit is **1 damage**. ### 2. Resolution When you are the attacker and assign combat damage in a showdown where you control Elder Dragon, you must follow the Tank restriction: 1. **Assign to Tank:** Because Sett has **Tank**, you must assign lethal damage to him first. With Elder Dragon's effect active, **1 damage** constitutes lethal damage for Sett. You assign 1 damage to Sett. 2. **Sufficient Lethal Damage:** Per **Rule 460.2.c.4**, you cannot assign *more* damage than required for lethal damage to a unit unless no other units remain. Since you have met the lethal requirement for Sett with 1 damage, you have satisfied the **Tank** requirement. 3. **Assign Remaining Damage:** Once the Tank requirement is fulfilled, you are free to distribute your remaining Might to other enemy units present at the battlefield (such as the Irresistible Faefolk, if they are the defender or also present at the battlefield). ### Conclusion **You kill the unit with Tank (Sett) by assigning only 1 damage to him, and you can then assign your remaining Might to other units at that battlefield.** Sett does not "trade" with Elder Dragon in the traditional sense of matching Might values. Because your damage is lethal at 1, you efficiently "spend" 1 Might of your total attacking power to remove Sett from the board, allowing you to use the rest of your Might to kill any other enemy units present.
If I buff Irelia Fervent with Blind Monk, does she get +1 from Choose?
Yes, Irelia, Fervent will gain +1 Might from her ability when you use Blind Monk's ability to buff her. According to **RiftJudge FAQ #9143** and **#9507**, the act of choosing a unit to buff it counts as "choosing" or "targeting" that unit. Since Irelia, Fervent's ability states, *"When you choose or ready me, give me +1 Might this turn,"* the act of choosing her as the target for Blind Monk's ability triggers her bonus.
If I buff a 2 might unit to 4 might in response to Gust targeting it, what happens to Gust?
Ruling: Gust still resolves and triggers any relevant effects (like Darius or Student abilities), but it has no effect on the now-illegal target. Nuances: - The target of Gust is locked in when the card is finalized and cannot be changed, even if other legal targets exist when it resolves - The card still "resolves" for trigger purposes even though its effect does nothing
If I buff a nit that is already on 5+ might, does it become mighty for the Fiira legend ability?
No, it does not. According to Rule 709: "A Unit 'becomes Mighty' at the moment its Might changes from being less than 5 to being 5 or greater." If a unit is already at 5 or greater Might, it is already "Mighty" (Rule 708). Increasing its Might further does not change its status from "not Mighty" to "Mighty," so it does not "become Mighty" and will not trigger Fiora's Legend ability.
If I can play the 7-cost Gear after Jayce's ability resolves, can I play more than one 7-cost Gear from my hand that turn?
No. The ability lets you play a gear—only one.
If I capture 1 base to get to 7 points and then capture a base on my opponent's next turn, can that give me the 8th point for victory?
No, you cannot win the game by conquering a battlefield on your opponent's turn to reach 8 points. According to **Rule 466.1.b.2**, when you attempt to gain the final (winning) point through a **Conquer** action, you must have scored on **every** battlefield through either method (Hold or Conquer) during that same turn. Because you are performing the action on your opponent's turn, you cannot satisfy the requirement of scoring on all battlefields within that same turn. As a result, when you conquer that second battlefield on your opponent's turn, you will draw a card instead of gaining the 8th point. This is supported by **RiftJudge FAQ #9058**, which confirms that conquering a battlefield on an opponent's turn cannot be used to reach the 8th point and win the game.
If I cast Bellows Breath on an enemy Unsung Hero and Recruit, can I proc my Ezreal Legend?
