Riftbound Frequently Asked Questions

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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
When Ava Achiever's attack ability allows you to play a hidden cost card from hand, does that count as playing it 'from hidden' for the purposes of Teemo's ability?
Ruling: No. Playing a card with the hidden keyword is not the same as playing it from face down (from hidden). Ava plays the card from hand, not from the hidden zone. Nuances: - Teemo, Strategist was errataed to remove the "played from hidden" trigger entirely, making this interaction moot for that version - If Teemo is played as a defender through Ava's ability, he would get his effect (for versions that trigger when defending)
When Ava attacks and you use her ability to play a card from hand, when do you pay the Mind cost and when do you reveal the card?
Ruling: When Ava attacks and triggers her ability, you do not pay the Mind cost until the ability resolves. You keep the card hidden in your hand until resolution, then pay the Mind cost (if you choose to) and play the card. The Mind cost is part of the effect, not a cost to activate the ability. Sequence: - Declare Ava's attack and her triggered ability - Keep the card you intend to play hidden in your hand - When the ability resolves, you may pay the Mind cost - If you pay, reveal and play the card from hand Nuances: - Ava must remain on the battlefield for the effect to resolve (the ability says "here") - If Ava is bounced to hand (like with Gust), the effect does not resolve and you keep the card in hand - If Ava is moved to base, the ability can still resolve since she is still "here" - Triggered abilities do not have costs - the "you may pay" part happens after the comma in the condition, making it part of the effect - This works like Bullet Time, not like Get Excited
When Azir's action targets Stellacorn, does Stellacorn's move ability trigger to draw a card?
Ruling: Stellacorn's ability only triggers if it actually moves to a different location. Being instructed to move is not the same as moving. Sequence: - If Azir and Stellacorn are in the same location, Stellacorn does not move and the ability does not trigger - If Azir and Stellacorn are in different locations, Stellacorn moves and the ability triggers Nuances: - Being instructed to move something is not the same as actually moving it
When Azir, Ascendant uses its ability to move into combat and attaches Forgefire Cape to itself, does Forgefire Cape's 'when I attack or defend' ability trigger?
Ruling: Yes, Forgefire Cape's ability does trigger. When Azir moves into combat and attaches Forgefire Cape during its Action ability resolution, the cape is already attached when combat begins and Azir gains the Attacker or Defender designation, causing the trigger condition to be met. Sequence: - Azir's Action ability resolves during the Action Phase - Azir moves to the target unit's location and Forgefire Cape attaches to Azir - Combat begins and the Showdown Step establishes Attacker and Defender designations - Azir gains Attacker or Defender designation for the first time during combat - Forgefire Cape's trigger condition is met and the ability goes on the chain Nuances: - The attachment happens before combat designations are established, but this does not prevent the trigger - Attack and Defend triggers fire when a unit gains the designation for the first time during combat - Since the equipment is already attached when the designation is gained, the trigger condition is satisfied - Each trigger (attack or defend) can only fire once per combat, even if designations change multiple times
When Baited Hook banishes and plays a Karma, does Karma see the recycled cards from Baited Hook's recycle effect, and when does her vision trigger?
Ruling: Karma will see the recycled cards from Baited Hook. You cannot play Karma until Baited Hook completely finishes resolving (including its recycle effect). Karma's vision is a When You Play Me trigger that happens after she resolves. Sequence: - Baited Hook begins resolving - Unit is banished - Unit (Karma) is played but goes into pending state - Baited Hook completes its recycle effect - Baited Hook finishes resolving - Karma finalizes and resolves - Karma's vision trigger occurs and can see the recycled cards Nuances: - You cannot resolve a card while another card is still resolving - this is a core rule - "Play" does not mean the unit immediately goes on board; it goes through a process from Pending to Finalize to Resolved - Items on the chain cannot finalize mid-resolution of another effect
When Baited Hook kills Back Alley Barkeep (which has a Deathknell ability), does the unit summoned from Hook's ability count as being played before the Deathknell resolves, making Legion active for Vanguard Captain summoned by the Deathknell?
