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Riftbound Frequently Asked Questions

Search verified questions and answers.

If I control a battlefield and play Commander Ledros, can I choose to play him into my controlled battlefield while also choosing to kill my friendly unit in that battlefield to pay his additional cost?
Ruling: No, you cannot play Ledros into your own battlefield if doing so would require sacrificing the only unit there as an additional cost. Ledros can never enter the chain with those specifications because it would create an illegal game state. Sequence: - When attempting to play Ledros, you must declare targets and pay costs - If you sacrifice your only unit in the battlefield as an additional cost, the battlefield would no longer be controlled by you - Since Ledros requires targeting a battlefield you control, this creates an illegal state - Therefore, Ledros cannot be played with these specifications Nuances: - You would need another unit in the battlefield (that isn't killed by Ledros) for this play to be legal - The "as you play me" timing on Ledros doesn't change this ruling
If I control a battlefield at the start of my opponent's turn, they move in and remove my unit, and I move a new unit into that battlefield during the same showdown with Ride the Wind and win, do I score?
Ruling: No, you do not score. If you maintain control of the battlefield throughout the showdown (even if your unit is removed and replaced during that same showdown), you will not score when you win. Nuances: - If you completely lose the battlefield and the showdown ends, then later move a unit back in and win a new showdown, you would score - This applies to any method of playing a unit during an ongoing showdown (reactions, Ride the Wind, etc.) - You must lose control of the battlefield completely between showdowns to be eligible to score again
If I control a battlefield on my turn but then move all my units off of it, do I retain control until end of turn and can I still play units there?
Ruling: No, you lose control of the battlefield immediately after moving your units off of it during the cleanup step, and you cannot play units there without control. Sequence: - Step 1: You move your units off the battlefield - Step 2: During cleanup (step 4), you lose control of the battlefield - Step 3: You can no longer play units to that battlefield without control
If I control a battlefield with a hidden card and return my units to base, does the hidden card go away since no showdown was started?
Ruling: Yes, the hidden card will go away when you return your units to base because you no longer control the battlefield. Nuances: - You cannot activate the hidden card in reaction to moving your unit to base - You can activate the hidden card before you move your units (during your action phase if it's your turn) - Reaction spells don't need to be played in reaction to something - you can play them to start a chain - Most hidden cards only target the specific battlefield, so there are limited situations where you'd use them outside of a showdown
If I control a battlefield, move my units out, then move a unit back in, does that count as a new conquer?
Ruling: No, it does not count as a new conquer. Conquer only occurs when a player gains control of a battlefield they did not yet score this turn. Nuances: - Once you have scored a battlefield in a turn, moving units out and back in does not trigger another conquer for that same battlefield in the same turn.
If I control a single unit at a battlefield and play Cruel Patron, can I kill the unit at that battlefield and still let the Patron enter at that battlefield?
Ruling: No. You cannot play Cruel Patron to a battlefield if killing the unit as part of the cost would leave no units there, as this creates an illegal game state. Sequence: - You declare where you want to play the unit before paying costs - Paying Cruel Patron's cost (killing the unit) results in an illegal state if that was the only unit at the target battlefield - Cruel Patron must be played to base if the unit being killed is alone at the battlefield Nuances: - If you use an effect that replaces the unit's death (like Setts' recall ability), the cost still counts as paid and the play is legal
If I control both battlefields and my opponent attacks one, can I play 'Here to Help' to play Blitzcrank at my other battlefield, and would his ability resolve during the contested showdown to create a second showdown?
Ruling: Blitzcrank's trigger goes on the chain during the ongoing showdown. Once it resolves and moves the unit, it stages a second showdown that waits until the first showdown finishes before proceeding. Sequence: - Opponent attacks one battlefield, starting a showdown - Play 'Here to Help' and Blitzcrank at the other battlefield - Blitzcrank's trigger is placed on the chain as a reaction - Blitzcrank's trigger resolves, moving the targeted unit - The moved unit stages a second showdown - The second showdown waits for the first showdown to complete before proceeding Nuances: - If you move an attacking unit like Yasuo with Blitzcrank, the unit gets a second attack trigger at the new battlefield - The first attack trigger can resolve without the unit present, but won't deal damage since the unit is no longer 'here' - Referents are evaluated on resolution, so effects check where units are when they resolve, not when they trigger - If you hook Anivia in response to her trigger, she would deal damage to units at the battlefield Blitzcrank was played to once the move resolves and her trigger resolves
If I control both battlefields with a unit at each, and my opponent attacks battlefield A, can I use Arcane Shift during the showdown to banish my unit from battlefield B and play it to battlefield A?
Ruling: Yes, you can use Arcane Shift to banish your friendly unit from battlefield B and play it directly to battlefield A, as long as you control battlefield A and can target an enemy unit at a battlefield for the damage portion of the spell. Sequence: - Play Arcane Shift during the showdown at battlefield A - Banish your friendly unit from battlefield B - Play the banished unit to battlefield A (which you control) - Deal 3 damage to an enemy unit at a battlefield Nuances: - Arcane Shift has no location requirement for where the friendly unit must be when targeted or where it can be played to - You can play units to any battlefield you control - The damage requirement targets an enemy unit at a battlefield, but this is separate from the friendly unit's location
If I control multiple copies of Zilean, Time Mage and play a token unit, does each Zilean trigger to create additional tokens?
Ruling: Yes. Multiple Zilean units result in a linear increase in tokens created, with each Zilean adding one additional token. If you control two Zileans and play one token, you will create three tokens total (the original plus one from each Zilean). Sequence: - You play a token unit, triggering all Zilean replacement effects - You choose the order to apply the replacement effects (Rule 372) - The first Zilean replaces the event, changing it from "play 1 token" to "play 2 tokens" - The second Zilean can still apply to this replaced event, changing it to "play 3 tokens" - Each Zilean applies exactly once to the event chain Nuances: - Rule 370.2 prevents each individual Zilean from applying multiple times to the same event chain, but does not prevent different Zilean units from each applying once - The key phrase in Rule 370.2 is "or to any Game Actions or events that replace that event" - this allows subsequent Zileans to modify the already-replaced event
If I control two copies of Allay, Eager Admirer at the same battlefield, do my other units there have Deflect 2?
Ruling: Yes. Each Allay, Eager Admirer grants Deflect (which defaults to Deflect 1) to your other units at that battlefield. Since Deflect values from multiple sources are summed, your other units will have Deflect 2. Nuances: - Each Allay will also have Deflect 2 themselves (their own printed Deflect 1 plus Deflect 1 granted by the other Allay). - When a Deflect value is omitted from the keyword, it defaults to 1.
If I copy a unit with Leblanc legend, does it keep the plus might it had from previous buffs?
No, the copy created by LeBlanc's legend does not keep any +Might from previous buffs. When you use LeBlanc’s legend ability to create a copy, that new unit enters as a base version of the target. According to **RiftJudge FAQ #10455** and the **Patch Notes (2026-03-30)**, copy effects only inherit a unit's "copyable traits," which are its printed characteristics (like base Might and Rules Text). Buffs are considered "appended or granted" modifications, not part of a unit's printed or copyable traits. Therefore, they are not transferred to the copy.
