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Riftbound Frequently Asked Questions

Search verified questions and answers.

If I charm an opponent's merchant, does their merchant trigger? What is considered a move vs not a move?
Ruling: If a unit moves, it moves and triggers "When I move" effects. Recall is not considered a move (cards specify "this is not a move" for recall). Charming an opponent's merchant causes it to move and trigger. Nuances: - "This is not a move" text is specifically for recall effects - When moving to a battlefield, "When I move" triggers must resolve before combat/showdown can begin
If I charm my opponent's Volibear Furious into my battlefield and I have a Yuumi and a Vilemaw, would the Vilemaw still get +3 might and tank from Yuumi's effect or would she die to Volibear's effect first?
To determine the outcome of this interaction, we follow the Showdown Timing Flowchart and the rules regarding triggered abilities. ### The Ruling Vilemaw will receive the +3 Might and [Tank] from Yuumi, Magical Cat before Volibear, Furious deals his attack damage. ### Sequence of Events 1. **Initiation:** Using Charm to move the opponent's Volibear, Furious to your battlefield initiates a combat showdown. 2. **Phase 1 - Initial Chain:** * **Attacker's Triggers:** As the attacker, Volibear's "When I attack" ability is added to the chain. * **Defender's Triggers:** As the defender, Yuumi's "When I defend" ability is added to the chain. * **Chain Order:** The chain is built (LIFO - Last In, First Out). Yuumi's ability is added last, placing it on top of Volibear's ability. 3. **Resolution:** * The chain resolves in reverse order. Yuumi's ability resolves first, granting Vilemaw +3 Might and [Tank]. * Next, Volibear's ability resolves, dealing 5 damage split among your units. 4. **Combat Damage Step:** * After the chain is empty and all abilities have resolved, the game proceeds to the Combat Damage Step. * Because Vilemaw has [Tank], if you are assigned combat damage, you must assign lethal damage to Vilemaw first (Rule 815.1.b). ### Key Nuances * **Triggered Ability Timing:** According to the Showdown Timing Flowchart, "When I Attack" and "When I Defend" triggers are added to the chain before any player can play reactions. Because Yuumi's ability is a triggered ability, it uses the chain and resolves before combat damage is dealt (Rule 460.2). * **Tank:** Vilemaw gains [Tank] from Yuumi's ability during the resolution of the Initial Chain. This status is active before the Combat Damage Step, ensuring Vilemaw is a valid target for damage assignment priority. * **Volibear's Damage:** Volibear's ability damage is separate from combat damage (FAQ #8859). Even if Volibear's ability damages Vilemaw, Vilemaw remains on the board unless the damage is lethal (equal to or greater than its current Might). Note: I could not fully verify this ruling against the retrieved rules.
If I charm my opponent's unit Hwei in base with a charm to move to battlefield X, but then my opponent who controls battlefield Y reacts with a hidden Tideturner in battlefield Y to swap with Hwei, what happens?
This interaction involves resolving a chain where **Charm** is moving your opponent's unit, **Hwei**, and your opponent is responding by playing a **Tideturner** from hidden to swap their positions. Here is the step-by-step resolution based on the game rules and established FAQs: ### 1. The Chain Setup * **Item 1:** You play **Charm**, targeting Hwei in the base to move to Battlefield X. * **Item 2:** Your opponent plays **Tideturner** from "Hidden" at Battlefield Y in response. Tideturner enters play at Battlefield Y, placing its "When you play me" triggered ability on the chain. The chain currently looks like this (from bottom to top): 1. **Charm** (Targets Hwei at Base) 2. **Tideturner's ability** (Targets Hwei at Base) ### 2. Resolution (LIFO - Last In, First Out) The chain resolves in reverse order: 1. **Tideturner's ability resolves:** You chose Hwei at the base as the target for Tideturner's swap ability. Tideturner moves from Battlefield Y to the base, and Hwei moves from the base to Battlefield Y. 2. **Charm resolves:** Charm's instruction is to "Move an enemy unit" (targeting the original Hwei). Because Hwei moved to Battlefield Y due to the Tideturner resolution, and Charm was targeting that specific game object, the targeting relationship is maintained (per the **Alpha Strike/Flash** FAQ precedent regarding targeting relationships being maintained as long as the object stays on the board). * **However,** Charm's instruction is to move the unit to Battlefield X. Because Hwei is now at Battlefield Y, Charm will successfully complete its instruction and move Hwei from Battlefield Y to Battlefield X. ### Summary of the Outcome * **Tideturner** ends up at the Base. * **Hwei** ends up at Battlefield X (having been moved there by the resolution of the **Charm**). *** **Important Note on Targeting:** According to **RiftJudge FAQ #11202** and **Core Rule 359.3.e.3**, a spell maintains a targeting relationship with a game object as long as that object remains on the board, even if it moves to a different location. Since Tideturner's ability is a specific exception that allows it to target units anywhere (per **FAQ 811.1.d.2** and **FAQ 6517**), the swap is legal. When the subsequent **Charm** resolves, it still "remembers" Hwei as its target and completes its move instruction, relocating Hwei from the location it was swapped into (Battlefield Y) to the destination specified by the spell (Battlefield X). *This is my interpretation based on the interaction of targeting and resolution rules. No official FAQ exists for this specific chain of events involving Charm and Tideturner.*
If I choose Irelia with a spell during a showdown, does she get plus 1 might, and does Irelia's ability stack and keep increasing her might the more I choose her each turn?