Yes, you can satisfy the requirement for your **Ezreal** legend ability by casting **Bellows Breath** in this scenario. ### The Ruling According to **RiftJudge FAQ #8816**, **Bellows Breath** is a spell that requires you to choose (target) up to three units at the same location. Ezreal’s legend ability requires you to have "chosen enemy units and/or gear twice this turn with spells or unit abilities." Because casting Bellows Breath—targeting two enemy units—constitutes two instances of choosing enemy units, you fulfill this requirement. ### The Sequence 1. **Playing the Spell:** You play **Bellows Breath** and choose your two targets (the enemy **Unsung Hero** and the **Recruit**). 2. **Targeting Finalized:** As soon as the spell is finalized on the chain, those two choices are locked in, satisfying the "chosen twice" condition for your Ezreal legend (as established in **RiftJudge FAQ #9631** and **RiftJudge FAQ #8979**). 3. **Activation:** Once the spell is on the chain, you have satisfied the condition. Provided you have priority in an Open State (after the chain resolves or if you have focus), you may exhaust your Ezreal legend to activate its ability and draw a card. **Note:** It does not matter if the units are destroyed or if the spell is countered by an effect like *Not So Fast* (per **RiftJudge FAQ #8979**); the condition is satisfied the moment the targets are chosen and the spell is finalized on the chain.
If I cast Bellows Breath with Repeat targeting two units at different battlefields (Kaisa at 1 might and Travelling Merchant at 1 might), and my opponent uses Flash to move both units to their base in response, do the units still take damage and die?
Ruling: Yes, both units will still take damage and die. Bellows Breath targets the units themselves, not the location, and the base is a valid location for the spell to affect units. Sequence: - You cast Bellows Breath and pay the Repeat cost - Instance 1 targets Kaisa at Battlefield A - Instance 2 targets Travelling Merchant at Battlefield B - Opponent plays Flash, moving both units to their base - Flash resolves, both units are now at the base - Bellows Breath resolves Instance 1: Kaisa is checked at her current location (the base), which is valid, and she is "at the same location" as herself, so she takes 1 damage - Bellows Breath resolves Instance 2: Travelling Merchant is checked at her current location (the base), which is valid, and she is "at the same location" as herself, so she takes 1 damage - Both units die from lethal damage Nuances: - The "at the same location" restriction is a targeting requirement that must be met when the spell is cast, but the spell tracks units to their new location upon resolution - When only one unit is targeted by an instance, that unit always satisfies "at the same location" with itself, regardless of where it moves - The base is a valid location for Bellows Breath to affect units (unlike some spells that specifically require battlefields) - Each Repeat instance is independent and can target units at different locations
If I cast Challenge targeting my buffed creature and an enemy creature, and my opponent responds with a removal spell targeting my buffed creature, but I use Sett's ability to save my creature, will Challenge still resolve?
Ruling: Yes, Challenge will still resolve even after the creature is saved by Sett's ability. Nuances: - This interaction assumes the removal spell has Reaction speed - The scenario may involve a Showdown context where Hidden Blade could be used
If I cast Cull the Weak and choose my unit in Dreaming Tree, do I draw?
No, you do not draw a card. According to the official ruling for this interaction: **Cull the Weak** does not target units. It instructs each player to choose a unit they control as the spell resolves. Because this choice happens during resolution rather than when the spell is played, it does not count as "choosing a friendly unit with a spell" in the targeting sense that **The Dreaming Tree** requires. The Dreaming Tree only triggers when you actively target a friendly unit with a spell (such as using a buff or targeted removal on your own unit).
If I cast Death from Below and the target gets gusted, can I still replay from trash?
No, you cannot use the recast effect of **Death from Below** if the target is no longer on the battlefield when the spell resolves. According to **RiftJudge FAQ #9400** and **FAQ #9402**, here is the sequence of events when your target is removed (in this case, by *Gust*): ### Sequence of Events 1. **Play:** You play *Death from Below*, choosing a target unit at a battlefield. 2. **Response:** An opponent plays *Gust* (a [Reaction]), returning your target unit to their hand. 3. **Resolution:** * When *Death from Below* attempts to resolve, it checks its target. Because the unit is no longer on the board, the target is illegal (**Rule 359.3.e.2**). * The "Kill a unit" instruction fails to execute because the target is illegal (**Rule 359.3.e.5**). * The spell then attempts to check the target's Might to evaluate the condition: "if it had 3 [S] or less." Because the target is no longer on the board, its Might is treated as "null" (**Rule 359.3.e.12**). * Since the condition returns "null," the "you may play this from your trash" effect does not trigger. The spell resolves, but because it fails to perform its primary instruction and the conditional check returns "null," you are unable to play the card from your trash.