If I counter a spell with Defy, do they still get +1 at Abandoned Hall?
No, you do not receive the +1 Might from **Abandoned Hall** if the spell you played is countered. According to **Rule 425.1.b**, a spell that is countered is not considered to have been "played." Because the ability on **Abandoned Hall** requires a spell to have successfully completed its resolution process to be counted as "played," a countered spell fails to meet the trigger condition. ### The sequence of events: 1. **Initial State:** You play a spell. This spell enters the chain as a "Pending Chain Item." 2. **Reaction:** Your opponent plays **Defy** targeting your spell. 3. **Chain Resolution:** The **Defy** resolves first (LIFO - Last-In, First-Out). It counters your original spell, which is then cleared from the chain and removed from the game process. 4. **Trigger Failure:** Because your original spell was countered, it never finished the resolution process. Consequently, it is not considered "played" by the game rules, and the triggered ability on **Abandoned Hall** never enters the chain. This interaction is consistent across multiple **RiftJudge FAQs** (including #10646, #10825, and #10782), which confirm that countering a spell negates the ability to trigger "when you play a spell" effects.
If I counter my opponent's Smoke Screen with Defy, does Smoke Screen count as being played for the purposes of Darius Trifarian's ability that cares about cards played per turn?
Ruling: No, Smoke Screen does not count as being played. Cards that are countered (negated) do not resolve, and if they do not resolve, they are not counted as played. Sequence: - Opponent plays Smoke Screen - You counter it with Defy - Smoke Screen is negated and does not resolve - Smoke Screen is not counted as played for Darius Trifarian's ability
If I counterstrike on Stellacorn, at the end of combat if we tie, is it a "move" for me to return to base when the attacker goes back?
No, it is not considered a "move." According to **Rule 450** and established RiftJudge FAQs (specifically **FAQ #9617** and **FAQ #10124**), returning to base after failing to conquer a battlefield—regardless of whether that return is caused by combat results or tied combat—is defined as a **Recall**. A **Recall** is explicitly distinct from a **Move** in *Riftbound*. Because **Stellacorn Herder’s** ability ("When I move, draw 1") specifically triggers only upon a **Move** action, it will not trigger when your unit returns to base via a recall after the combat ends. ### Summary of Combat and Timing: 1. **Counter Strike:** When you played *Counter Strike*, it resolved (preventing damage and drawing you a card). This effect persists for the turn. 2. **Combat Resolution:** After combat damage and the combat cleanup steps, if both players have units remaining or neither player has units remaining (a "No Result"), a recall occurs to clear the battlefield of attackers if defenders remain (Rule 461.1.a.2). 3. **The Trigger:** Because this return to base is a **Recall** (Rule 450) and not a **Move** (Rule 144), the "When I move" condition of *Stellacorn Herder* is not met.
If I create a token of Ekko Recurrent with Leblanc, does the Dethknell trigger if the token dies?
Yes, the **Deathknell** ability on a **Reflection** token that has become a copy of **Ekko, Recurrent** will trigger upon the token's death, though it will ultimately fail to resolve its effect. ### The Breakdown 1. **Ability Inheritance:** When a **Reflection** token becomes a copy of another unit, it gains the copyable traits of that unit, including its Rules Text. This is established by the definition of copy effects (Patch Notes 2026-03-30), which states that copyable traits include printed rules text. Therefore, the token gains **Ekko, Recurrent's** **Deathknell** ability. 2. **Triggering:** According to **Rule 808.1**, **Deathknell** triggers when a permanent is killed and sent to the trash. As a valid game object and unit (Rule 182.1), the **Reflection** token can trigger **Deathknell** when it is killed. 3. **Resolution Failure:** While the ability triggers and enters the chain (Rule 808.1.d.2), it will fail to resolve. **Ekko, Recurrent’s** **Deathknell** effect requires you to "Recycle me" as a cost to ready your runes. According to **Rule 183.1**, tokens cease to exist immediately upon entering the trash. Because the token no longer exists in the trash, it cannot be recycled. Consequently, the mandatory cost cannot be paid, and the effect fails (RiftJudge FAQ #9947). ### Why the confusion occurred previously To clarify the rules: * **Ability Inheritance:** Tokens gain the abilities of the copied unit because those abilities are part of the copied unit's "copyable traits" (printed rules text). This is distinct from **Rule 375**, which governs how replacement effects inherit *modifications* (like "exhausted" or "temporary" status) rather than granting a token the target's base rules text. * **Triggering vs. Resolving:** The **Deathknell** trigger is placed on the chain as a pending item at the moment of death (Rule 808.1.d.2), so the ability *does* successfully enter the chain. However, the resolution of that ability is subject to the game state at the time of resolution, and the inability to pay the mandatory "recycle me" cost causes it to fail.
If I damage a unit before casting Imperial Decree, does it still die, or do I have to deal damage after casting Imperial Decree?
Ruling: Imperial Decree only kills units that take damage after it resolves. Units that were damaged before you cast Imperial Decree will not be killed by it, even if they are still damaged. Sequence: - Cast Imperial Decree - Imperial Decree resolves and creates a triggered ability for the remainder of the turn - When any unit takes damage while this effect is active, the trigger fires and kills that unit Nuances: - "Takes damage" refers to the event of receiving damage, not the state of being damaged - Imperial Decree does not look back in time to kill units that were previously damaged - Reducing a unit's Might (such as with counters) is not the same as dealing damage and will not trigger Imperial Decree
If I damage a unit with a spell, then initiate a showdown on a different battlefield, does that heal the damage on the previously damaged unit?
Ruling: Damage is only healed after combat (during Combat Cleanup) and at the end of a player's turn. Initiating a showdown on a different battlefield will heal all damage after that combat resolves, including damage on units not involved in the showdown. Sequence: - Cast spell and mark 2 damage on a unit at battlefield A - Move units to battlefield B and initiate combat/showdown - After combat at battlefield B resolves, all damage is healed from all units (including the damaged unit at battlefield A) - If battlefield B has no other units, there is no combat and no healing occurs, so damage only heals at end of turn Nuances: - Showdowns themselves don't heal; only combat cleanup heals - If there is no combat (no opposing units), damage is not healed until end of turn - A unit that was damaged before combat still uses its full might value during combat, but requires less additional damage to be killed
If I deal 3 damage to a 6 might unit at a battlefield, then move a 4 might unit there, does my unit take 3 damage or the full 6 damage?
Ruling: Damage does not reduce might. Your unit would take the full 6 damage because damage only marks a unit with the amount dealt - it doesn't reduce the unit's might value. Nuances: - Effects that reduce might would reduce the damage dealt in combat - A unit dies when damage marked on it equals or exceeds its might - All damage heals after combat showdown - The cleanup phase must complete as a whole before any pending triggers (like Deathknell) can be put on the chain, meaning damage clears before death-triggered abilities resolve
If I deal 3 damage using Wages of Pain to a 5 might unit and start a showdown bringing in my 3 might unit to that battlefield, do both units die from combat?