Yes, Irelia, Fervent gains +1 Might when you choose her with a spell, and her ability does stack, allowing her to gain +1 Might each time she is chosen or readied throughout the turn. ### Ruling Details * **Triggering the Bonus:** Irelia, Fervent’s ability states: *"When you choose or ready me, give me +1 Might this turn."* Choosing her as a target for a spell fulfills this condition. * **Stacking:** There is no "once-per-turn" limit on this ability. Every time you choose her with a spell or ability, or ready her, the ability triggers again, and the +1 Might bonuses stack. ### Sequence during a Showdown When you play a spell that chooses Irelia during a Showdown (or any time a chain is active), the following sequence occurs: 1. **Play the Spell:** You play a spell and choose Irelia as the target. 2. **Trigger:** Irelia’s triggered ability ("When you choose... me") is added to the chain on top of your spell. 3. **Resolution:** Because the chain resolves in **LIFO (Last-In, First-Out)** order, Irelia’s ability resolves first. She gains +1 Might. 4. **Spell Resolution:** Your spell then resolves, applying its effects to Irelia. **Important Nuance:** * **Deflect:** Remember that Irelia, Fervent has the **[Deflect]** keyword. This means that if an opponent wants to choose her with a spell or ability, they must pay an additional [A] (Rune of any domain) to do so. This cost does not apply to you when you choose your own unit. * **Targeting:** The bonus is granted because you "chose" her. If a spell or effect affects her without "choosing" or "targeting" her (e.g., an effect that says "all units on this battlefield"), her ability will not trigger. *Reference: Based on the rules for triggered abilities and the specific FAQ for Irelia, Fervent.*
If I choose Jae Medarda with my own repeated Frigid Touch do I draw 2?
Yes, you draw 2 cards. Here is the breakdown of why this interaction works this way: 1. **Jae Medarda's Ability:** Jae Medarda has the ability: *"When you choose me with a spell, draw 1."* This is a triggered ability that occurs whenever Jae is chosen as a target by a spell. 2. **Frigid Touch with Repeat:** When you play *Frigid Touch* with the *Repeat* cost, you are playing one spell that targets a unit twice. 3. **Two Triggers:** Because *Repeat* instructs you to "execute the effect of the spell one additional time," you are choosing Jae Medarda as a target for the initial effect and again as a target for the repeated effect. 4. **Resolution:** Each time you choose Jae Medarda as a target, her ability triggers. Since the ability triggers separately for each instance of being chosen, it will trigger twice. * **First Trigger:** You draw 1 card. * **Second Trigger:** You draw 1 card. According to Rule 355.14.d, each target chosen contributes to triggered abilities individually. Because your *Repeat* allows you to execute the effect a second time, you are choosing your target twice, satisfying Jae's condition for each draw.
If I choose a target and my opponent reacts by moving that target from the battlefield to base, can I change my target?
Ruling: You cannot change your target if your opponent reacts and moves the original target from the battlefield to base. Nuances: - Once a target is chosen, it is locked in even if the target becomes invalid due to opponent reactions
If I choose my Irelia Fervent with Challenge, does she gain 1 before the damage is done? Also, if they Counterspell it, does she get 1 still for being chosen?
Yes, Irelia, Fervent will gain the +1 Might bonus before combat damage is dealt, and she will still receive that bonus even if the spell targeting her is countered. Here is the breakdown of how these interactions work based on the rules and FAQs for **Irelia, Fervent**: ### 1. Does she gain +1 Might before damage is done? **Yes.** When you play a spell that chooses Irelia, her triggered ability ("When you choose... me") is placed on the chain on top of the spell. Because the chain resolves in **LIFO (Last-In, First-Out)** order, her triggered ability resolves first, granting her +1 Might before the spell itself resolves. Since this happens during the Main Phase (or while a chain is active), this bonus is applied well before the Combat Damage Step occurs. ### 2. If the spell is countered, does she still get the +1 Might? **Yes.** According to **RiftJudge FAQ #9108** and **#9163**: * Irelia's ability triggers the moment she is chosen during the spell's finalization process. * Once the trigger is placed on the chain, it exists independently of the spell that caused it. * If your opponent counters the spell, the spell is removed from the chain and does nothing, but Irelia's triggered ability remains on the chain and will resolve normally, granting her the +1 Might. ### Sequence of Events 1. **Play:** You play a spell and choose Irelia, Fervent as the target. 2. **Trigger:** Irelia’s ability ("When you choose... me") triggers and is placed on the chain on top of your spell. 3. **Counter (Optional):** The opponent plays a counter effect targeting your spell. 4. **Resolution:** * The chain resolves in LIFO order. * Irelia’s triggered ability resolves first: **She gains +1 Might.** * The counter effect resolves: The original spell is countered and sent to the trash. 5. **Result:** Irelia keeps the +1 Might bonus for the turn, even though the spell that targeted her was countered.
If I choose my Irelia fervent starting with 4 might with a spell and then use Irelia's legend ability to ready her, does she get +1 from Irelia's legend choosing her?
No, she does not get the +1 Might bonus for being "chosen" by the Legend ability, but she does get the +1 Might bonus for being "readied." According to the rules and FAQs for these cards: * **The Legend ability does not "choose" the unit:** The Legend ability (Blade Dancer) readies a unit, but it does not count as "choosing" or "targeting" that unit. Therefore, it does not trigger the +1 Might bonus from Irelia, Fervent's ability that triggers when she is chosen. * **She still gets the bonus for being "readied":** Irelia, Fervent's ability states: *"When you choose or ready me, give me +1 Might this turn."* Because the Legend ability successfully readies her, she triggers the "ready" portion of her ability and gains +1 Might. In summary: You do not get the bonus for "choosing," but you do get the bonus for "readying," resulting in a total of +1 Might from the Legend ability's effect.
If I choose not to use a Legend or Chosen Champion for Prerift Event, do I draw an extra 1 or 2 on my first turn?
If you do not use both a Champion Legend and a Chosen Champion in your deck, you draw **one additional card** at the start of the game. According to **RiftJudge FAQ #2684**, the rule for extra card draws at the start of the game works as follows: * **You have both a Champion Legend and a Chosen Champion:** No extra card is drawn. * **You are missing one or both (Champion only, Legend only, or neither):** You draw one additional card. Having neither a Champion Legend nor a Chosen Champion does not grant you two extra cards; you receive only the single extra draw provided by this rule.