Ruling: Yes, the unit from Hook is played and summoned before the Deathknell resolves. Legion will be active when Vanguard Captain is summoned by the Deathknell. Sequence: - Hook ability goes on the chain and resolves, killing the Barkeep - Chain is now: Hook > Deathknell - Hook searches top 5 and finds a playable unit, which goes on pending chain - Hook finishes resolving and pending items are finalized - The unit from Hook is played immediately (since it's a unit) - If that unit has a WYPM targeting another friendly unit, it goes on chain: Deathknell > WYPM - WYPM resolves with no effect (no valid targets yet since Deathknell hasn't summoned anything) - Deathknell resolves and summons Vanguard Captain - Legion is now active because a unit was already played this turn (the Hook unit) Nuances: - The WYPM of the unit summoned from Hook will have no valid targets if it needs to target a friendly unit, because the Deathknell summon hasn't happened yet - Final board state is: the unit from Hook (without WYPM effects if it targeted) + Vanguard Captain + 2 Recruits from Legion
When Baited Hook kills a unit at Trifarian War Camp (which gives +1 Might), what Might value does Baited Hook use for its effect: the original Might or the buffed Might (+1)?
Ruling: Baited Hook uses the last known Might of the unit, which includes the +1 buff from Trifarian War Camp. Nuances: - When an effect or cost moves a card to a different zone, it looks back at the card's last known information (characteristics before it changed zones) - This is one of the rare cases where "last known information" applies in Riftbound
When Baited Hook kills a unit that has +1 buff or increased might from another card, does it allow you to play units considering the buffs or without them?
Ruling: Baited Hook uses the current might of the killed unit, including any boosts or buffs it had. Nuances: - This interaction is enabled by Last Known Information (LKI), which remembers the unit's state including buffs at the moment it was killed.
When Baited Hook kills a unit with buffs that increase its might, does it check the buffed might or the printed might to determine what unit you can play?
Ruling: Baited Hook checks the current might of the unit at the time of death, including all modifications from buffs or other effects. Sequence: - When Baited Hook kills a unit, it locks in the might value at the moment of death - All modifications (buffs, debuffs, etc.) are included in this value - You can then play a unit with might equal to one more than that modified value - The opponent can respond with reactions to shrink the might before the ability resolves Nuances: - If Sett's leader ability replaces the death, there is no "killed unit" and you cannot play any unit (the reference becomes NULL) - You cannot choose between printed might and current might - it always uses current might at time of death - Accelerate costs must still be paid when playing a unit with Baited Hook, as "ignoring its cost" only refers to the printed base cost
When Baited Hook recycles multiple cards, can you choose which order to recycle them, or is it random?
Ruling: When you recycle more than one card at once, it must be done in a random order. Nuances: - This applies to Baited Hook and any other effect that recycles multiple cards simultaneously - You cannot choose the order yourself
When Baited Hook sacrifices a unit with Deathknell and finds Karthus, in what order do effects resolve and does Karthus double the Deathknell trigger?
Ruling: The Deathknell trigger only happens once because Karthus enters the board after the Deathknell trigger has already been created. Karthus needs to be on the board when the trigger happens (not when it resolves) to double it. Sequence: - Baited Hook resolves, killing the targeted unit - The Deathknell trigger becomes pending but cannot enter the chain until Hook finishes resolving - Hook continues resolving and adds the found unit (Karthus) as a pending item - Pending items finalize in the order they became pending: first the Deathknell trigger enters the chain, then Karthus enters the chain on top of it - Karthus resolves immediately as a permanent, entering the board - Players receive priority to respond to the Deathknell trigger - The Deathknell trigger resolves Nuances: - Effects cannot be added to the chain mid-resolution of another effect - Karthus must already be on the board when the trigger happens (not just when it resolves) for his doubling effect to apply
When Baited Hook says 'ignore costs', does that include the power cost in the top left corner? If hooking into Watcher, do you still have to pay the 1 energy and power, plus the optional accelerate cost?