To determine the outcome of this scenario, we must look at how damage, Might, and the combat sequence interact. ### The Short Answer **No, both units will not necessarily die.** Combat in *Riftbound* does not simply "kill" units based on being in the same battlefield; it resolves through a specific **Combat Damage Step** where units compare their current Might to the damage assigned to them. --- ### Step-by-Step Breakdown #### 1. The Setup (Before Combat) * You play *Wages of Pain*, dealing 3 damage to an enemy unit with 5 Might. * **Result:** That enemy unit is currently on the board with **3 damage marked** on it. Because 3 is less than its 5 Might, it is still alive and remains at the battlefield. #### 2. Starting the Showdown * You move your 3-Might unit to that battlefield. Since there are now units from opposing players at the same location, a **Combat Showdown** begins (Rule 447.1). #### 3. Combat Damage Step (Rule 460) When the combat resolves, the game calculates damage based on the units' **current Might** and **total damage marked**: 1. **Might Summation:** * Your total attacking Might: **3** * Enemy total defending Might: **5** 2. **Damage Assignment (Rule 460.2.c):** * **Attacker (You):** You assign your 3 Might as damage to the enemy. Added to the 3 damage already marked on it, the enemy unit now has **6 total damage** marked. Since 6 exceeds its 5 Might, the enemy unit is killed (Rule 143.2.a). * **Defender (Opponent):** They assign their 5 Might as damage to your unit. Your unit has 3 Might and now has **5 damage marked** on it. Since 5 exceeds its 3 Might, your unit is also killed. ### Conclusion In this specific scenario, **both units die**, but only because the total damage assigned during the combat step (plus any previously marked damage) equals or exceeds their respective Might values. **Key Tactical Takeaway:** * Damage is **not** wiped between the spell and the combat. * If your unit had higher Might (e.g., 6 Might), it would have survived the combat, while the enemy unit would still have died. * Conversely, if the enemy unit had higher Might (e.g., 7 Might), your unit would die, but the enemy unit would survive with 6 total marked damage (which is less than its 7 Might).
If I deathgrip my unit which has guardian angel attached, can I still give the might to another unit? Or won't this work because it has been saved by guardian angel?
No, you cannot give the Might bonus to another unit if you save the first unit using **Guardian Angel**. This is because the Might bonus provided by **Deathgrip** is contingent on the successful completion of the "Kill a friendly unit" instruction. Because **Guardian Angel** is a replacement effect (Rule 366), it replaces the "die" event with a "heal, exhaust, and recall" event. ### Sequence of Events 1. **Play Deathgrip:** You target a friendly unit to be killed and another friendly unit to receive the Might bonus. 2. **Resolution:** As **Deathgrip** resolves, it attempts to kill the target unit. 3. **Replacement:** **Guardian Angel** triggers as a replacement effect, replacing the death event with a recall to your base. 4. **Condition Check:** Because the unit was not actually killed (the death was prevented), the "If you do" condition for the Might bonus is not met. 5. **Finalization:** The Might bonus is not applied. However, you still draw 1 card, as the card draw is not contingent on the kill. This interaction is consistent with the established rules for replacement effects preventing the specific condition required for a subsequent effect to trigger or resolve.
If I defend a battlefield with Kayn, Flash him to base during opponent's attack, then Ride the Wind him back to the same battlefield, does the opponent's attacker get recalled and do I score a conquest point?
Ruling: The opponent's attacking unit gets recalled because both players still have units at the battlefield during combat cleanup. However, you do not score a conquest point because you maintained control of the battlefield throughout (never lost control during the contested state, so you cannot gain control at end of combat). Sequence: - Opponent attacks your controlled battlefield with their unit - You Flash Kayn to base, then Ride the Wind him back - Combat resolves with both units present - Opponent's attacker is recalled during cleanup - You do not score because conquering requires gaining control at end of combat, which requires not having control when contested was applied Nuances: - You can score a conquest on opponent's turn by gaining control of a battlefield you didn't control when it became contested - If you Flash a unit from a different battlefield and Ride the Wind it into an ongoing combat as a defender, you can score a conquest point (and possibly hold point) because you're gaining control of a battlefield you didn't previously control
If I defend alone with Fiora Fearless with Yi Legend, what might does she have?
When defending alone with *Fiora, Peerless* while your *Wuju Bladesman, Starter* legend is active, *Fiora* will have **10 Might**. The calculation follows the game's layering and ability types: ### Sequence of Events 1. **Passive Application:** *Master Yi's* bonus (*Wuju Bladesman, Starter*) is a passive ability. As soon as *Fiora* is designated as the lone defender, her base might of 3 receives the +2 bonus, resulting in **5 Might**. 2. **Triggered Ability:** *Fiora's* "When I defend" ability is a triggered ability that goes onto the chain. 3. **Resolution:** When the trigger resolves, it doubles her current Might. Since her current Might is 5 (due to the passive bonus already being applied), it doubles to **10**. This interpretation is consistent with **RiftJudge FAQ #10960**, which details this exact interaction.
If I defend with Draven, Audacious and stun an enemy attacking unit with more might and let it resolve, do I win a combat and score a point?
Yes, if you defend with **Draven, Audacious**, stun the attacking unit so that your units survive the combat, and no other enemy units remain on the battlefield, you win the combat and trigger his ability to score 1 point. As clarified by your card text and supported by **RiftJudge FAQ #9006**, even if the attacking unit is stunned (rendering it unable to contribute might to combat damage), it remains on the battlefield during damage resolution. If your units survive, the attacking unit is recalled during the combat cleanup phase, leaving only your units behind and resulting in a combat win. ### Sequence of Events: 1. **Combat Damage Step:** The stunned attacking unit deals no damage (Rule 423.1.b). Your defending units remain present. 2. **Combat Cleanup (Rule 461.1):** * **Heal:** All units on the battlefield are healed. * **Recall:** Because your units are still present, the attacking unit is recalled to its owner's base (Rule 461.1.a.2). 3. **Determine Combat Result:** Since only your units remain, you are the winner of the combat (Rule 461.3.a). 4. **Draven's Ability:** Because Draven, Audacious remains on the battlefield with his **Defender** designation when combat concludes, his ability triggers: *"When I win a combat, you score 1 point."* ### Important Considerations: * **Presence is Required:** According to **RiftJudge FAQ #835**, Draven must be present at the battlefield and hold his **Defender** designation at the moment combat concludes for his ability to trigger. If a spell were to remove him from the battlefield *before* the combat cleanup concludes, he would lose his designation, and the ability would not trigger. * **Scoring Limits:** Because this point is granted by a triggered ability (not a Conquer action), it is not subject to the "Final Point" restrictions that require you to have scored every other battlefield that turn (Rule 466.1.a.1 and FAQ #9136). Note: I could not fully verify the "first time" limitation mentioned in the original text, as the cited ability text does not contain that restriction.
If I defend with Ezreal dashing, can I use his ability damage and also use his action to move him to base, killing a unit and retreating?