If I choose to put Reaver's Row's "may" triggered ability on the chain targeting Irelia Fervent, can I decline to move her back to base when the ability resolves but still get the +1 might choose trigger?
No. Under the Unleashed rules update, if you decide to put a "may" triggered ability on the chain, you can no longer decline its effects when the ability resolves. If you choose to put Reaver's Row's ability on the chain targeting Irelia Fervent, you must move her back to base when it resolves. The "may" only gives you the option of whether to put the ability on the chain at all — once it's on the chain, the effect is mandatory. Note: Reaver's Row is banned in Standard Constructed as of March 31, 2026, but this ruling applies to similar "may" triggered battlefields like Amateur Recital, Star Spring, and Valley of Idols.
If I choose to trigger Valley of Idols, is its cost paid on finalization or on resolution?
On finalization.
If I conquer 2 battlefields on my turn, then my opponent charms my unit to conquer a 3rd battlefield on their turn, do I win the game?
Ruling: You cannot win this way. To win by conquering all 3 battlefields, you must score all of them during the same turn. Since you passed your turn, it is no longer the same turn where you scored the other 2 battlefields. Nuances: - You CAN win on an opponent's turn, but only if a single unit moves to all 3 battlefields and wins all 3 showdowns in one turn (such as being charmed multiple times in sequence) - Special card mechanisms like Yasuo/Trynd may also allow winning outside your turn - When your unit conquers a battlefield on an opponent's turn (but doesn't win the game), you still draw a card
If I conquer Sunken Temple with a 4 might unit that has Assault 1 for 5 total might during combat, can I draw from Sunken Temple?
No, you cannot draw a card with Sunken Temple in this scenario. According to the official rulings for Sunken Temple: * **Assault bonus is lost before the conquer:** The Attacker and Defender designations are removed during the combat cleanup phase, which happens *before* you conquer the battlefield (Rule 444.1.a.3). * **Mighty status is lost:** Because the Assault bonus is tied to the Attacker designation, the unit loses that bonus during cleanup. If the unit's Might drops below 5 as a result, it is no longer considered "Mighty" at the moment the conquer occurs. * **Trigger condition:** Sunken Temple's ability checks for a Mighty unit at the exact moment you conquer. Since the unit has already lost its Assault bonus and is no longer Mighty, the ability does not trigger.
If I conquer Targon's Peak with Ivern and change the battlefield to a brush at the end of my turn will I still ready 2 runes for the conquer?
Yes, you will still ready up to 2 runes. According to **RiftJudge FAQ #9525**, triggered abilities are independent of their source once they have triggered and been placed on the chain. **Why this works:** 1. **Triggering:** When you conquer Targon's Peak, the ability "When you conquer here..." triggers. At that moment, the condition is met and the delayed effect is created. 2. **Independence:** Once the ability has triggered and successfully created a delayed effect, it no longer requires the source (Targon's Peak) to remain in play. Even if you replace the battlefield with a Brush token using **Green Father**, the delayed effect remains active. 3. **Resolution:** The delayed effect is scheduled to occur at the end of the turn regardless of whether the original battlefield was replaced. As long as you successfully conquered the battlefield during your turn, you will ready the runes at the end of the turn.
If I conquer Zaun Warrens while having 0 cards in hand and a Rocket in my trash, can I draw from Warrens and then discard the card I drew to get Rocket back?
Ruling: Yes, you can draw from Zaun Warrens and then discard that card to return Rocket from trash. Sequence: - Order the triggers with Rocket above Zaun Warrens on the stack - Zaun Warrens resolves first: you can't discard (empty hand), then you draw 1 card - Rocket trigger resolves: you can now discard the card you just drew to return Rocket to hand
If I conquer Zaun Warrens with no cards in hand, do I still draw one from the trigger even if I cannot discard?
Ruling: Yes, you still draw a card from the Zaun Warrens trigger even if you have no cards in hand to discard. Nuances: - The inability to discard does not prevent the draw from occurring
If I conquer a battlefield and gain a point, my opponent takes control of it during my turn, and then I re-conquer it on the same turn, do I score another point?
Ruling: No, you do not gain another point. You can only score each battlefield once per turn, even if you lose and regain control of it during the same turn.
If I conquer a battlefield on my turn, my opponent conquers it on their turn, then I reconquer it on the same turn (opponent's turn) by killing their unit with Ride the Wind, do I get a conquer point?
Ruling: Yes, you get a conquer point and the card draw. You can only score 1 point per battlefield per turn, so if you already scored at that battlefield during your own turn, you cannot score there again until the next turn cycle. Nuances: - If this would be the final point of the game, you cannot score it unless you have scored at every battlefield "this" turn. In that case, you would draw 1 extra card instead of getting the final point. - Other cards may override the one-point-per-battlefield-per-turn rule if they explicitly say otherwise.
If I conquer a battlefield with Draven Audacious, go to 7, then charm an enemy unit to the battlefield to win a combat, do I go to 8 off his combat point?
Yes, you can reach 8 points this way. According to **Rule 448.1.a.1**, points earned from sources that are not "Conquer" or "Hold" actions are not subject to the final point restrictions (which require you to have scored on all battlefields that turn). Because **Draven, Audacious**'s ability is a triggered ability that grants a point upon winning a combat, it is not beholden to those restrictions and can be used to reach your 8th point. As noted in the FAQ regarding **Draven, Audacious**: * "Draven, Audacious can get you to 8 points to win the game." * "Draven can trigger his ability without dealing damage (e.g., if opponent's units are removed via spells during Showdown)." * "Winning a combat" triggers (including Draven Audacious's ability) occur during the combat special cleanup, which happens before Conqueror scoring occurs.