Ruling: When Baited Hook says "ignore costs", it refers only to the Energy and Power costs printed in the top left corner of the card - those costs are ignored. Additional costs like Accelerate (optional) or Cruel Patron's sacrifice requirement (mandatory) must still be paid if you choose to pay them or are required to pay them. Sequence: - Baited Hook allows you to play the card ignoring its top-left Energy and Power costs - Optional additional costs (like Accelerate) can be chosen to be paid or not - Required additional costs (like Cruel Patron's sacrifice) must be paid if you play the card - Baited Hook is a "may" ability, so you can choose not to play the card at all Nuances: - You are never forced to play anything off Baited Hook since it says "you may" - you can fail to find - The distinction between optional and required additional costs matters for what you must pay
When Bellows Breath targets multiple units at the same location, but some units move to a different location before resolution, what happens to the damage?
Ruling: When Bellows Breath resolves and targeted units are at different locations, you choose one location and deal damage to all targeted units at that location. Sequence: - Targets are chosen when Bellows Breath is played (all must be at the same location at targeting) - Targets cannot be rechosen after initial selection - On resolution, if targets have moved to different locations, choose one location - Deal damage only to the targeted units at the chosen location Nuances: - The "same location" requirement is a targeting restriction, not a resolution requirement - If one unit remains on battlefield and two move to base, you can either damage the one on battlefield OR the two at base - This ruling applies similarly to other cards with group location restrictions like Facebreaker and Foxfire
When Blastcone Fae is played from hidden, can its -2 might ability target units at an opponent's base, or is it restricted to the battlefield where it was hidden?
Ruling: When Blastcone Fae is played from hidden, its ability is restricted to targeting units at the battlefield where it was hidden. When played normally (paying full cost), it can target units anywhere. Nuances: - The restriction applies specifically when the card is played from hidden, not when played normally - This follows the general rule that hidden cards are limited to targeting things at their battlefield - The rules will be expanded and tightened to clarify this interaction
When Blind Fury reveals Nocturne, Horrifying from an opponent's deck, how does the interaction resolve? Can the opponent banish Nocturne with its own ability to prevent the Blind Fury player from playing it?
Ruling: When Nocturne is revealed by Blind Fury, the opponent may choose to activate Nocturne's ability to banish it and optionally play it for A power. If they do, Nocturne is no longer available for the Blind Fury player to select and play. If the opponent chooses not to activate Nocturne's ability, the Blind Fury player can select and play it for free. Sequence: - Blind Fury begins resolving and reveals Nocturne from opponent's deck - Nocturne's owner may immediately activate its ability (not a triggered effect) to banish it - If banished, owner may pay A power to play Nocturne (goes on chain as pending) - Blind Fury continues resolving with remaining revealed cards - After Blind Fury resolves, any pending units (like Nocturne) are added to chain and resolve immediately - In multiplayer, if multiple units become pending, they resolve in the order they became pending (Nocturne would be first) Nuances: - Nocturne's ability is optional ("may"), so the opponent can choose not to activate it - Nocturne's effect is not a triggered ability, so it can be activated immediately during Blind Fury's resolution without waiting - The opponent can choose to just banish Nocturne without paying to play it, denying the Blind Fury player access to it - Units being played cannot be responded to and resolve immediately
When Blind Fury reveals Nocturne, who has priority to banish and play their card first?