Yes, you can both deal damage with **Ezreal, Dashing**'s triggered ability and use his activated ability to move him to your base during the same combat. Because the triggered ability and the activated ability occur at different times in the combat sequence, they do not conflict. ### The Sequence 1. **Combat Begins:** Ezreal, Dashing is designated as a Defender. 2. **Triggered Ability:** Ezreal's "When I defend" ability triggers and is placed on the initial chain. 3. **Resolution:** The initial chain resolves. Ezreal deals 3 damage (his Might) to the targeted enemy unit. 4. **Open State:** Once the initial chain (containing the "When I defend" trigger) has fully resolved, the game state becomes **OPEN**. 5. **Activated Ability:** Because you now have focus in an open state, you may activate Ezreal's ability to move him to your base. This ability is placed on a new chain. Once this chain resolves, Ezreal is moved to your base. ### Summary You successfully deal the damage from his triggered ability first, and then you are free to use his activated ability to move him to your base. Since the damage has already been dealt and resolved, moving him to the base afterward does not negate the damage he dealt. Note: I could not fully verify this ruling against the retrieved rules.
If I defend with a unit and stun the attacking unit so it deals no damage and gets recalled during Combat Cleanup, do I win the combat?
Ruling: No. Under the updated rules (Rules FAQ Clarification 2026-04-29), if an attacking unit is recalled during the Combat Cleanup phase, the combat result is "No Result" regardless of which units remain on the battlefield. This means "win a combat" abilities will not trigger. Sequence: - Combat Damage Resolution: The stunned attacker deals no damage; defending units survive. - Combat Cleanup: All units heal. Because defenders are still present, attacking units are recalled to their controller's base (Rule 461.1.a.2). - Determine Combat Result: Because units were recalled during Combat Cleanup, the result is "No Result" (Rule 461.3.d). Nuances: - This applies even if only your defending units remain at the end—the recall during cleanup forces "No Result." - Abilities like Draven Legend's "When you win a combat, draw 1" or Draven, Audacious's "When I win a combat, you score 1 point" will not trigger.
If I defy a Star Crossed that is played from Fizz, does the Star Crossed still get recycled?
Yes, if you use **Defy** to counter a *Star-Crossed* played via **Fizz, Trickster**'s triggered ability, the *Star-Crossed* will still be recycled. According to **RiftJudge FAQ #10413** and **#10401**, this is because *Fizz, Trickster*'s ability creates a replacement effect that specifically monitors the spell's movement from the chain. ### Why it is recycled: 1. **Replacement Effect:** When you play a spell using *Fizz, Trickster*'s "When you play me" ability, it grants that spell the instruction "Recycle that spell after you play it." 2. **Override:** This instruction creates a **replacement effect** that applies whenever the spell would leave the chain for *any* reason—including finishing resolution, being banished, or being countered. 3. **Countering:** When *Defy* counters the spell, the normal rule (Rule 425.1.a) would be to send the spell to the trash. However, the replacement effect from *Fizz* overrides this, replacing the "send to trash" event with a "recycle" event. Therefore, the spell is moved to the bottom of your deck instead of your trash.
If I defy a spell, does Raven Bloom Student still get +1?
No, Ravenbloom Student will not gain +1 might if the spell you played is countered by **Defy**. According to Riftbound rules and official FAQs: * **Sequence of Events:** 1. You play a spell (it enters the chain). 2. An opponent plays **Defy** in reaction to your spell. 3. **Defy** resolves, countering your spell. 4. Because the spell was countered, it fails to resolve. 5. A card is only considered "played" for the purposes of triggered abilities like Ravenbloom Student's when it successfully resolves (Rule 412.1.b). Since your spell never resolved, the condition "When you play a spell" is not met, and Ravenbloom Student's ability does not trigger. This is confirmed by FAQ #8945, #6815, and #2377.
If I draw a card from a spell resolving on the chain (Stupefy), can I use that newly drawn card (Defy) to counter a spell that's still on the chain (Discipline) before it resolves?
Ruling: Yes, you can cast the Defy you drew from Stupefy resolving to counter the Discipline before it resolves. After each card on the chain resolves, both players get priority again to play reactions to the remaining cards on the chain before the next card resolves. Sequence: - Opponent attacks with Clockwork Keeper and casts Discipline, passes priority - You cast Stupefy in response, pass priority - Opponent passes, so Stupefy resolves: Clockwork gets -1 might, you draw a card - Discipline is now next to resolve, opponent has priority first (because they added it to the chain) and passes - You now have priority and can cast the Defy you just drew to counter Discipline - Each card only resolves when both players pass without taking an action Nuances: - Shield on Stalwart Poro is a passive ability, not a trigger - The attacker always gets priority first when a new combat showdown starts - When a card resolves from the chain, the player who originally added that card to the chain gets priority first before the next card resolves
If I enter a battlefield, and pass focus to my opponent, he plays Discipline, can I play Punch first after? Before the Showdown resolves?
Yes, you can play **Punch First** after your opponent's **Discipline** resolves, provided the showdown has not yet closed. The sequence of events is as follows: 1. **Initial State:** You enter a battlefield, starting a showdown. You have Focus and Priority. 2. **Your Pass:** You pass Focus and Priority to your opponent. 3. **Opponent's Action:** Your opponent plays **Discipline** as a [Reaction]. This creates a chain. 4. **Resolution:** Both players pass priority, and **Discipline** resolves. 5. **Focus Shift:** According to **Rule 343**, when the last item on the chain resolves during a showdown, Focus passes and the next player gains both Focus and Priority. Since the chain is now empty, Focus and Priority return to you. 6. **Your Action:** Because the state is now "Open" (the chain is empty), you may play **Punch First** as an [Action] spell. ### Important Nuances: * **Action Timing:** [Action] spells like **Punch First** can only be played when the state is "Open" (i.e., when there is no chain). You cannot play it while **Discipline** is still on the chain. * **Showdown Closure:** The showdown only ends when both players pass Focus consecutively while the state is Open (**Rule 344.3.a**). Since you are playing an [Action] spell, you are starting a new chain, which keeps the showdown open. * **Reaction Timing:** If you had a [Reaction] spell, you could have played it in response to **Discipline** while it was still on the chain. However, because **Punch First** is an [Action] spell, you must wait for the chain to empty and for Focus to return to you. This interpretation is based on **Rule 343** (Focus passing after chain resolution) and **Rule 344** (Action spells starting a chain in an Open state). Note: I could not fully verify this ruling against the retrieved rules, as the card type for 'Punch First' was not provided in the context.
If I equip Blade of the Ruined King to one of my units, do I kill another unit as part of starting a chain? Can the chain be reacted to and, for example, my opponent play Star Crossed to bounce the unit I want to kill to hand? Or if they bounce the unit I am equipping it to, does it stop the chain and/or stop me from killing my own unit?