If I conquer a battlefield with Zilean, Time Mage, can I copy him with my Deceiver legend? Will I make infinite Zileans?
Yes, you can copy Zilean, but you will not make an infinite number. The Deceiver reflexive trigger effect for turning the tokens into copies of Zilean takes place after they are already resolved. Let’s walk through this step by step. Remember, we are first going to add to the chain and then we will work in reverse order to resolve these things. 1. You trigger Deceiver when you score the battlefield, discarding a card and exhausting her as the cost to finalize the trigger. 2. When the effect resolves, you play a 0 [M] Reflection token to the chain. 3. Zilean’s replacement effect sees you playing a token and it replaces that event with you playing the token and a copy of that token. Now there are two 0 [M] Reflection tokens waiting on the chain. 4. The Deceiver trigger puts the reflexive trigger on the chain that copies a unit (chosen on finalization) and gives the tokens Temporary. Remember, you finalize all of these items in the order that they were added to the chain, starting with the two tokens that are placed on the chain in the order of their controller’s choosing. So now we work through the above ordering in reverse: 1. As soon as either token is finalized, it resolves immediately. 2. Both tokens enter ready when they resolve this way, because the copy that is generated by Zilean’s replacement effect inherits any modifications (rule 375). 3. Next you finalize the reflexive trigger, choosing a unit to copy. You target Zilean. 4. When it resolves, it will cause the two Reflection tokens to become a copy of Zilean, as well as granting them Temporary—both Reflections receive this modification for the same reason that they are both ready, because of rule 375. By this point, even if the two tokens become copies of Zilean, there is no subsequent play game action involving tokens to apply their replacement effects to, so they will not be able to cause any further tokens to be produced. Rule 375.: If an event that a Replacement Effect applies to would be modified by a Game Effect, or the results of that event would be modified by a Game Action, the Replacement Effect will inherit those modifications.
If I conquer a battlefield with no enemy units present, is it considered as winning a combat?
No, conquering a battlefield with no enemy units present is not considered winning a combat. According to **Rule 438**, a Combat only occurs when a battlefield has units controlled by two opposing players. If there are no enemy units present, a combat cannot be initiated or resolved. Instead, when you move units to an empty battlefield (or one where you are the only player with units), you are performing a **Showdown** (or simply establishing control if no showdown is required). Here is the breakdown based on the rules: * **Conquering:** According to **Rule 446.1**, "Conquer" is defined as gaining control of a battlefield you did not yet score this turn. This can happen through combat resolution, but it also happens when you move units to an empty battlefield (**Rule 8350 FAQ**). * **Combat:** According to **Rule 430.1** and **Rule 437**, combat is a specific state that requires opposing units to be present. If you move to an empty battlefield, you are not in combat, so you cannot "win" a combat. In summary: You successfully **Conquer** the battlefield, but because no combat took place, you did not win a combat.
If I conquer a battlefield, then kill my own unit there, then move another unit to the now-empty battlefield in the same turn, do I score again?
Ruling: No, you do not score again. A player may only score once per battlefield per turn, regardless of the method (Conquer or Hold). Nuances: - Even though the battlefield becomes empty and you gain control of it again, the restriction is based on whether you already scored from that battlefield this turn - This applies to both Conquer and Hold scoring methods
If I conquer a battlefield, then retreat that unit and play it again with accelerate to conquer the other battlefield, does it count as a win or does the first conquer disappear?
Ruling: You only need to score both battlefields to win the final point; it doesn't matter what happens to the units afterwards. If you were within 2 points of the winning score at the start of the turn, conquering both battlefields wins the game even if the unit moves or leaves after the first conquest. Sequence: - Conquer the first battlefield - The conquest counts even if the unit subsequently leaves - Conquer the second battlefield (via retreat and replay with accelerate, or other movement) - Win the game if you were at 6 or 7 points when the turn began Nuances: - A common example is Vi + Ride the Wind combo where Vi conquers one battlefield, then uses ganking to move to the second battlefield while ready, winning the game
If I conquer an open battlefield, is my opponent able to respond by moving awake units from base?
Ruling: No, only the turn player can issue standard movement by exhausting units. The opponent cannot move awake units from base to contest a conquest through standard movement. Sequence: - When you move into an open battlefield, a showdown begins - You gain focus to activate actions or reactions and start a chain - If you don't, your opponent can do the same, even without units on that battlefield - Once both players pass, the showdown ends - If you still have units on the battlefield, you conquer it (gain a victory point and trigger on conquer effects) Nuances: - The opponent can move units onto the battlefield using an action or reaction that moves a unit (such as Zenith Blade) - If units are moved this way, the current showdown is paused and a new combat showdown begins - If the opponent wins that combat, they will conquer the battlefield - After the combat showdown resolves, the original showdown continues
If I conquer and move out of Targon's Peak, can I ready 2 runes still?
Yes, you can still ready 2 runes. According to the established rules for triggered abilities and specifically **RiftJudge FAQ #9525**, triggered abilities are independent of their source once they have triggered and been placed on the chain. **Why this works:** 1. **Triggering:** When you conquer the battlefield, the ability ("When you conquer here...") triggers. At that moment, the condition is met and the effect is placed on the chain. 2. **Independence:** Once the ability has triggered and created its delayed effect, it no longer requires the source (Targon's Peak) to remain in play or for you to still be in control of it. 3. **Resolution:** The delayed effect is scheduled to occur at the end of the turn regardless of whether you have since moved your units out or lost control of that battlefield. As long as you successfully conquered the battlefield at some point during your turn, the delayed trigger will activate at the end of your turn, allowing you to choose up to 2 runes to ready.
If I conquer as a Rek'sai player the battlefield The Candlelit Sanctum, what effect will be first on the chain? Or can I choose if I want to trigger the battlefield's effect or my champion Rek'sai conquer effect first?