Ruling: The player who reveals Nocturne can choose to banish it immediately upon reveal, before the Blind Fury controller selects their card. However, Nocturne doesn't actually enter play until after Blind Fury fully resolves. Sequence: - Cards from Blind Fury are revealed. If a player reveals Nocturne, they can choose to banish it, which is added to the chain as a pending item - Blind Fury finishes resolving. The controller banishes their chosen card and adds it to the chain as a pending item - The other revealed cards are recycled - Pending items enter the chain in the order they were added as pending - Nocturne's cost is paid and it enters the chain, resolving immediately as a permanent - The Blind Fury card enters the chain, additional costs may be paid, and it resolves Nuances: - The banish decision for Nocturne happens during reveal, but the actual play happens after Blind Fury resolves - In a 1v1 situation, if the defending player reveals and plays Nocturne first, it can counter Blind Fury since Fury only works on enemies
When Blitzcrank moves an enemy unit to a battlefield with Ahri legend, and the moved unit is killed by Challenge in response to Ahri's trigger, does Ahri's ability fizzle?
Ruling: Ahri's trigger does not fizzle. It resolves but does not affect anything since its target is no longer valid. Sequence: - Blitzcrank is played and its ability to move the 5M unit goes on the chain - The ability resolves, moving the 5M unit to the battlefield and triggering combat showdown - Ahri legend's ability triggers and goes on the chain to reduce the 5M unit by 1M - In response, Challenge (as reaction speed) is played targeting both units - Challenge resolves, killing both the 5M unit and Blitzcrank - Ahri's ability still resolves, but the portions that are no longer allowed are skipped Nuances: - In Riftbound, abilities and cards don't "fizzle" - they still resolve even when targets become illegal, but portions that are no longer allowed are skipped - This distinction matters because resolving (even with no effect) still counts as playing a card for trigger purposes like Darius or Ravenbloom Student - Cards are either played or countered in Riftbound - returning to hand only happens when undoing illegal actions
When Blitzcrank moves an enemy unit to a battlefield, who is the attacker and who is the defender?
Ruling: The moved enemy unit is the attacker and you are the defender, because the unit that applies contested to the battlefield determines who is the attacker. Nuances: - This interaction is particularly advantageous when controlling Fortified Position
When Blitzcrank pulls an opponent's unit to my battlefield, who is the attacker and who is the defender?
Ruling: When Blitzcrank pulls an opponent's unit to your battlefield, the pulled unit's controller becomes the attacker and you become the defender. Sequence: - Blitzcrank enters your battlefield (which you already control) - Blitzcrank's "When you play me" trigger activates - The trigger moves an opponent's unit to your battlefield - The pulled enemy unit enters a battlefield controlled by a different player, applying contested status - The pulled unit's controller becomes the attacker; you become the defender - Combat stages and resolves Nuances: - The attacker is determined by who applied contested status to the battlefield - Since Blitzcrank was played to a battlefield you already control, it does not apply contested - The enemy unit being moved to your battlefield is what applies contested status, making its controller the attacker
When Blitzcrank yoinks an enemy unit to your battlefield, do you get defender bonuses like Shield?
Ruling: Yes, when you yoink an enemy unit to your battlefield with Blitzcrank, you get defender bonuses like Shield. Nuances: - This works the same way as Charm - You are controlling the battlefield and your opponent is now contesting it - The opponent is contesting not of their own free will, but still contesting
When Blue Ahri attacks Wielder of Water defending a battlefield, does Wielder of Water get +2 might before or after Ahri reduces it by 2?
Ruling: Wielder of Water gets +2 might before Ahri reduces it by 2. Sequence: - Wielder of Water's passive ability applies when combat begins (at combat showdown) - Blue Ahri's triggered ability resolves after - In the arithmetic layer, addition happens before subtraction
When Blue Ahri attacks a Blastcone Fae and reduces its might by 2, then Blastcone Fae is pumped by Discipline during Showdown, what is the Fae's final might? Is Ahri's -2 continuous or does it bottom out at 1?
Ruling: The Blastcone Fae will be at 3 might. Ahri's -2 might reduction is continuous and applies even after other pumps. Sequence: - Blue Ahri attacks and applies -2 might to Blastcone Fae (reducing it from 1 to effectively -1, but bottomed at minimum might) - During Showdown, Discipline pumps Blastcone Fae by +2 - Final might is 3 (the pump is added but Ahri's -2 continues to apply)
When Blue Teemo is revealed and Battlefield Reaver's Row both trigger, which triggers first and in what order do they resolve?