If I cast Falling Comet targeting an enemy unit at a battlefield and my opponent reacts with Fight or Flight to move that unit, does Falling Comet fizzle or can I choose a new target?
Ruling: Falling Comet does not fizzle. It resolves with no effect, and you cannot choose another target. Riftbound does not have fizzling. Sequence: - Targets are declared and checked for legality on cast - If the target becomes illegal (e.g., moved away from the battlefield), the spell still resolves - Targets are checked again on resolution - If the target is no longer legal, the spell resolves with no effect Nuances: - You cannot choose a new target after the original target becomes illegal
If I cast Fight or Flight to move an opponent's unit back after they move into my battlefield, does that count as winning the battle?
Ruling: Yes, that counts as winning the battle. If you are the only player who controls units at that battlefield at the end of combat (after both players pass focus in succession without starting a chain and combat damage is dealt), you have won the combat. Sequence: - Combat begins when the opponent moves their unit to the battlefield - Initial combat procedures resolve (initial chain) - Attacking player gets first focus - After they pass, you can play Fight or Flight - After Fight or Flight resolves, the opponent still has windows to respond (get back onto the battlefield or remove your unit) - If at the end of everything both players pass focus in succession without starting a chain, combat damage is dealt - If you are the only player with units at the battlefield at this point, you win the combat Nuances: - Removing the opponent's unit from the battlefield does not prevent combat from continuing - The opponent has multiple opportunities to respond after Fight or Flight resolves
If I cast Gust in response to Mirror Image, do they still get the token or does Mirror Image not resolve?
Yes, your opponent still gets the **Reflection** token. In *Riftbound*, spells and abilities do not "fizzle" or vanish just because a target is removed. According to **Rule 055** and **Rule 359.3.e.11**, players must execute as much of a card's instructions as possible, skipping only the impossible parts. ### The Sequence of Events: 1. **Opponent plays Mirror Image:** They target a unit and place the spell on the chain. 2. **You play Gust (as a Reaction):** You target the unit chosen by Mirror Image and place Gust on top of the chain. 3. **Chain Resolution (LIFO - Last-In, First-Out):** * **Gust resolves first:** The targeted unit is returned to its owner's hand. It is no longer on the battlefield. * **Mirror Image resolves second:** The spell attempts to follow its instructions in order: 1. **"Play a ready Reflection unit token to your base":** This is successful. A 0 [M] **Reflection** token enters play at your opponent's base. 2. **"Then do this: It becomes a copy of that unit":** Because the original unit was returned to the hand by your **Gust**, it is no longer a valid target to be copied. This instruction cannot be followed, so it is ignored (**Rule 359.3.e.6**). 3. **"Give it [Temporary]":** The **Reflection** token is given the [Temporary] keyword. ### Final Result: Your opponent will have a **0 Might Reflection token** on the board with the **[Temporary]** keyword. It will not copy the stats or rules text of the unit you bounced, as that unit was no longer available to be copied when the second step of Mirror Image resolved.
If I cast Gust targeting my own Ravenbloom Student that is already at 3 Might, does the Student get +1 Might (becoming 4 Might) before Gust resolves, or does Gust resolve first and return the Student to hand?
Ruling: Gust resolves first and returns the Student to hand. A card is not considered played until it fully resolves, so the Gust would resolve before the +1 Might increase could trigger. Sequence: - Gust is cast targeting the 3 Might Ravenbloom Student - Gust resolves, returning the Student to hand - The Student never reaches 4 Might because it is returned to hand before the +1 Might trigger can occur
If I cast Hidden Blade but the unit doesn't die, do I still draw 2 cards?