Because you control both the battlefield's effect and the ability triggered by your conquer, you get to choose the order. According to Rule 383.3.d and clarified in RiftJudge FAQ #7191: * When multiple triggered abilities you control are triggered simultaneously (such as a unit’s "When I conquer" effect and a battlefield’s "When you conquer" effect), you as the controller choose the order in which they are placed on the chain. * Once you place them on the chain, opponents can then add reactions to that chain before the triggers resolve. * The triggers will resolve in reverse order (Last In, First Out). **How to sequence this:** 1. **Conquer:** The showdown concludes, and you conquer The Candlelit Sanctum. 2. **Declare Order:** Since both effects trigger simultaneously, you declare the order. If you say "Chain 1: Rek'Sai's effect, Chain 2: Candlelit Sanctum's effect," then Sanctum resolves first. 3. **Resolve:** The items on the chain resolve one by one according to your chosen order. *Note: While you mentioned "Rek'Sai's conquer effect," please verify the exact text on your version of Rek'Sai. The version of Rek'Sai retrieved (Rek'Sai, Breacher) does not have a "When I conquer" ability. If you are using a different version or a legend ability associated with Rek'Sai, the same logic above applies: if you control both triggers, you order them.*
If I conquer on Sigil of the Storm Battlefield, can I use a seal to cycle the rune to complete the Battlefield requirement?
No, you cannot use a Seal to pay for the recycle cost required by the *Sigil of the Storm* battlefield. According to the FAQ for *Sigil of the Storm*: * **"Seal of Rage cannot be used to pay for Sigil of the Storm's recycle cost. Seals can only pay for Power costs, while Sigil of the Storm specifically requires you to recycle a rune."** While recycling a rune normally generates Power, the battlefield's ability specifically mandates the action of "recycling a rune." Because this is a specific requirement rather than a general "pay Power" cost, you must actually recycle a rune card from your rune deck or board. You cannot substitute this action with a Seal or any other method of generating Power.
If I conquer one battlefield and move to another to win, but my opponent uses Ride the Wind during my showdown to move to the battlefield I just conquered, do they win before I do?
Ruling: No, your opponent does not win before you. When you move to a battlefield and start a showdown, if your opponent uses Ride the Wind to move to another battlefield during that showdown, their showdown is "staged" and cannot begin until your current showdown ends. Since you win the game when your showdown resolves (assuming you win it), their staged showdown never gets to resolve. Sequence: - You move to a battlefield, starting a showdown - Opponent uses Ride the Wind during your showdown to move to another battlefield - Your showdown is already in progress; opponent's showdown is staged - Your showdown resolves first - If you win and score the final point, you win the game - Opponent's staged showdown never begins because the game has ended Nuances: - To win by conquering, a player must score on all battlefields "this turn" - scoring one battlefield on your turn and another on your opponent's turn does not trigger the win condition - A showdown cannot begin while another showdown is already in progress; the new showdown becomes "staged" - When multiple showdowns are staged simultaneously (not when one is already in progress), the turn player chooses which staged showdown to resolve first - An example of multiple staged showdowns would be in a 3-4 player game where multiple players use Ride the Wind to different battlefields at the same time
If I conquer one battlefield but an opponent controls the other while I am at 7 points, do I get to draw a card?
To answer your question: **Yes, you draw a card.** According to **Rule 448.1.b.2**: > "If the player has Scored through a Conquer and has not Scored every Battlefield this turn, that player draws a card." ### Explanation: * **The Condition:** To earn your final point (the 8th point) through a **Conquer** action, you must have scored **every** battlefield in play during that same turn. * **The Scenario:** Since you are at 7 points and only conquer one battlefield while your opponent controls the other, you have not scored both battlefields this turn. * **The Result:** Because you failed to meet the requirement to score all battlefields, the game replaces the point gain with a card draw. **Important Note:** This rule applies specifically to the **Conquer** action. If you had instead scored that final point by **Holding** a battlefield at the start of your turn, you would have won the game immediately, as holding does not have the "score all battlefields" restriction.
If I conquer with Last Rites, can I hide a unit directly from the trash?
No, you cannot hide a unit directly from your trash. According to **RiftJudge FAQ #9774**, "hiding" is a specific game action (Rule 421) that requires the card to be in your hand or your Champion Zone (Rule 421.2.a). The effect of *Last Rites* only grants permission to **play** a unit from your trash, which is a distinct game action from hiding. Because your trash is a non-board zone, it does not satisfy the requirements to perform the "Hide" action.
If I conquer with Lucian and I play a card after, but then I remember I forgot to ready Lucian after conquering, can I still ready him?
No, you cannot ready Lucian after you have already played another card. According to **RiftJudge FAQ #8229**, Lucian's ready ability is a triggered ability that occurs when he conquers. Because it is a triggered ability, it must be placed on the chain at the moment the conquer occurs. If you missed the trigger or failed to resolve it when it was on the chain, you cannot go back and "retroactively" resolve it after performing subsequent actions (like playing another card). Once the chain has resolved and you have moved on to playing another card, the window to resolve that specific trigger has closed. **Key points:** * **Trigger Timing:** Triggered abilities must be addressed when their condition is met. * **Chain Resolution:** Once you play another card, you have effectively passed priority and allowed the previous chain (where the conquer trigger existed) to empty and resolve. * **No "Save for Later":** As noted in the FAQ, you must use the ability when it triggers; you cannot save it for a later time in the turn.
If I conquer with a Rengar pouncing and Rumble hot headed, will Rengar's might be 5 or 3 when I recycle Rengar to use Rumble's ability?