Ruling: If Teemo is already in play (revealed), both triggers happen at the same time and the owner of those triggers decides the order they go on the chain and therefore the order they resolve in. Sequence: (if Teemo is hidden) - Battlefield Reaver's Row triggers and goes on the chain - The player can React with Teemo from Hidden - Teemo's trigger is added to the existing chain - Teemo's trigger resolves before Reaver's Row Nuances: - If Teemo is hidden, there needs to be a priority window for him to be played, which is often the Initial Chain (where When I Attack and When I Defend triggers go at the start of Combat)
When Caitlyn has the Tank keyword, can the opponent choose whether to assign damage to her first or last?
Ruling: Yes, when Caitlyn has the Tank keyword, the opponent can choose whether to assign damage to her either first or last. Nuances: - This is the intended answer that will be reflected in future Core Rules updates - At the time of the thread, this was not yet official and there was no guarantee of how it would be ruled in tournaments before the rules update
When Caitlyn is given Tank (e.g., via Lecturing Yordle), does she get assigned as a blocker first or last, and who decides? Also, if Caitlyn is in a battle formation with a creature that has Tank, what is the blocking order?
Ruling: When Caitlyn is given Tank, the attacker decides whether to assign her as a blocker first OR last. Nuances: - The opponent (attacker) gets to choose the order - This applies when Caitlyn receives Tank from effects like Lecturing Yordle
When Carnivorous Snapvine is played and its Focus effect triggers, can the turn player play an Action spell before the trigger resolves, or can only Reaction spells be played in response?
Ruling: When a unit like Carnivorous Snapvine is played and its effect triggers, that trigger goes on the chain immediately. Only Reaction spells can be played in response to that trigger - Action spells cannot be played until the trigger resolves. The turn player has priority to play Reactions first. Sequence: - Snapvine is summoned - Snapvine's Focus trigger goes on the chain immediately - Only Reaction spells can now be played in response - Turn player has priority to play Reactions first - After all players pass, the trigger resolves Nuances: - Dealing damage to a unit before combat does not reduce the damage it deals - a unit with damage on it still deals damage equal to its full Might value - Units only heal after combat (Showdown) resolves or at end of turn, not immediately after taking damage - All units heal at these timing windows, not just units that were in Showdown
When Cemetery Attendant targets a champion unit in the trash, does the champion return to the chosen champion location on the board or to hand?
Ruling: The champion unit goes to your hand, not to the chosen champion location. Nuances: - Chosen champions are treated as normal units/cards except at the start of the game when they are in the chosen champion zone - Hallowed Tomb battlefield is the only card that would return a chosen champion to the chosen champion zone
When Charm moves an enemy unit into combat at Fortified Position, does the battlefield's 'When I defend' Shield 2 ability resolve before the opponent can play Bullet Time?
Ruling: The 'When I defend' ability from Fortified Position triggers and resolves first, giving Ahri Shield 2 before the opponent can play an action spell like Bullet Time. Ahri would be at 5 might when Bullet Time resolves. Sequence: - Charm moves Nocturne into the battlefield, initiating combat - Fortified Position's 'When I defend' triggers, granting Shield 2 to Ahri - The chain clears - Opponent can now play action spells like Bullet Time Nuances: - Actions can only be played when no spells/abilities are still pending - Only Reactions can be played in response to effects on the chain - If Bullet Time were a Reaction instead of an Action, the interaction would be different
When Charm moves an opponent's unit to a battlefield that becomes empty (due to Gust removing the controller's unit first), does the moved unit conquer the battlefield and score a point?