Ruling: Whether you draw depends on why the unit didn't die. If the unit didn't die because a replacement effect saved it (like Sett's Legend or Zhonya's), you still draw 2. If the unit didn't die because it was moved off the battlefield by another effect before Hidden Blade resolved (making it an illegal target), you don't draw. Nuances: - Hidden Blade targets "a unit at a battlefield" - if the unit is no longer at a battlefield when Hidden Blade resolves, there is no valid target and the controller cannot be identified, so no one draws - When Hidden Blade itself moves the unit (via its kill effect being replaced by something like Sett's Legend), it can "look back" and still identify the controller for the draw effect - If the unit moves to a different battlefield, it is still "at a battlefield" so Hidden Blade still affects it and the controller draws
If I cast Hidden Blade on my own unit but my opponent reacts with Gust to bounce it to my hand, do I still get the draw from Hidden Blade?
Ruling: No, you do not get the draw. For Hidden Blade to identify the controller of the unit, the unit must be a legal target as Hidden Blade resolves AND be in a zone where Hidden Blade can ascertain its information (on the board or in the trash if Hidden Blade was the effect that moved it there). Sequence: - Hidden Blade is cast targeting your unit - Opponent reacts with Gust, bouncing the unit to your hand - Hidden Blade resolves, but the unit is no longer a legal target (not on the board or at a battlefield) - Hidden Blade cannot get information about the unit's controller, so you do not draw Nuances: - The unit must be in a zone where Hidden Blade can ascertain its information - either on the board or in the trash if Hidden Blade itself moved it there - If the unit is bounced to hand, it's not in a valid zone for Hidden Blade to check controller information
If I cast Icathian Rain targeting both units, and my opponent responds by killing their own unit with Hidden Blade, am I forced to target my own unit with all 6 damage instances when Icathian Rain resolves?
Ruling: Yes, when Icathian Rain resolves and only your unit remains on board, you must target your own unit with all 6 damage instances. Sequence: - Icathian Rain is cast with valid targets (one unit on each side) - Opponent responds with Hidden Blade, killing their unit - Hidden Blade resolves, their unit dies - Icathian Rain resolves, creating 6 damage instances on the stack - All 6 instances must now target the only remaining valid target (your unit)
If I cast Imperial Decree and Bellows Breath with Repeat, does it kill a unit with Zhonya's Hourglass?
Ruling: Yes, this combination will kill a unit protected by Zhonya's Hourglass. The unit takes damage twice (once from each Bellows Breath), creating two Imperial Decree triggers that resolve after both damage instances complete. The first trigger kills the unit but Zhonya's saves it; the second trigger kills the unit again with no protection remaining. Sequence: - Bellows Breath (first instance) resolves completely, dealing 1 damage to the unit - Imperial Decree trigger #1 is added to the chain - Bellows Breath (Repeat instance) resolves completely, dealing 1 damage to the unit again - Imperial Decree trigger #2 is added to the chain - Both Imperial Decree triggers resolve in LIFO order (last in, first out) - Imperial Decree trigger #2 resolves first and kills the unit - Zhonya's Hourglass activates as a replacement effect, destroying itself and saving the unit - Imperial Decree trigger #1 resolves next and kills the unit (no protection remaining) Nuances: - The Imperial Decree triggers do not resolve immediately when damage is dealt; they wait until the damage-dealing spell fully resolves before being added to the chain - Multiple instances of damage create multiple Imperial Decree triggers that stack on the chain - Save effects like Zhonya's Hourglass are replacement effects that prevent death but are consumed in the process
If I cast Imperial Decree and then attack into my opponent's Draven Audacious, does Imperial Decree's delayed trigger kill Draven Audacious during or after combat? Does the Draven legend draw a card?
Under the Unleashed rules update, Imperial Decree's "kill a unit that is damaged" delayed trigger now resolves during combat (as part of the HOT FEPR process handling outstanding tasks), not after combat is over. This means Draven Audacious will die during combat before the combat resolution step determines the winner. Because Draven Audacious dies during combat rather than surviving to win combat, you gain 1 point from the kill and the Draven legend does not draw your opponent a card. Previously, the delayed trigger resolved after combat, meaning Draven Audacious would have already won combat and triggered the legend's card draw before dying.