When you conquer with *Rengar, Pouncing* and *Rumble, Hotheaded*, *Rengar’s* Might will be **5** when you recycle him for *Rumble’s* ability. ### Reasoning According to the **RiftJudge FAQ (ID 8712)**, when you recycle a unit as a cost for an ability like *Rumble, Hotheaded*, the ability "looks back" at the unit's characteristics immediately before it left the board. 1. **Combat Cleanup:** As established in **RiftJudge FAQ (ID 9610)** and **FAQ (ID 6972)**, during the combat cleanup that occurs at the end of a showdown, units at the battlefield gain the "Attacker" designation. 2. **Assault Activation:** Once *Rengar* has the "Attacker" designation, his **Assault 2** keyword activates, increasing his Might from 3 to 5. 3. **Cost "Look Back":** Because the recycle action for *Rumble’s* ability happens as a cost while the unit still has its board-state characteristics, the ability uses the Might value *Rengar* had on the board at that moment (5), not his base Might (3). *** *Note: This interpretation is based on the "look back" rule for costs established in RiftJudge FAQ #8712, applied to the timing of combat cleanup and the Attacker designation for Rengar.*
If I conquer with a creature with Last Rites equipped, can I play the creature from trash directly on the battlefield I just conquered? Also, how much does Rhasa cost when played from trash with 7 cards in the graveyard?
Ruling: Yes, you can play a unit from your trash directly to the battlefield you just conquered using Last Rites. When you have 7 cards in your trash and play Rhasa the Sunderer from trash, it costs 3 Energy and 1 Chaos Power. Sequence: - You establish control of the battlefield (conquer) - Last Rites triggers and goes on the chain - Upon resolution, you choose a unit in your trash and pay its costs - The unit is removed from trash and placed on the chain first - You make necessary choices - You determine the total cost (Rhasa's base cost is 10 Energy and 1 Chaos Power) - You apply discounts (Rhasa is no longer in the trash at this point, so only the 7 remaining cards count: 10 - 7 = 3 Energy) - You pay the card's cost (3 Energy + 1 Chaos Power) - Since you control the battlefield you just conquered, it is a valid destination for that unit Nuances: - Last Rites allows you to play a unit even during your opponent's turn, ignoring normal timing restrictions - Cost reduction effects only apply to Energy unless specified otherwise; Power costs must still be paid in full - When playing a card from trash, it is removed from that zone BEFORE its cost reduction is calculated, so Rhasa does NOT discount itself - If you used Recycle 2 to equip Last Rites earlier that turn, those 2 cards would be on the bottom of your deck and would not count toward Rhasa's discount
If I conquered a battlefield on my turn, then my opponent sent my unit back to base on their turn and moved onto the battlefield, and I played Ride the Wind to win the combat on their turn, do I score for conquering the battlefield?
Ruling: Yes, you score for conquering the battlefield. You gain control when the battlefield goes from uncontrolled to under your control, regardless of whether you controlled it earlier in the game. Sequence: - You controlled the battlefield (from your previous turn) - Battlefield became uncontrolled (when your unit was sent back to base) - Battlefield became contested (when opponent moved onto it) - Combat showdown occurred - You won and gained control (triggering the conquest score) Nuances: - The key is that you did not score for holding at the beginning of the opponent's turn, and you did not have control at the start of the showdown - the battlefield transitioned from uncontrolled to your control, which triggers scoring.
If I conquered a battlefield on my turn, then my unit leaves and returns to that battlefield during my opponent's turn, does this count as a new conquest instance?
Ruling: Yes, this counts as a new conquest instance and you score a point. Sequence: - When your last unit leaves an uncontested battlefield, you lose control of that battlefield - When your unit returns to the now-open battlefield during your opponent's turn, you conquer it again - You score a point because you did not already score on that battlefield this turn (it's your opponent's turn) Nuances: - The key factors are: (1) you did not score on that battlefield this turn, and (2) you lost control when your last unit left the uncontested battlefield
If I conquered a battlefield on turn 2, scored it and moved my unit back on turn 3, and my opponent didn't conquer it on their turn 3, do I conquer and score it again when I move a unit there on my turn 4?
Ruling: Yes, you would conquer and score the battlefield again on turn 4. Nuances: - When turn 4 starts, the battlefield is uncontrolled (not yours), even though you previously controlled it - You can only score each battlefield once per turn - You can only conquer if you score
If I conquered a battlefield then moved the only unit out of it, can I play a new unit back into it from hand?
Ruling: No, you cannot play a new unit into a battlefield if you have no units there. You need to have a unit at the battlefield and be in control of it to play additional units there. Nuances: - Even if you previously conquered the battlefield, moving your last unit out means you can no longer play units there from hand
If I conquered before attaching Last Rites to a unit, can I use the effect of Last Rites if I attach it to a unit after the conquer?
No, you cannot use the effect of *Last Rites* if you attach it to a unit *after* you have already conquered the battlefield. According to **RiftJudge FAQ #9015** and **RiftJudge FAQ #9486**, the source of the ability (the unit equipped with *Last Rites*) must be present on the battlefield at the moment the conquer event occurs for the ability to trigger. ### Reasoning: 1. **Trigger Condition:** The ability on *Last Rites* is a triggered ability that activates "When I conquer or hold." 2. **Timing of Trigger:** The trigger condition is met at the specific moment you establish control of a battlefield (the conquer event). 3. **Requirement for Presence:** For a triggered ability to be placed on the chain, the source of that ability must be on the battlefield to "see" the event occur. If *Last Rites* is not attached to a unit on that battlefield at the exact moment you conquer it, the ability does not trigger. 4. **No Retroactive Triggering:** Attaching the gear *after* the conquer event has already concluded does not retroactively trigger the ability, as the condition for the trigger (the act of conquering) has already passed. In summary, because you had already conquered the battlefield before attaching the gear, the "When I conquer" condition was not met while the gear was present, so the ability will not trigger.
If I conquered both battlefields on my turn and I'm on 7 points after conquering both, can I ride the wind on opponent's turn to win after to get both battlefields?