Ruling: When Charm resolves and moves a unit to an empty battlefield (after Gust removed the controlling unit), the moved unit conquers the battlefield and gains a point. Sequence: - Gust resolves, returning the unit to hand - The battlefield loses control and any hidden cards are lost - Charm resolves, moving the opponent's unit to the now-empty battlefield - The opponent conquers the battlefield and scores a point Nuances: - If a player re-enters a battlefield they already scored from this turn, they gain control but do not conquer again or score additional points - Conquer is a consequence of scoring, so it only happens when a point is actually awarded
When Chemtech Enforcer and Noxian Drummer move together into an enemy occupied battlefield, why does the Drummer's 'when I move' trigger resolve before the showdown, and is the Enforcer still a 2/2 (not yet having Attacker designation)?
Ruling: The movement is performed and triggers become pending. During cleanup, the showdown is marked as staged and pending triggers are put on the chain. The showdown cannot begin because the game is in a Neutral Closed state (chain is not empty). Sequence: - Units perform movement - "When I move" trigger becomes pending - Cleanup occurs: showdown is marked as staged AND pending trigger is added to the chain - Chain must resolve before showdown can begin (can't start showdown in Neutral Closed state) - Therefore Enforcer has not yet received Attacker designation when the trigger resolves Nuances: - Showdown cannot start while the chain is not empty - The game must be in a neutral open state to begin showdown
When Convergent Mutation targets Ravenbloom, does Ravenbloom copy another unit's might first and then get the +1 from Convergent Mutation?
Ruling: Yes, Ravenbloom copies another unit's might first, then receives the +1 from Convergent Mutation. Sequence: - Convergent Mutation resolves completely - Ravenbloom's ability triggers and goes onto the chain - Ravenbloom copies a unit's might - Ravenbloom gets the +1 from Convergent Mutation
When Convergent Mutation targets a creature at Trifarian Warcamp, does the creature's might equal the other unit's might, or the other unit's might plus 1?
Ruling: The creature's might equals the other unit's might (not plus 1). Convergent Mutation checks current might, not printed might. Sequence: - Trifarian Warcamp's +1 might is applied first - Convergent Mutation then adds might to the unit until it meets the might of the other unit - Both effects are in the arithmetic layer, with Mutation's addition dependent on Warcamp Nuances: - If the unit leaves Warcamp after Mutation resolves, the unit will be -1 might of the other unit (it will lose the +1 from Warcamp)
When Convergent Mutation targets a recruit to match Ravenbloom's might, does the recruit become 2 might or 3 might?
Ruling: The recruit becomes 2 might. Spells are played once they have completely resolved, so the recruit matches Ravenbloom's base might before Convergent Mutation's +1 might buff is applied. Sequence: - Convergent Mutation targets the recruit to match Ravenbloom's might (2) - The recruit becomes 2 might - Convergent Mutation fully resolves - The spell is now played, triggering Ravenbloom's ability - Ravenbloom gains +1 might, becoming 3 might Nuances: - If Ravenbloom and a 6 might unit are in play, Ravenbloom first matches the 6 might unit (becoming 6 might), then gets the +1 from Convergent Mutation (becoming 7 might)
When Convergent Mutation targets a unit to match Dr. Mundo's Might (which is 18 with 12 cards in discard), does the unit become 18 Might total, or does it gain +18 Might, and does it continue to track Mundo's Might if it changes later?
Ruling: The targeted unit's Might is increased to match Dr. Mundo's current Might at the time Convergent Mutation resolves. This is a one-time snapshot that does not continue to track Mundo's Might if it changes later. Sequence: - Check Dr. Mundo's current Might when Convergent Mutation resolves - Increase the target unit's Might by the difference needed to reach that value - The buff is static for the rest of the turn and does not update if Mundo's Might changes Nuances: - If the target unit already has Might, the increase is reduced by that amount so the unit ends up at the same total as Mundo (e.g., a 1 Might unit becomes 18 Might, gaining +17) - If you play additional cards to discard after Mutation resolves, Mundo's Might increases but the mutated unit's Might does not
When Cull the Weak is played and the opponent responds with Discipline on their unit, after Discipline resolves and they draw a card, does the opponent get priority again to play a card they just drew (like Defy) before Cull the Weak resolves?
