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Riftbound Frequently Asked Questions

Search verified questions and answers.

If I have 2 Guardian Angels equipped to 1 unit and it dies, do both Guardian Angels get burned to recall my unit?
No, both **Guardian Angel** gears are not destroyed. Only one **Guardian Angel** will be destroyed when the unit would die. According to the **RiftJudge FAQ #1622** and **FAQ #9026**: * **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 Application:** When the unit would die, you choose one of the **Guardian Angel** gears to apply its replacement effect. Once that effect resolves, the unit is healed, exhausted, and recalled to your base. * **Death Prevented:** Because the unit is recalled to the base, it never actually "dies." Since the death event has been prevented, the second **Guardian Angel**'s trigger condition is no longer met, and it remains attached to the unit in your base. This interaction is consistent with the rule that you can only replace the same death event once.
If I have 2 Karthus and I kill a Ruined Rex with sacrifice and get 3 triggers of the Rex 4 damage, do I have to choose all targets first then opponent can decide which one they "not so fast," or can I do them one by one and wait for each to resolve the damage before targeting the next one? Could I target a unit with GA so it first dies and GA goes off and then target it again to actually kill the unit, or do I target first 2 times and then it still dies? Or do all damage from the Deathknells resolve and then GA procs? The main question is if the targets for multiple Deathknells need to be chosen before opponent reacts to any specific one in the stack.
To address your question, we must look at how the chain, Deathknell triggers, and targeting work. ### The Short Answer No, you do not choose all targets upfront. Each **Deathknell** trigger is a separate item on the chain. You will place them on the chain, and then resolve them one by one. You choose the target for a specific **Deathknell** trigger **at the moment that specific trigger is finalized and placed on the chain**. Because each trigger is a separate chain item, you resolve the first one completely (choosing a target, dealing damage) before the next one is even addressed. Your opponent has priority to react to each trigger individually as they appear on the chain. --- ### The Sequence of Events Following your scenario (2 Karthus on board, sacrificing Ruined Rex): 1. **Playing Sacrifice:** You announce **Sacrifice**, killing **Ruined Rex** as an additional cost. 2. **Deathknell Creation:** Because you have 2 **Karthus, Eternal** on the board, **Ruined Rex**’s **Deathknell** triggers 3 times total (1 for the death + 2 bonus triggers). Per **Rule 808.1.d.2**, these become *Pending Items*. 3. **Sacrifice Resolution:** **Sacrifice** finishes its instructions (Draw 2, channel 1). 4. **Finalization:** With **Sacrifice** resolved, the game moves to the **Finalize** step. The 3 **Deathknell** triggers are placed onto the chain. * *Note:* You place them one by one. You choose a target for the first, then the second, then the third. 5. **Chain Resolution:** * **Trigger 1:** Resolves. You deal 4 damage to your chosen target. If this kills a unit with **Guardian Angel**, the **Guardian Angel** trigger goes on the chain *on top* of the remaining **Deathknell** triggers. * **Opponent's Opportunity:** After Trigger 1 resolves, the state becomes OPEN. Before Trigger 2 resolves, your opponent has an opportunity to react. * **Trigger 2:** Resolves. You deal 4 damage to your chosen target. * **Trigger 3:** Resolves. You deal 4 damage to your chosen target. --- ### Clarifying Your Specific Questions * **"Do I choose all targets first?"** No. You choose the target for each **Deathknell** trigger as you place that specific trigger onto the chain during the **Finalization** step (after *Sacrifice* resolves). * **"Can I do them one by one and wait for each to resolve?"** Yes. Each trigger is a distinct item on the chain. You fully resolve the first, then the next, and so on. * **"Can I target a unit with GA so it dies, GA goes off, and then target it again?"** If you kill a unit with **Guardian Angel** with the *first* **Deathknell** trigger, the **Guardian Angel** effect (e.g., "Heal me...") is a triggered ability that goes on the chain. You would have to resolve the **Guardian Angel** effect (or wait for it to resolve) before you could use your *second* or *third* **Deathknell** triggers to target that same unit again. * **"Do all damage from the Deathknells resolve and then GA procs?"** No. If a unit dies during the resolution of a chain item, its triggered abilities (like **Guardian Angel**) are placed on the chain immediately, on top of any existing chain items. ### Summary of Rules * **Targeting:** Per **Rule 355.14.b**, targets are chosen when the spell or ability is finalized on the chain. Since your triggers are separate items, you choose targets sequentially. * **Priority:** You and your opponent have priority to add reactions to the chain after every item resolves. * **Guardian Angel:** If a unit dies, its triggered abilities (like **Deathknell** or **Guardian Angel**) enter the chain as items to be resolved. They do not all "proc" at once after everything else is done; they interact with the chain order (LIFO).