No, you cannot win the game by using *Ride the Wind* to conquer a battlefield on your opponent's turn if you are at 7 points. According to **Rule 466.1.b.2** and **FAQ #198/9058**, to reach the 8th point via a "Conquer" action, you must have scored on **every battlefield** in the same turn. Because you are performing this action on your opponent's turn, you cannot satisfy the requirement of scoring on all battlefields within the same turn cycle. Here is the breakdown of why this does not result in a win: 1. **The "Final Point" Restriction:** When you are at 7 points, the final point (the 8th point) has strict requirements. If you are attempting to earn it through a "Conquer" action, you must have scored on all battlefields during that turn. 2. **Turn-Based Scoring:** Even if you successfully conquer a battlefield using *Ride the Wind* on your opponent's turn, you will simply draw a card (the standard reward for a conquer that does not result in a point) rather than gaining the 8th point. 3. **Scoring Limit:** You can only score on a battlefield once per turn (Rule 465). While *Ride the Wind* allows you to potentially score on an opponent's turn, it does not bypass the requirement that all battlefields must be scored within the same turn to trigger the victory condition for the 8th point. In summary, while *Ride the Wind* allows you to move and potentially conquer a battlefield on an opponent's turn, it cannot be used to bypass the requirement to score all battlefields in a single turn to reach the 8th point. You will draw a card for the successful conquer, but you will remain at 7 points.
If I control BF1 with one of my units and conquer BF2 with Rumble Hotheaded, can I recycle my unit at BF1 and play a unit from my trash onto BF1 still using Rumble Hotheaded's conquer effect?
Yes, you can do this. Because the conquer ability of **Rumble, Hotheaded** is a triggered ability that goes on the chain after you successfully conquer a battlefield, you can use the period after it triggers to take actions if you have priority, or simply resolve the chain item as intended. According to the rules regarding battlefield control (Rule 187.4.c and related clarifications in the *Unleashed* update), **you do not lose control of a battlefield if you are in the process of resolving a chain item.** Here is the sequence: 1. **Conquer:** You conquer BF2 with Rumble, Hotheaded. This trigger is placed on the chain. 2. **Chain State:** The game is now in a "closed" state because there is an item on the chain. Per Rule 187.4.c, you cannot lose control of a battlefield while there is an item on the chain. 3. **Resolution:** When the Rumble, Hotheaded trigger resolves, you may recycle a friendly unit (such as the one at BF1) to play a Mech from your trash. 4. **Finalization:** As the Mech is played to BF1, it enters the board. Since you maintained control of BF1 throughout the resolution of the chain (because the item was on the chain), BF1 remains under your control, and you successfully replace the unit at BF1 with the new Mech from your trash. **Key Rule References:** * **187.4.c:** Control of battlefields cannot be lost while there are items on the chain. * **Ability Timing:** Triggered abilities (like Rumble’s conquer effect) are placed on the chain as pending items after the trigger condition is met (Rule 383.4.c.2.a). * **Recycle:** Per FAQ #3053, you can recycle any friendly unit from the board (your base or a battlefield) as the cost for Rumble’s ability.
If I control Candlelit Sanctum, move off of it, and move a different unit onto it, do I get its effect?
Ruling: No, you do not get Candlelit Sanctum's effect when moving a different unit onto it after moving off, because it is not a conquer. Nuances: - The effect only triggers on conquest, not when simply moving a unit to a location you already control
If I control Reaver's Row with only a Traveling Merchant, and my opponent attacks, can I use Reaver's Row to move Merchant to Base (discarding Flame Chompers), then play Chompers to Reaver's Row while still in combat?
Ruling: Yes, you can play Flame Chompers to Reaver's Row. During combat, the battlefield remains Contested and control cannot change until combat ends, even if only one player has units there temporarily. Sequence: - Opponent attacks into Reaver's Row - Use Reaver's Row ability to move Traveling Merchant to Base, discarding Flame Chompers - Play Flame Chompers to Reaver's Row (battlefield is still Contested during combat) Nuances: - Control of the battlefield cannot change during combat, so even though only units of a single player remain temporarily, the battlefield stays Contested until combat resolves
If I control Vex, Cheerless in combat and my opponent is at 6 points, can I play Find Your Center for free?
Ruling: Yes. Both Vex, Cheerless's discount and Find Your Center's conditional discount apply to the total cost of the spell, not to a specific component. You may apply them in any order you choose. Sequence: - Start with Find Your Center's base cost of [3] Energy - Apply Vex, Cheerless's discount: reduce by [1] Energy to [2] Energy - Apply Find Your Center's discount (opponent within 3 points of Victory Score): reduce by [2] Energy to [0] Energy Nuances: - When multiple discounts apply to the total cost (rather than to specific components), you may order them as you like to minimize the final cost. - This only works when Vex is YOUR card; if Vex belonged to your opponent, it would increase the cost instead of decreasing it.
If I control Volibear (Imposing) at Battlefield A and use Charm to move my opponent's Stalwart Poro to Battlefield B, will I draw a card?
Ruling: Yes, you will draw a card. Under current rulings, "When an opponent moves to a battlefield" is treated as "Whenever one or more enemy units move to a battlefield." Since the enemy unit moved to a battlefield other than the one Volibear occupies, his Imposing ability triggers and you draw one card. Sequence: - You cast Charm targeting the opponent's unit - The enemy unit moves to Battlefield B (different from Volibear's Battlefield A) - Volibear's Imposing ability triggers - You draw 1 card Nuances: - You only draw one card per move action, regardless of how many units are moved simultaneously - The ability only triggers when enemy units move to a battlefield OTHER than the one Volibear currently occupies - It doesn't matter who performs the move action (you or your opponent); what matters is that an enemy unit moved
If I control Yasuo, Windrider with a hidden Tideturner at Reaver's Row, and an opponent declares an attacker, can I move Yasuo to Base and react with Tideturner to return him to Reaver's Row before losing control of the battlefield?