Ruling: Yes, after Discipline resolves, the opponent (as the controller of the next item on the chain) gains priority again and can play reaction spells like Defy before Cull the Weak resolves. Sequence: - Cull the Weak is played - Opponent responds with Discipline - Both players pass priority - Discipline resolves and opponent draws a card - Opponent gains priority again (as controller of the next item on chain) - Opponent can now play the Defy they just drew - Chain continues resolving after both players pass again Nuances: - After each item resolves on the chain, both players can react again - The controller of the newest item on the chain gets priority first - Players can also hold priority to cast multiple spells in succession
When Darius loses a showdown but kills a defending unit, does he return to base exhausted or ready?
Ruling: When a unit loses showdown and is recalled to base, it returns ready (not exhausted). The unit is being 'recalled' back to base, not 'moving' back to base. Sequence: - Darius attacks with 7 Might (after stunning an allied unit with Facebreaker) - Opponent defends with 8 Might total - Darius loses showdown but kills one of the defending units - Darius is recalled to base and remains ready Nuances: - A readied unit that is recalled to base stays ready because it is not 'moving' back to base - The ready unit could potentially move to another battlefield and conquer it if unoccupied
When Dazzling Aurora (Warmother's Call) is played with no units in deck, does it fail to find and shuffle the deck, or does it cause burnout?
Ruling: Dazzling Aurora will fail to find and you shuffle your entire deck back. No burnout is triggered. Nuances: - Revealed cards are still considered in Main Deck, which is why burnout does not occur - This ruling is consistent with similar effects like Promising Future
When Dazzling Aurora hits a Mighty unit, can you exhaust Volibear with his trigger to put a rune in the exhausted unit?
Ruling: Yes, when Dazzling Aurora hits a Mighty unit, you can exhaust Volibear with his trigger to put a rune in the exhausted unit.
When Dazzling Aurora plays a card ignoring its cost, does it ignore additional costs like Accelerate? Can Deadbloom Predator be played to an occupied battlefield via Dazzling Aurora? Do 'this turn' buffs expire when Dazzling Aurora triggers at end of turn?
Ruling: Effects that ignore costs only ignore printed costs, not additional costs like Accelerate. You can still choose to pay Accelerate if you want. Deadbloom Predator can be played to an occupied battlefield via Dazzling Aurora, creating a combat showdown during the end of turn phase. Buffs that last 'this turn' remain active during Dazzling Aurora's trigger because the end of turn phase is still part of your turn. Sequence: - When you declare ending your turn, the game moves to the end of turn phase - Dazzling Aurora triggers during this phase, which is still your turn - If Deadbloom Predator is played to an occupied battlefield, a combat showdown occurs - During this phase, you can only react to chain items or use actions legal in a showdown - Your turn continues until your opponent's awakening phase begins Nuances: - Playing Miss Fortune with Accelerate at end of turn doesn't provide much benefit since your turn is effectively over - Any unit played via Dazzling Aurora must still be played to a battlefield normally
When Dazzling Aurora reveals Nocturne as the first unit, does Nocturne's alternative cost effect trigger immediately and allow Aurora to continue searching, or does Aurora's effect end after revealing Nocturne?
Ruling: Dazzling Aurora stops when it first reveals a unit. If Nocturne is the first unit revealed, Aurora's effect ends there and plays Nocturne normally. Nocturne's alternative cost effect does not trigger from being revealed. Sequence: - Dazzling Aurora begins revealing cards from deck - When Nocturne (a unit) is revealed, Aurora's effect stops - Aurora plays the revealed Nocturne - Aurora's effect is complete Nuances: - You are allowed to pay Nocturne's alternative cost instead of having Aurora play it for free, but Aurora's effect still ends after revealing the first unit regardless - If you pay the alternative cost, Aurora does not continue searching for another unit
When Dazzling Aurora reveals all cards from the Main Deck without finding a unit, what happens? Does this trigger a Burn Out?