If I cast Imperial Decree into a Draven then run one Recruit Token into a battlefield with one opponent unit, will the Imperial Decree trigger kill the unit before the end of combat or would the Draven player draw a card from their legend ability?
Ruling: The Draven player will draw a card from their legend ability before Imperial Decree kills the unit. Combat damage is dealt during the Combat Damage Step, but the resulting "kill" trigger from Imperial Decree does not resolve until after the winner of combat has been determined. Sequence: - Combat damage is dealt simultaneously during the Combat Damage Step - Imperial Decree's condition is met and its "kill" trigger is added to the chain as a Pending Item - The trigger cannot resolve yet because the current game effect (Combat Damage Step) must finish completely first - The game determines the winner of combat by checking the battlefield state - At this moment, the Imperial Decree trigger is still on the chain and has not resolved, so units that survived the combat damage are still on the board - Draven's "When you win a combat, draw 1" ability triggers and is added to the chain on top of the Imperial Decree trigger - The chain resolves using Last In, First Out (LIFO): Draven's draw resolves first, then Imperial Decree's kill effect resolves Nuances: - There is a timing window between damage being dealt and the unit dying to Imperial Decree where end-of-combat checks occur - This allows Draven to "see" the combat win before the board is cleared by the Decree's delayed effect - The restriction preventing immediate resolution exists because current game effects must finish before the chain can proceed to its resolution steps
If I cast Mystic Reversal on Heedless Resurrection, do I get to bring something out depending on what my opponent sacrifices, or do I have to sacrifice something to bring something out from the graveyard?
When you cast *Mystic Reversal* on an opponent’s *Heedless Resurrection*, you gain control of that spell. As the new controller, you are entitled to make new choices for the spell, such as selecting a new target unit from your own trash to be resurrected. ### The Ruling Because the additional cost (sacrificing a friendly unit) is paid at the time of the spell's initial casting, you do not need to sacrifice a unit when you take control of it. You gain the benefit of the spell’s effect using the cost already paid by your opponent. ### Why this is the case: 1. **Gaining Control and Making Choices:** Per the card text for *Mystic Reversal*, "Gain control of a spell. You may make new choices for it." When you take control of the spell, you become its new controller, allowing you to choose a new target unit from your own trash to be resurrected. 2. **Costs are Paid upon Casting:** The requirement to "kill a friendly unit" is an additional cost to play *Heedless Resurrection*. This cost is paid by the original caster when the spell is placed on the chain. By the time you use *Mystic Reversal*, the cost has already been satisfied. 3. **Spell Resolution:** Once you gain control, the spell resolves according to its text using your new choices. Because the cost was already paid during the casting process, you do not need to pay it again to resolve the effect. ### Sequence of Events: 1. **Opponent plays** *Heedless Resurrection*. They pay the cost (killing their unit) and declare a target from their trash. 2. **You react** by playing *Mystic Reversal* targeting their *Heedless Resurrection*. 3. **Chain Resolution:** *Mystic Reversal* resolves first. You gain control of *Heedless Resurrection*. 4. **New Choices:** As the new controller, you choose a target unit from your own trash. 5. **Heedless Resurrection Resolution:** The spell resolves, and you resurrect the target you chose from your trash. No further cost payment is required. Note: I could not fully verify this ruling against the retrieved rules.
If I cast Noxian Guillotine (without legion) on an opponent's 4 might unit that has Zhonya's Hourglass hidden, and then my 4 might unit attacks it in combat, does the opponent's unit survive or die?
The opponent's unit dies. Here's the sequence: (1) During the Combat Damage Step, both 4 might units deal damage to each other simultaneously. (2) An automatic Cleanup begins. (3) During Cleanup step, units with lethal damage are killed - but Zhonya's Hourglass replacement effect applies here, recalling the unit to base (healed) instead of it dying. (4) During Cleanup step (8), Noxian Guillotine's delayed trigger is finalized as a Pending Chain Item. (5) After Cleanup completes, the chain must resolve before the game can proceed. (6) Noxian Guillotine resolves and kills the unit. Zhonya's cannot save the unit a second time because it already used its 'next time a friendly unit would die' replacement effect during step(and Zhonya's kills itself when used). The key point is that the game does not allow a chain item to go on the chain and resolve without a cleanup occurring first, and Zhonya's only replaces one death.