If I have 2 Mask of Foresight in play, do they add to Yasuo's might before his 'when I attack' trigger resolves, so his trigger does 8 damage?
Ruling: Yes, both Mask of Foresight triggers will resolve before Yasuo's trigger, giving him +4 might total, so his trigger will deal 8 damage. Sequence: - Place Yasuo's trigger onto the chain first - Place both Mask of Foresight triggers onto the chain - Mask triggers resolve first (adding +2 might each) - Yasuo's trigger resolves last (dealing damage based on his current might) Nuances: - Triggers added to the chain from the same event can be placed in the controller's chosen order
If I have 2 Spirit's Refuge on board, do buffed units get Deflect 2?
Ruling: No, multiple Spirit's Refuge cannot stack. Units will only have one instance of Deflect. Nuances: - The card specifically states that multiple instances do not stack - Even if you could somehow play both at the same time, the pending rules prevent Spirit's Refuge from stacking
If I have 2 Viktor Leaders and one dies, does it generate a token?
Ruling: Yes, when one Viktor dies while another Viktor is on the board, the surviving Viktor will generate 1 token because Champion Units are still units and each separate card counts as an "other" unit. Nuances: - If both Viktors die simultaneously (such as from a board wipe), neither generates a token. When units die simultaneously during cleanup, they are all in the trash when their effects would trigger and cannot see each other die, so the effects do not resolve.
If I have 2 Zhonya's Hourglasses and 1 of my units dies, do I have to activate both?
Ruling: No, only one Zhonya's Hourglass applies when a single unit dies. Nuances: - If 2 of your units die at the same time, each Zhonya's will save one of them - With cards like GA and Soraka, you can order replacement effects to choose not to utilize your Zhonya's (if you can)
If I have 2 Zhonyas on my battlefield and my unit dies, do both trigger and get removed, or can I save one?
Ruling: When a unit dies with multiple Zhonyas on the battlefield, only one Zhonyas will be used to save the unit. The other Zhonyas will not be wasted. Sequence: - First Zhonyas trigger resolves and saves the unit - Second Zhonyas trigger has nothing to replace since the unit is already saved - Second Zhonyas remains on the battlefield Nuances: - This works the same way regardless of whether the Zhonyas are Hidden or not - Even if both triggers are added to the chain, the second one cannot waste itself because the "instead" replacement effect has nothing to replace after the first resolves
If I have 2 copies of Mask of Foresight equipped, does a unit attacking/defending alone get +2, or can I only use one?
Ruling: Both Mask of Foresight copies will trigger when a unit attacks or defends alone, giving +2 total. Sequence: - The first time each unit becomes an attacker or defender alone in each combat, both Masks trigger - Each Mask provides +1, totaling +2 Nuances: - Each unit can only trigger the Masks once per combat (they can't move out and back in with the same unit to trigger it again)
If I have 2 or more Vi Destructive in play and I recycle 1 card from trash, do all of them get +1 or does it only work for 1 at a time?
Ruling: Only one Vi Destructive gets +1 when you recycle 1 card from trash. You activate the ability of one specific Vi and pay its cost, so only that Vi's ability resolves. Nuances: - The ability refers to "me" which means only the specific Vi whose ability you're using gets the buff - Vi's ability is not a trigger that activates whenever you recycle a card; you must choose to use a specific Vi's ability - You cannot simultaneously use abilities from multiple units - Even if you could use multiple abilities at once, you would need to pay the cost (recycling a card) for each one separately
If I have 2 ready units, can I simultaneously attempt to conquer 2 separate battlefields?
No, you cannot simultaneously attempt to conquer two separate battlefields with a single standard move action. According to **Rule 143.3.a**, when you declare a standard move for multiple units, their **destination must be the same**. Because a standard move requires all units involved in that specific action to move to the same location, you cannot split them to target two different battlefields at once. If you wish to conquer two different battlefields in the same turn, you must perform separate move actions (assuming you have enough ready units and the ability to perform multiple actions) or use other game effects that allow for movement or conquering. As noted in **RiftJudge FAQ #52**, you *can* move multiple units from different origins to the *same* destination simultaneously, but the destination restriction remains absolute.
If I have 2 things that trigger at the same time, how do I determine which goes on the stack first?