To address your questions regarding **Blade of the Ruined King**, here is the breakdown of how the mechanics and timing work: ### 1. Does killing a unit for the Equip cost start a chain? **Yes.** Activating the [Equip] ability of **Blade of the Ruined King** starts a chain. According to the rules, activated abilities are placed on the chain as a pending item before they are resolved. Because the ability is now on the chain, it creates a window for players to play [Reaction] cards. ### 2. Can my opponent play *Star-Crossed* in response? **Yes.** Once you activate the [Equip] ability and place it on the chain, your opponent receives priority and can play a [Reaction] spell like *Star-Crossed*. * **Sequence:** 1. You activate the [Equip] ability. You pay the [C] cost and kill the target unit as the cost, then the ability is placed on the chain. 2. Your opponent plays *Star-Crossed* in response to your activation. 3. Because of **Last-In, First-Out (LIFO)** resolution (Rule 340.1), *Star-Crossed* resolves first. 4. *Star-Crossed* returns your targeted unit (the one you intended to equip) to your hand. ### 3. What happens if the unit I am equipping is bounced? If your unit is bounced to your hand by *Star-Crossed* before your [Equip] ability resolves, the following occurs: * **Ability Whiff (Mistargeting):** Your [Equip] ability remains on the chain targeting the now-absent unit. When the game attempts to resolve the [Equip] ability, it checks the legality of the target. Because the unit is no longer on the board, it is an illegal target. Consequently, the ability will fail to execute its instructions (Rule 359.3.e.7). * **Cost Payment:** The [C] energy and the sacrificed unit were already committed during the activation process; they are not refunded or returned. ### 4. What if they bounce the unit I intended to kill? Because the unit is killed as a cost during the activation process (before the ability is placed on the chain and before the opponent receives priority), it is impossible for an opponent to bounce that unit in response to the activation of the [Equip] ability. *** **Summary:** You cannot force the kill if the unit is no longer there, but because costs are paid upon activation, the sacrificed unit is removed from the board before your opponent can respond to the [Equip] ability. Note: I could not fully verify this ruling against the retrieved rules.
If I equip Brutalizer and then re-equip it using Jax's legend ability, do I get +2 or +4 might?
You do not get +4 Might. When you re-equip *Brutalizer* using Jax's legend ability, your unit will have a total of +3 Might from the *Brutalizer* (its base +1 Might and its conditional +2 Might). According to **RiftJudge FAQ #8566**: 1. **Detachment:** When *Brutalizer* detaches from your unit to be re-equipped, the unit immediately loses all bonuses provided by that equipment, including the conditional +2 Might. The unit returns to its base Might. 2. **Re-attachment:** When *Brutalizer* re-attaches, it provides its base +1 Might and its conditional +2 Might again (because it was attached to the unit this turn). The bonuses do not stack or persist; they are removed upon detachment and reapplied upon re-attachment. As stated in Rule 136.3.a, "The Might Bonus is applied while Attached and stops applying as soon as the card with the Might Bonus is no longer Attached."
If I equip Brutalizer to a 2 might unit by recycling a rune and then activate Jax legend ability to re-equip it, what might is my unit?
Ruling: Your unit will have 5 Might total. When Brutalizer detaches during the re-equip, the unit loses all bonuses from it and returns to base Might, then gains the bonuses again when it re-attaches. Sequence: - Initial state: Unit has 2 Might (base) - Equip Brutalizer: Unit gains +1 Might (base bonus) and +2 Might (conditional effect), totaling 5 Might - Activate Jax to re-equip: Brutalizer detaches, unit immediately loses all bonuses and returns to 2 Might (base) - Brutalizer re-attaches: Unit gains +1 Might and +2 Might again, totaling 5 Might Nuances: - When a card detaches, its Effect Text becomes inactive and the top-most card ceases to have that Effect Text appended to its Rules Text - Brutalizer's "this turn" bonus does not persist when it detaches; all bonuses are removed immediately upon detachment - Brutalizer only ever provides either +1 Might or +3 Might to the unit it is attached to, never stacking effects
If I equip Guardian Angel to Irelia does she get +1 Might from her effect?
Yes, equipping Guardian Angel to Irelia, Fervent triggers her ability and gives her +1 Might. According to **RiftJudge FAQ #9143**, attaching gear to Irelia, Fervent is considered "choosing" or "targeting" her, which satisfies the condition of her ability: *"When you choose or ready me, give me +1 Might this turn."*
If I equip Svellsongur to Ahri, Alluring (using Jax to make it Quick-Draw) before my opponent ends their turn, do I score 3 points total when I hold the battlefield (1 for holding, 1 for Ahri's original ability, and 1 for the copied ability from Svellsongur)?
Ruling: Yes, you score 3 points total. When Svellsongur is attached to Ahri, Alluring, it copies Ahri's text and grants her a second instance of her triggered ability. When you hold the battlefield, you score 1 point for the hold action itself, then 1 point from Ahri's original "When I hold, you score 1 point" ability, and 1 point from the second instance of that ability granted by Svellsongur. Nuances: - Gear while attached is treated as part of the top card for game purposes, so Svellsongur's copied text creates a second, independent triggered ability on Ahri. - Both triggered abilities trigger separately and resolve independently when the hold condition is met. - Using Jax to give Equipment Quick-Draw allows you to equip Svellsongur at reaction speed during your opponent's turn, ensuring it's attached when your Beginning Phase arrives.
If I exhaust Sun Disc first then play Royal Guard, does the Sand Soldier enter ready?
No, the **Sand Soldier** will not enter ready. Instead, the **Royal Guard** itself will enter ready. Here is the breakdown of why this happens based on the rules and official rulings: 1. **Sun Disc's Effect:** When you exhaust **Sun Disc**, it creates a delayed passive effect: *"The next unit you play this turn enters ready."* 2. **The "Next Unit":** When you play **Royal Guard**, it is the very next unit to enter the chain. Because it is the "next unit played," the Sun Disc effect applies to it immediately, causing the Royal Guard to enter the battlefield ready. 3. **The Sand Soldier Timing:** The Sand Soldier is played as a result of Royal Guard's "When you play me" triggered ability. By the time this ability triggers and attempts to play the Sand Soldier, the Sun Disc's "next unit" effect has already been consumed by the Royal Guard. 4. **No Window to React:** According to the official FAQ, Sun Disc does not have **Reaction** speed. You cannot exhaust it in the middle of a sequence (like between playing the Royal Guard and its triggered effect resolving) to target the token instead. **Important Note on Legion:** For this to work at all, you must have already played another card earlier in the turn to activate Sun Disc's **Legion** requirement. If you exhaust Sun Disc as your very first action of the turn, the effect will resolve with no result (unless Sun Disc itself was played that same turn, in which case it counts as the card played for Legion). **Summary of Sequence:** * **Play a card** (to activate Legion). * **Exhaust Sun Disc** (sets the "next unit enters ready" effect). * **Play Royal Guard** (Royal Guard enters **Ready**; Sun Disc effect is consumed). * **Royal Guard Trigger** (Plays a Sand Soldier; the Sand Soldier enters **Exhausted** as normal).
If I find Noxus Hopeful during Void Rush can I play it for free?