If I cast Possession on a unit, then attempt to conquer using that unit, and my opponent uses Fight or Flight on it, does it return to my battlefield?
Ruling: Yes, since the possessed unit is now yours, Fight or Flight would return it to your base. Nuances: - If Fight or Flight is used on the unit before Possession resolves, the unit returns to the opponent's base and Possession resolves without doing anything (no fizzle mechanic exists in Riftbound) - Fight or Flight must be hidden at the battlefield of the unit being possessed since it only has action timing
If I cast Promising Future and both players reveal Time Warp, what order do the extra turns happen in?
Ruling: The rules do not currently address the interaction between extra turns from simultaneous effects like this. There is no definitive answer at this time. Nuances: - Time Warp creates a pending delayed effect - There are reasonable arguments for either player getting their extra turn first - This interaction is expected to be addressed in a future rules update
If I cast Retreat in response to Falling Star, removing all my characters, and my opponent has characters, must my opponent target their own characters with Falling Star?
Ruling: Yes, if there are legal targets available, the player must choose from them, even if they are their own units. Nuances: - This applies when Retreat is cast in response to Falling Star, removing all of the casting player's characters before Falling Star resolves - The opponent's own characters become the only legal targets available
If I cast Retreat on a token, do I still channel a rune even though the unit was not placed in my hand?
Ruling: Yes, you still channel a rune when you cast Retreat on a token. Sequence: - The token goes to the out-of-play zone - The token then ceases to exist - You still channel a rune despite the token not ending up in your hand
If I cast Shakedown targeting a recruit and my opponent uses Hidden Blade to kill their recruit in response, does my spell fizzle or resolve with no effect?
Ruling: Shakedown will not fizzle, but it will resolve with no effect. You cannot reference information about an illegal target on resolution, so the controller cannot be identified to offer the choice to draw cards. Sequence: - Shakedown is cast targeting a recruit - Opponent responds with Hidden Blade, killing the recruit - Shakedown resolves, but the target is now illegal (no longer at battlefield) - Since the target is illegal, you cannot check who the controller is - No player can be identified to offer the choice, so nothing happens Nuances: - The spell does not fizzle; it resolves but does nothing - This works the same way as Hidden Blade not drawing if the unit is moved before resolution - The player is not directly targeted - the player is referenced from the targeted unit's controller information - You cannot reference information about a target if it is illegal on resolution
If I cast Smoke Screen on a 3 might unit (reducing it to 1), and my opponent responds with Discipline after Smoke Screen resolves, what is the unit's final might?
Ruling: If Smoke Screen resolves first (reducing the unit to 1 might), then Discipline is played afterward, the unit's might becomes 3. Sequence: - Smoke Screen resolves, setting the unit's might to 1 - Discipline is played after resolution, increasing the might to 3 Nuances: - If Discipline is played before Smoke Screen resolves, the unit will end at 1 might (Discipline would be a misplay in this case) - Timing and letting spells resolve is important for determining the final result
If I cast Thrill of the Hunt on my only unit at a battlefield that I have control of on my opponent's turn, do I score a point?