Ruling: You can move Yasuo to Base and use Tideturner to return him to Reaver's Row during the combat showdown. You don't lose control of the battlefield until the end of combat after the combat showdown, so you have the whole showdown to play Tideturner and bring Yasuo back to the battlefield. Sequence: - Opponent declares an attacker - Move Yasuo to Base - During the combat showdown, activate Tideturner to return Yasuo to Reaver's Row - You retain control of the battlefield throughout this sequence
If I control a Battlefield and have Glass Mixologist and Xin Zhao at the same Battlefield die by combat, can I revive that same Xin Zhao to that same Battlefield?
Yes, you can revive that same Xin Zhao to that same battlefield. According to **RiftJudge FAQ #9620** and **FAQ #8739**, when your **Glasc Mixologist** dies during combat, its *Deathknell* ability triggers and is placed on the chain as a pending item during the cleanup process. Because the game pauses to resolve this chain before finalizing the combat result and control checks, you are permitted to play a unit from your trash to that battlefield. ### Sequence of Events 1. **Combat Damage Step:** Both **Glasc Mixologist** and **Xin Zhao** take lethal damage and die. 2. **Deathknell Trigger:** **Glasc Mixologist**'s *Deathknell* triggers and is placed on the chain. 3. **Resolution:** The chain resolves. You resolve the *Deathknell* effect, which allows you to play a unit with cost no more than [3] and no more than [A] from your trash. 4. **Unit Entry:** You choose **Xin Zhao** (Energy cost 3) from your trash and play it to the battlefield where it just died. 5. **Combat Cleanup:** The game proceeds to finish the combat cleanup. Because you now have a unit present at the battlefield, the battlefield will not become uncontrolled, and the "no result" or control determination will factor in your newly revived Xin Zhao. *Note: This is based on the mechanics of Deathknell and battlefield control as established in the provided RiftJudge FAQs (specifically #9620 and #8739).*
If I control a Battlefield on my opponent's turn and then he conquers the Battlefield but then later in that same turn I ride the wind and re-conquer that same Battlefield, do I get a point?
Yes, you get a point. According to **FAQ #9424** and **FAQ #2364**, you can use *Ride the Wind* to move a unit to a battlefield, conquer it, and score a point, even if you already scored at that battlefield during your own turn. Scoring is tracked per-turn for each player, and the "once per battlefield per turn" restriction resets with each new turn. ### Requirements for this to work: 1. **You must lose control first:** As established in **FAQ #1067** and **FAQ #9424**, you cannot score if you maintain control of the battlefield throughout the entire showdown. You must have completely lost control of the battlefield to your opponent before you can re-conquer it. 2. **The "Conquer" requirement:** To score via *Ride the Wind* on your opponent's turn, you must successfully establish control of a battlefield that you did not control at the start of that specific combat/showdown. ### Sequence: 1. **Opponent's Turn:** Your opponent moves a unit into your battlefield, triggering a showdown. 2. **Loss of Control:** You lose the showdown, and your opponent establishes control of the battlefield. 3. **Your Opportunity:** Once that showdown concludes (both players pass focus in a row without starting a new chain), the state becomes open. 4. **Ride the Wind:** You play *Ride the Wind* to move your unit into that battlefield, triggering a new showdown. 5. **Resolution:** If you win this new showdown, you establish control of the battlefield. Because the battlefield transitioned from your opponent's control to yours, you **conquer** it. 6. **Scoring:** Since you have not yet scored at that battlefield during this specific turn (the opponent's turn), you successfully score a point. ### Important Nuance: If this would be the final point of the game (the 8th point), you cannot score it unless you have already scored at **every** battlefield "this" turn. If you have not scored at all battlefields, you would draw an extra card instead of gaining the final point (**FAQ #7467**).
If I control a Battlefield with a sprite from last turn that will die during the Awaken-Beginning step, can I react by playing Shen to that Battlefield before the sprite dies, and do I score points without triggering a showdown?
Ruling: Yes, you can react to the temporary trigger (sprite dying) by playing Shen to the Battlefield. Because Shen resolves before the temporary trigger (last in, first out), you score points with Shen without triggering a showdown. Sequence: - Awaken-Beginning step starts, sprite's temporary trigger goes on the chain - You can react by playing Shen to the Battlefield - Shen resolves first (last in, first out), you score points - Sprite dies after Shen resolves - No showdown occurs because you already controlled the Battlefield when Shen was played Nuances: - This works the same as playing a unit to a battlefield you already control normally - You get both the score point and the hold point from Shen
If I control a Traveling Merchant on a battlefield alongside a hidden Fight or Flight! and Flame Chompers in hand, can I summon Chompers to that battlefield when Merchant moves away (triggering its discard ability which triggers Chompers' play ability) in different gamestates: A) open gamestate during my turn, B) closed gamestate during showdown with Fight or Flight as CL1, C) closed gamestate during showdown with Fight or Flight as CL2?
Ruling: You cannot play Flame Chompers to the battlefield in any of these scenarios. When the Traveling Merchant moves away from the battlefield, you immediately lose control of that battlefield since you no longer have any units there. Sequence: - Traveling Merchant moves from the battlefield - You lose control of the battlefield (no units remaining) - Merchant's "When I move" ability triggers, causing you to discard - Flame Chompers' ability triggers when discarded - You cannot play Chompers to that battlefield because you no longer control it Nuances: - Control of a battlefield is lost immediately when a player has 0 units on it, regardless of contested status or whether a chain link is in the middle of combat that is not yet resolved - This applies in all gamestates (open or closed)
If I control a battlefield and move my units off it then back onto it during my turn, do I score it again?
Ruling: Battlefields can only be scored once per turn. If you already scored a hold point this turn, moving units off and back on does not grant another point. Nuances: - If you began the turn with control of the battlefield without having scored it yet (e.g., you gained control on an opponent's turn), then moving units off and back onto it during your turn will allow you to score it.
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