To determine if you can play **Noxus Hopeful** for free when found via **Void Rush**, we must look at the cost calculation rules and the specific interactions between these two cards. ### The Ruling **Yes, you can play Noxus Hopeful for [0] Energy using Void Rush**, provided you meet the specific conditions for cost reduction. ### Cost Calculation Breakdown 1. **Base Cost:** **Noxus Hopeful** has a base Energy cost of **[4]**. 2. **Void Rush Reduction:** **Void Rush** allows you to play the chosen card, reducing its cost by **[2]**. * *Calculation:* 4 (Base) - 2 (Void Rush) = **[2] Energy remaining.** 3. **Legion Interaction:** **Noxus Hopeful** has a **[Legion]** ability that reduces its cost by **[2]** if you have played another card earlier in the turn. * As established in **RiftJudge FAQ #8943**, playing **Void Rush** as the first card of the turn satisfies the **[Legion]** condition for the unit played from it. * *Calculation:* 2 (Remaining) - 2 (Legion) = **[0] Energy.** ### The Critical Constraint According to **Rule 356.5**, Energy and Power costs cannot be reduced below 0. While the math above results in 0 Energy, you must ensure you have the necessary resources to finalize the play. ### Summary of Sequence 1. **Play Void Rush:** You pay the cost for **Void Rush** and place it on the chain. This is the first card played this turn. 2. **Resolve Void Rush:** You reveal the top 2 cards, choose **Noxus Hopeful**, and initiate the process to play it. 3. **Determine Total Cost:** * Start with the base cost of **[4]**. * Apply the **Void Rush** reduction: **[4] - [2] = [2]**. * Apply the **[Legion]** reduction: Because **Void Rush** was finalized earlier in the turn, the **[Legion]** condition is met. **[2] - [2] = [0]**. 4. **Finalization:** You play **Noxus Hopeful** for **[0] Energy**. **Conclusion:** You can play **Noxus Hopeful** for **[0] Energy** if you have already played **Void Rush** as your first card of the turn, satisfying the **[Legion]** requirement. *Note: I could not fully verify this ruling against the retrieved rules.*
If I first use Bellow Breath and then play Watcher, will an enemy unit of 4 might die? How does the process work?
Yes, an enemy unit with 4 Might will die in this scenario. According to **RiftJudge FAQ #9019** and **#10231**, a unit is killed if it has marked damage equal to or greater than its current Might during a lethal damage check (which occurs after an effect resolves). Because damage remains marked on a unit and does not reduce its Might, lowering a unit's Might while it is already damaged can make that damage lethal. ### Sequence of Events 1. **Play Bellows Breath:** You play *Bellows Breath*. As the spell resolves, you deal 1 damage to the enemy unit. This damage is "marked" on the unit. 2. **Play Thousand-Tailed Watcher:** You play the *Thousand-Tailed Watcher*. Its "When you play me" triggered ability is placed on the chain. 3. **Resolve Watcher's Ability:** As the ability resolves, it applies -3 Might to enemy units. The enemy unit's Might is reduced from 4 to 1. 4. **Lethal Check:** After the ability resolves, the game checks the unit's status. The unit now has 1 damage marked on it and has 1 Might. Since the marked damage (1) equals the unit's current Might (1), the unit is killed. ### Key Rules * **Damage vs. Might:** Damage is "marked" on a unit and does not reduce its Might value. A unit dies only when marked damage meets or exceeds its current Might (Rule 323.5.3b). * **Resolution:** Because the *Watcher* is played after the *Bellows Breath* damage is already marked, the unit's Might reduction makes the existing damage lethal. * **Timing:** As established in **RiftJudge FAQ #3100**, you cannot prevent the *Thousand-Tailed Watcher's* ability from resolving by killing the unit in response; the ability will still resolve even if the *Watcher* is removed from the board.
If I flash two units on Dreaming Tree, do I draw twice?
If you use **Flash** to target two units at **The Dreaming Tree**, you draw only **one card**. According to the ruling for **The Dreaming Tree** (FAQ #6357): * **The Dreaming Tree** triggers only the first time you choose a friendly unit at that location with a spell each turn, regardless of how many units are targeted by that spell. ### Key Nuances: * **Per Location:** If you have two different locations that are both **The Dreaming Tree** and you target a unit at each, you would draw 2 cards (one trigger per location). * **Per Player:** The "first time each turn" restriction is per player, meaning both you and your opponent can each trigger the draw effect of a single **Dreaming Tree** once per turn. * **Targeting Requirement:** You must move any units you target with **Flash** (you cannot target a unit and choose not to move it).
If I get the final point by winning a showdown or do I have to double conquer. The other battlefield is uncontrolled?
To win the game by scoring the Final Point, you do not necessarily need to "double conquer" (conquer both battlefields in the same turn). You simply need to **score on both battlefields** during your turn. According to **Rule 448.1.b**: * **If you score through Hold:** If you are at the point total required to win (1 point away from the Victory Score) and you score a battlefield by holding it at the start of your turn, you win the Final Point immediately. * **If you score through Conquer:** If you are 1 point away from the Victory Score and you score a battlefield by conquering it, you only win the Final Point if you have **scored every battlefield** (through either Hold or Conquer) during that same turn. ### Summary of how to win: 1. **Holding counts as scoring:** If you hold one battlefield at the start of your turn (scoring your 7th point) and then conquer the other battlefield during that same turn, you have scored both battlefields on your turn. This satisfies the requirement to win the game. 2. **Conquering both:** If you have not scored either battlefield yet, you must conquer both in the same turn to win the Final Point. 3. **Uncontrolled battlefields:** If a battlefield is uncontrolled, moving into it and establishing control counts as a "Conquer" (Rule 444.2.b). In short, as long as you manage to "score" (either by holding at the start of your turn or by conquering) on every battlefield available in the game during your turn, you will trigger the win condition for the Final Point.
If I give Hidden Blade Repeat, and I choose the same unit with both instances, will its controller draw 4 cards instead of two?
Yes, if you successfully play *Hidden Blade* with the *Repeat* keyword and choose to pay the *Repeat* cost, you would draw 4 cards only if the target unit remains a valid, legal target at the battlefield for both separate executions. If the unit dies or is moved after the first execution, it becomes an invalid target for the second, and the draw effect for the second execution will not trigger. According to **Rule 820.1.d**, the *Repeat* keyword is shorthand for: "You may pay [Cost] as an additional cost as you play this spell. If you do, execute the instructions of this spell one additional time." ### Sequence of Events 1. **Playing the Spell:** As you play *Hidden Blade*, you declare you are paying the *Repeat* cost. You choose a unit for the first execution and a unit for the second execution (these can be the same or different). 2. **Resolution:** When the spell resolves, it executes its instructions twice. * **First Execution:** *Hidden Blade* kills the target unit and its controller draws 2 cards (Rule 820.1.d.1). * **Second Execution:** The instructions are executed again. *Hidden Blade* attempts to kill the target again and its controller draws another 2 cards. ### Important Considerations * **Targeting:** As noted in **Rule 820.2**, you make choices for each execution separately at the time the spell is played. If you choose the same unit for both, the first execution will kill it. * **Resolution of the Second Execution:** If the unit is killed by the first execution, it is no longer on the battlefield for the second execution. Per **Rule 359.3.e.6** and the associated FAQ regarding *Hidden Blade*, if the target is no longer on the battlefield, the instruction regarding that target is ignored. Consequently, if the unit was killed by the first execution, the second execution will be unable to find the unit to perform the "kill" action or determine "its controller," and no additional cards will be drawn for that second execution. * **Replacement Effects:** If the target is saved by a replacement effect (e.g., *Zhonya's Hourglass* or *Sett*) during the first execution, the unit must still be a valid target on the battlefield for the second execution to resolve and draw cards. Note: I could not fully verify the interaction with replacement effects against the retrieved rules.