Ruling: You do as much as you can. Since no unit was found, you recycle all the revealed cards and continue the game. This does not trigger a Burn Out because revealed cards never leave the Main Deck zone - they remain in the Main Deck even while revealed. Sequence: - Reveal cards from the top of your Main Deck until you reveal a unit or run out of cards - If no unit is found after revealing all cards, the instruction completes as much as possible - Recycle all revealed cards - Continue the game Nuances: - A Burn Out only occurs if you attempt to draw or reveal from an already empty Main Deck (0 cards before starting the action) - Revealed cards are still considered to be in the Main Deck zone, so the deck is never empty during the reveal process - This same principle applies to other reveal effects (like Teemo revealing 5 cards when only 3 remain) - Draw effects work differently - attempting to draw more cards than available will trigger a Burn Out
When Dazzling Aurora reveals multiple cards (like Whiteflame and Deadbloom), can they chain together, and does the order matter?
Ruling: The order matters. If Deadbloom is revealed first, you play it and can then use Whiteflame on it when revealed second. If Whiteflame is revealed first, it goes to the top of the chain and must resolve fully before the other Aurora resolves, so they cannot chain together. Sequence: - Reveal cards with Dazzling Aurora - Play the first revealed card (it goes to top of chain) - Resolve that card completely - Then resolve the next Aurora trigger - Combat only starts after both have resolved Nuances: - The sequence is reveal, then banish (banish happens after reveal) - When cards deal damage to each other outside of a combat showdown, damage persists until there's a showdown or the turn ends
When Dazzling Aurora triggers at the end of your turn and you pull a unit that enters Ready (like Master Yi Honed), can you play that unit to an opponent's battlefield?
Ruling: No, you cannot play the unit to an opponent's battlefield. Master Yi will enter Ready in your base or a battlefield you control, and then your turn will end. Sequence: - Dazzling Aurora triggers at the end of your turn - You pull and play the Ready unit (Master Yi Honed) - The unit enters Ready in your base or a battlefield you control - Your turn ends
When Dazzling Aurora triggers, is there a window of opportunity to use action speed spells after resolution?
Ruling: No, there is no window for action speed spells after Dazzling Aurora resolves. However, there is a window for reaction speed spells. Sequence: - Dazzling Aurora trigger can be responded to with reactions - After Aurora resolves, if the unit played has a triggered ability, you can respond to that ability with reactions - If the unit was played to an opposing battlefield with something like Deadbloom, that starts a showdown where both actions and reactions can be played Nuances: - You can use reactions in response to the Aurora trigger itself before it resolves
When Deadbloom Predator is played with Confront to an occupied battlefield, does it enter exhausted, and can it move to a base after combat ends?
Ruling: When you play Confront, the Deadbloom Predator enters ready even when played to an occupied battlefield. After combat ends, it can move to a base if it survived the combat. Sequence: - Play Deadbloom Predator with Confront to occupied battlefield - Deadbloom Predator enters ready - Combat occurs - If Deadbloom Predator survives combat, it can move to a base after combat ends Nuances: - If you win the showdown, the Predator can move (assuming it survived) - If you don't win the showdown but the Predator survives, it would be recalled anyway since it's the attacker
When Discipline is played in a chain, when do you draw the card - immediately when played or after the chain resolves?
Ruling: You draw the card when your Discipline resolves (as the chain resolves backwards), not when it is initially played onto the chain. Sequence: - All Disciplines are added to the chain first - The chain resolves backwards - Each Discipline resolves one at a time, granting +2 and drawing a card - After each Discipline resolves, there is a window to react with newly drawn cards Nuances: - You can draw a card from your Discipline resolving, then use that newly drawn card to react before the chain finishes - You cannot react to your own Discipline with the card you drew from it, but you can react after it resolves to earlier effects in the chain
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