To determine if you score a point in this scenario, we must look at the rules for **Control** and **Scoring** (Rules 185-187, 464-466). ### The Ruling **No, you will not score a point.** Because you never lose control of the battlefield during the resolution of *Thrill of the Hunt*, re-entering the unit does not trigger a "Conquer" event. ### Sequence of Events & Reasoning 1. **Initial State:** You control a battlefield. 2. **Casting *Thrill of the Hunt*:** When you play *Thrill of the Hunt*, the unit is banished and then played back to the battlefield. Per the Rules FAQ Clarification for Rule 187.4.c, the played unit is considered pending on the chain during this resolution. 3. **Control Status:** Because the unit is pending on the chain during the spell's resolution, you never actually lose control of the battlefield. 4. **Re-establishing Control:** Since you never lost control of the battlefield, placing the unit back at the site does not constitute "gaining control." 5. **Conquer Requirement:** Per **Rule 464.1**, a "Conquer" (which awards a score) only occurs if you gain control of a battlefield. Since you maintained continuous control throughout the spell's resolution, no new "Conquer" event occurs. ### Key Nuances * **FAQ 9519 vs. Your Scenario:** FAQ 9519 addresses a situation where control is actually lost and re-established. In your scenario, the specific interaction of *Thrill of the Hunt* maintains your control, meaning the requirements for a "Conquer" are not met. * **Conquer Requirement:** A "Conquer" is a specific game event that triggers only when you seize control of a battlefield. Since you never relinquished control during the spell's effect, this re-entry does not constitute a new "Conquer" event (FAQ 8068). **Summary:** You do not score a point because you did not lose and re-gain control of the battlefield; your control remained continuous throughout the resolution of the spell. Note: I could not fully verify this ruling against the retrieved rules.
If I cast Void Seeker and my opponent kills the target unit in response with Hidden Blade, do I still draw a card?
Ruling: Yes, you still draw a card. You do as much of the card as possible when resolving it. Nuances: - You must have a valid target when initially playing Void Seeker (you cannot play it just to draw if there's no valid target) - Unlike some other games, the spell does not "fizzle" entirely when the target disappears
If I cast a spell targeting a friendly unit on Dreaming Tree and my opponent uses Defy, do I still draw a card from Dreaming Tree?
Ruling: Yes, you still draw a card from Dreaming Tree even if the spell is Defied. Dreaming Tree only requires you to target a friendly unit to trigger, not for the spell to successfully resolve. Sequence: - Cast spell targeting friendly unit on Dreaming Tree (Chain Link 1) - Dreaming Tree trigger goes on the chain (Chain Link 2) - Players can add reactions (like Defy) - Chain Link 2 (Dreaming Tree) resolves first, you draw a card - Chain Link 1 (original spell) resolves or is countered Nuances: - The trigger condition for Dreaming Tree is satisfied at the moment of targeting, regardless of whether the spell ultimately resolves or is countered
If I cast a spell that targets/chooses an opponent's unit and my opponent removes the card before resolution, does my spell fizzle or do as much as possible given the text of the card?
In Riftbound, spells do not "fizzle" in the traditional sense of being countered or failing entirely just because a target becomes invalid. Instead, they resolve as much as they can. According to **Rule 356.3.e.1**, "The spell resolves even if some or all of its targets are illegal." Here is how the interaction works when a target is removed (e.g., moved to a base) before resolution: 1. **Targeting is finalized at cast:** You must choose a legal target when you play the spell. You cannot choose a new target if the original one becomes illegal. 2. **Legality check at resolution:** When the spell resolves, it checks if the target is still legal (e.g., still on the battlefield if the spell requires it). 3. **Mistargeting:** If the target is no longer legal, the specific instruction targeting that unit is ignored (it "mistargets"). 4. **Resolution of remaining effects:** The spell continues to resolve any other instructions it may have. If the spell has multiple effects (e.g., "Deal 4 damage to a unit at a battlefield. Draw 1 card."), the damage portion will fail to execute, but the draw card portion will still happen. **Key Rules:** * **Rule 356.3.e.5:** "If any of the spell's targets are no longer legal, those targets are unaffected by the spell as it resolves." * **Rule 356.3.e.10:** "It is possible for none of a spell's instructions to be executed as it resolves... In this case, the spell has no effect but is still considered played." **Summary:** Your spell will not fizzle; it will resolve, and any part of the card text that does not rely on the now-invalid target will still occur.
If I challenge a non-mighty Fiora, and the opponent then plays a card giving her +3 (making her mighty), do I need to pay the deflect cost?
Ruling: No, you do not need to pay the deflect cost. Fiora was already targeted when the challenge was declared. Sequence: - Challenge is declared targeting Fiora (who is not mighty at this time) - Opponent plays a card giving Fiora +3, making her mighty - The challenge proceeds without requiring deflect payment Nuances: - Deflect cost is only paid when you would put the spell on the chain, not when stats change after targeting
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