If I give a unit deflect in response to a spell (like Rebuke) that targets it, does the deflect cost apply to that spell?
Ruling: No, giving a unit deflect in response to a spell does not apply to that spell. Deflect only applies if the unit has deflect while a spell or ability is being finalized (choosing targets and paying costs). Sequence: - A spell is finalized (targets chosen and costs paid) - The spell becomes a legal chain item that can be reacted to - By the time you can react to the spell, finalization has already ended - Deflect given at this point cannot retroactively increase the spell's cost Nuances: - The finalization process ends when the spell becomes a legal chain item that can be reacted to - There is no way to give a unit deflect in response to a spell that would make that spell cost more
If I gust a unit that was star crossed, does star crossed still resolve?
Yes, **Star-Crossed** will still resolve. When you use **Gust** to return a unit targeted by **Star-Crossed** to its owner's hand, that unit leaves the battlefield and enters a non-board zone. This makes the target "illegal" for the *Star-Crossed* spell because it is no longer the same game object as the one originally targeted (Rule 359.3.e.2, Rule 359.3.e.4). However, *Star-Crossed* does not "fizzle" (fail entirely). According to **Rule 359.3.e.8**, if a spell has multiple targets and one becomes illegal, the spell proceeds to resolve as much as possible, ignoring only the instruction that involves the illegal target. ### The Sequence 1. **Star-Crossed is played:** It targets one friendly unit and one enemy unit. *Star-Crossed* is added to the chain. 2. **Gust is played in response:** It targets the unit (which is a valid target for *Gust*). It is added to the top of the chain. 3. **Chain State (Top to Bottom):** * [Top] *Gust* * [Bottom] *Star-Crossed* 4. **Resolution (LIFO - Last-In, First-Out):** * ***Gust* resolves first:** The targeted unit is returned to its owner's hand. * ***Star-Crossed* resolves:** It checks for its targets. * If the target returned by *Gust* was the **enemy unit**, the instruction to return that unit is ignored. The spell proceeds to return your **friendly unit** to your hand. * If the target returned by *Gust* was your **friendly unit**, the instruction to return that unit is ignored. The spell proceeds to return the **enemy unit** to its owner's hand. This is consistent with the mechanics of partial resolution for spells with multiple targets and the rulings found in **RiftJudge FAQ #10990** and **#10736**.
If I gust an Irresistible Faefolk with its trigger on the chain, does my unit still get moved?
Yes, your opponent's unit will still be moved to the battlefield. According to **RiftJudge FAQ #10923**, when **Irresistible Faefolk**’s ability ("When I move to a battlefield...") is placed on the chain, it locks in the reference to the battlefield where it arrived. If the Irresistible Faefolk is returned to its owner's hand by **Gust** before the trigger resolves, the ability remains on the chain and resolves successfully, moving an enemy unit to that battlefield. ### Sequence of Events: 1. **Move:** You move **Irresistible Faefolk** to an unoccupied battlefield. This triggers its ability: "When I move to a battlefield, you may move an enemy unit to that battlefield." 2. **Chain State:** The trigger is placed on the chain. 3. **Reaction:** Your opponent plays **Gust** in response, targeting the **Irresistible Faefolk**. 4. **Chain Resolution (LIFO - Last-In, First-Out):** * **Resolution of *Gust*:** *Gust* resolves first, returning the **Irresistible Faefolk** to its owner's hand. * **Resolution of the *Faefolk* Trigger:** Because the ability referenced "that battlefield" (where it originally moved to trigger), the ability successfully resolves. You may then move an enemy unit to that same battlefield. According to **Rule 359.3.f.3**, information referenced from a trigger condition (such as "that battlefield") is checked when the trigger condition is fulfilled. Moving the source of the ability (the *Faefolk*) after the trigger condition is met does not invalidate the ability's target location.
If I had a 7 might unit defending, and the opponent had a stunned 7 unit and a 4 unit, would my 7 unit die?
To provide an accurate ruling, I need to clarify the situation. You mentioned a "7 might unit" and a "stunned 7 unit." Since "7 might" is a stat and not a card name, I cannot look up the specific cards to see if they have any unique abilities (like *Tank*, *Shield*, or triggered abilities) that would change how combat damage is assigned. However, based on the **Core Rules** and **RiftJudge FAQs** regarding combat, here is how the interaction works generally: ### The Ruling Whether your 7 Might unit dies depends on how the opponent assigns their combat damage. 1. **Stunned Units:** According to **Rule 423.1.b**, a stunned unit does not contribute its Might to damage in the combat damage step. Therefore, the opponent's stunned 7 Might unit contributes **0 damage** to the combat damage pool. 2. **Combat Damage Pool:** The opponent's total damage pool for this combat is **4** (the Might of the unstunned 4 Might unit). 3. **Assigning Damage:** During the Combat Damage Step (**Rule 460.2.c**), the opponent (the attacker) assigns their 4 damage to your units. 4. **Outcome:** Since your unit has 7 Might and the opponent only has 4 damage to assign, your unit will have 4 damage marked on it. **Your unit will not die**, as it requires 7 damage (lethal damage) to be killed (**Rule 460.2.c.2**). ### Important Nuances * **Lethal Damage:** A unit is only killed if it has damage marked on it equal to or greater than its current Might (**Rule 460.2.c.2**). * **Stunned Units in Combat:** While the stunned unit does not deal damage, it is still a participant in the combat. If your unit has enough Might to deal damage back, you can assign damage to the opponent's units, including the stunned one. * **Exceptions:** If either of these units has an ability that modifies how damage is assigned (e.g., *Tank*), or if a spell is played during the combat to change their Might or deal additional damage, the outcome could change. **If you can provide the names of the cards involved, I can give you a definitive answer based on their specific abilities.**
If I had a Fizz in board and a Tide Turner hidden, and my opponent attacks with Fiora Peerless, and I react to the effect with Tide Turner, does Fiora have double might still?
Yes, Fiora Peerless will still have her Might doubled. According to the rules and related FAQs (specifically FAQ #1231 and #577), Fiora’s "When I attack" ability is a triggered ability that checks its condition—being "one on one"—**only at the moment the ability is placed on the chain**. Here is the timing sequence: 1. **Initial Chain:** Fiora is designated as an attacker. The battlefield is one-on-one, so Fiora's trigger ("double my Might") is placed on the Initial Chain. 2. **Closed State:** The game is now in a Closed State. You play your hidden **Tideturner** as a **[Reaction]** to Fiora's triggered ability. 3. **Tideturner Resolution:** Tideturner resolves, swapping its location with your other unit. This changes the battlefield state. 4. **Fiora Trigger Resolution:** After Tideturner finishes resolving, Fiora's trigger finally resolves. Because the condition ("one on one") was already met and validated when the trigger was initially added to the chain, Fiora's Might doubles regardless of the fact that your units have since swapped locations. As noted in the **Showdown Flow** and **Rule 359.3.f.4**, "When" triggers are evaluated at the time of designation and addition to the chain, not at the time of resolution. Revealing hidden cards or moving units after the trigger has already been placed on the chain does not retroactively prevent it from resolving.
If I had one unit each on "Amateur Recital" and "The Papertree" at the beginning of my turn, can I use the hold effect on Amateur Recital to return my unit from "The Papertree" back to base and not trigger the hold effects/hold scoring for "The Papertree"?
No, you cannot prevent the hold effect or the scoring for *The Papertree* by using the ability from *Amateur Recital*. ### Reasoning According to the rules of *Riftbound*, the "Hold" action occurs during your Beginning Phase. At this time, the game evaluates which battlefields you control (i.e., where you have units present) and awards you Victory Points for holding them. 1. **Hold Scoring is Simultaneous:** When you enter your Beginning Phase, the game determines all battlefields you are holding. You score points for all of them at once. 2. **Triggering Hold Effects:** Once you have scored a battlefield, its "When you hold here" ability triggers and is placed on the chain as a pending item (Rule 383.4.d.2.a). 3. **Timing of *Amateur Recital*:** The ability on *Amateur Recital* ("When you hold here, you may move a unit...") is also a "When you hold" triggered ability. Because both *Amateur Recital* and *The Papertree* are held at the start of your turn, both of their triggered abilities are placed on the chain during the Beginning Phase. ### Why you cannot prevent the *Papertree* effect: * **The Condition is Met:** The condition for *The Papertree* ("When you hold here") is met the moment you enter the Beginning Phase and the game confirms you have a unit present at that battlefield. * **Triggered Abilities are Independent:** Once the condition is met and the trigger is placed on the chain, it exists independently of the unit that caused it. Moving the unit away *after* the trigger has been placed on the chain does not negate the trigger (Rule 383.4.d.2.c). * **Order of Operations:** Even if you choose to resolve the *Amateur Recital* trigger first to move your unit from *The Papertree* back to base, the *Papertree* trigger is already on the chain and will resolve normally. In summary, once you have reached the Beginning Phase with units at both locations, you have already "held" them for the turn. The scoring and the triggers are locked in, and moving the unit afterward will not retroactively cancel the *Papertree* effect.
If I have 1 Ezreal, and I play Hard Bargain, then my opponent pays 2, do I repeat the cost of Hard Bargain to play it again for 1 or 2? Now what happens if I have 2 Ezreals in this situation? What about 3?
Hard Bargain costs [2] energy and has **Repeat [2]** (an optional additional cost). **Ezreal, Prodigy** has the ability: "Optional additional costs you pay cost [1] or [A] less." According to the retrieved FAQs and rules: From **FAQ 8415**: "Ezreal, Prodigy reduces additional costs that are optional to pay... Repeat and Accelerate are the two main sources of optional additional costs." From **Rule 353.4.d**: "Discounts can reduce additional costs, including to 0." From **Rule 353.4.c**: "If a discount applies a minimum cost, that minimum applies only to that discount." Here's what happens in each scenario: --- ## **With 1 Ezreal, Prodigy:** - Hard Bargain's Repeat cost is normally [2] - Ezreal reduces it by [1] - **You pay [1] to Repeat Hard Bargain** --- ## **With 2 Ezreals, Prodigy:** - Hard Bargain's Repeat cost is normally [2] - Each Ezreal applies its reduction independently - You can apply them in any order: - First Ezreal reduces [2] → [1] - Second Ezreal reduces [1] → [0] - **You pay [0] to Repeat Hard Bargain** (it's free) --- ## **With 3 Ezreals, Prodigy:** - Hard Bargain's Repeat cost is normally [2] - The first two Ezreals reduce it to [0] (as above) - The third Ezreal's reduction cannot reduce it below [0] (Rule 353.5: "Energy and Power costs can't be reduced below 0") - **You still pay [0] to Repeat Hard Bargain** The key principle: **Multiple copies of Ezreal, Prodigy stack their cost reductions** (FAQ 6329 confirms this), and you can apply them in any order to minimize the final cost.
If I have 2 Dazzling Auroras and the first one finds a Deadbloom Predator that I play to a contested battlefield, does the showdown have to resolve first or the second Aurora trigger?
The second Dazzling Aurora trigger must resolve before the showdown begins. Showdowns can only initiate when the game is in a neutral open state with no pending items on the chain. According to **RiftJudge FAQ #1207**, **#8080**, and **#461**, the sequence is as follows: 1. **First Dazzling Aurora trigger resolves:** You reveal and play the first Deadbloom Predator to an enemy-occupied battlefield. This stages a showdown, but the showdown cannot initiate yet because the chain is not empty. 2. **Second Dazzling Aurora trigger resolves:** You reveal and play the second unit. * If the second unit is another Deadbloom Predator, you **can** play it to the same battlefield as the first Deadbloom Predator, as it is still enemy-occupied. * If the second unit is not a Deadbloom Predator, you must play it to your base or a battlefield you control (as you do not control the battlefield where the first Deadbloom Predator is currently staging combat). 3. **Chain empties:** Any "When you play me" triggers from the units played by the Auroras must resolve. 4. **Showdown initiates:** Only after the chain is completely empty and the game reaches a neutral open state does the showdown begin. **Key Nuances:** * **Showdown Timing:** Showdowns cannot start while any triggers are pending on the chain. * **Battlefield Control:** You do not control a battlefield that has pending combat on it. However, because the first Deadbloom Predator is only *staging* a showdown and has not yet initiated it, the battlefield remains enemy-occupied, allowing a second Deadbloom Predator to be played there. * **Chain Resolution:** All triggers on the chain must resolve during the cleanup phase before a showdown combat can start.
If I have 2 Gemcraft Seers in play, do my units get Vision twice?
Ruling: Yes, with two Gemcraft Seers in play, every friendly unit has Vision Vision. Multiple instances of Vision trigger separately, so you perform Vision twice in a row when a unit enters play. Sequence: - Unit enters play - First Vision trigger activates (look at top card) - Second Vision trigger activates (look at top card again) Nuances: - Units can see themselves being played (Vision triggers when the unit with Vision enters play) - This stacking behavior applies to other similar keywords like Shield (two Tarics would give units Shield 2)
If I have 2 Guardian Angels attached to the same unit, do both GAs trigger and both items die?
No, both Guardian Angels do not trigger, and only one is destroyed. According to **RiftJudge FAQ #1622**, when a unit with multiple Guardian Angels equipped would die, only one Guardian Angel will be destroyed because only one can replace the dying event. ### Why this happens: * **Replacement Effect:** Guardian Angel functions as a replacement effect. When the unit would die, the effect replaces that "death" event with "kill this Guardian Angel instead." * **Single Event:** Once the first Guardian Angel replaces the death event, the unit is saved, healed, and recalled to your base. Because the unit no longer "dies," the second Guardian Angel no longer has a valid event to replace. * **Controller Choice:** If you have multiple replacement effects that could apply to the same event (such as two Guardian Angels), you, as the controller, choose which one to apply first. Once that effect resolves and prevents the death, the other effect(s) cannot trigger. This interaction is consistent with how other replacement effects, such as Zhonya's Hourglass, function in *Riftbound*.
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