When multiple triggered abilities occur simultaneously, they are placed on the chain according to the following rules: 1. **Turn Order:** If multiple players control triggered abilities that trigger simultaneously, the **Turn Player** adds their triggers to the chain first, followed by the other players in turn order. 2. **Controller's Choice:** Within the set of triggers controlled by a single player, that player chooses the order in which their own triggers are placed on the chain. According to **Rule 376.3.b** and **376.3.b.1**: * "If more than one Triggered Ability is Triggered simultaneously, then the player that controls the Abilities selects the order to place them on the Chain." * "If multiple players separately control Triggered Abilities that are Triggered simultaneously, then starting with the Turn Player and proceeding in Turn Order, each player orders their Triggered Abilities on the Chain." **Important Note on Resolution:** Because the chain resolves **Last-In-First-Out (LIFO)**, the triggers added to the chain *last* will resolve *first*. When you are ordering your own triggers, you should place them on the chain in the inverse order of how you want them to resolve.
If I have 2 units at the same location and move one away during showdown, does Mask of Foresight trigger to give the remaining unit +1 for being alone?
Ruling: No. "When I attack/defend" triggers only when a unit becomes an attacker/defender. If you attack with 2 units, they are not alone when they become attackers, so the trigger misses. Moving a unit away afterward does not cause a new trigger because the remaining unit already was an attacker/defender. Nuances: - "While" effects (like Wielder of Water or Yi) would apply when the condition becomes true during combat - "When" effects (like Mask of Foresight) must have their condition met at the moment the unit is assigned as attacker/blocker - The rules may change in future versions to handle "when I attack/defend" triggers differently
If I have 4 Might Unit and my opponent Void Seekers first and then I play Quickdraw Gear and a Hidden Gear to live and then my opponent moves their unit in afterwards to finish me off, does my health heal or do I have X health remaining? When does health heal?
To answer your question, we must look at how damage persists on units and when healing occurs in *Riftbound*. ### Does your unit heal? **No, your unit does not heal immediately.** Damage marked on a unit persists until a specific healing event occurs. Dealing damage with a spell (like *Void Seeker*) or playing gear does not trigger healing. ### When do units heal? According to **Rule 142.3.b** (referenced in FAQ #8529), units heal at only two specific times: 1. **During a Combat Cleanup:** This occurs after any combat showdown resolves. When a combat showdown ends, all units on the board (not just those involved in the combat) heal all damage. 2. **At the end of each player's turn:** This occurs during the End of Turn Cleanup step. ### Your Scenario Breakdown 1. **Void Seeker:** Your opponent plays *Void Seeker* to deal 4 damage to your 4-Might unit. The damage is marked on your unit. 2. **Playing Gear:** You play a gear (using *Quick-Draw* or from *Hidden*). If this gear provides a Might buff, your unit's current Might increases. If the Might buff is sufficient to make your unit's Might greater than the 4 damage marked on it, your unit survives. 3. **Opponent Moves In:** When the opponent moves their unit into the battlefield, a new showdown begins. Because the previous spell-based damage was not healed (as no combat showdown or end-of-turn cleanup occurred), that 4 damage remains on your unit. 4. **Combat:** If the opponent's unit deals combat damage to yours, that new damage is added to the existing 4 damage. 5. **Healing:** Your unit will only heal all damage once the combat showdown ends (triggering Combat Cleanup) or at the end of the turn, whichever happens first. ### Summary of Damage and Might * **Persistence:** Damage does not heal until the end of a showdown or the end of the turn. * **Survival:** A unit dies if the total damage marked on it is equal to or greater than its current Might (FAQ #3401). If you use gear to increase your unit's Might above the damage marked on it, your unit will survive the *Void Seeker* damage. * **Combat:** Any damage taken during the subsequent combat will be added to the existing damage. If the total damage equals or exceeds your unit's Might at that time, it will be killed. *Note: This interpretation is based on the rules regarding damage persistence and healing windows (Rule 142.3.b and FAQ #8529).*
If I have 5 points, can I win the game by holding to 7 points, and then activating Power Nexus to score another point by recycling 4 runes?
Yes, you can win the game in this scenario. According to **Rule 448.1.a.1**, points earned from sources that are not "Conquer" or "Hold" are not subject to the special restrictions that apply to the final point. Here is the breakdown of your turn: 1. **Holding:** You hold a battlefield to reach 7 points. 2. **Power Nexus Ability:** You activate the ability on Power Nexus to score 1 point by paying the cost. Because this point is earned through a card ability (not a "Conquer" or "Hold" action), it is not restricted by the "Final Point" rules (Rule 448.1.b). Since you are moving from 7 points to 8 points using a non-restricted source, you successfully reach the victory score of 8 and win the game.
If I have 6 points and conquer one battlefield with Flanking, then use the same unit to conquer the other battlefield (via cards like Last Breath), do I win the game, or do I need different units on both battlefields?
Ruling: You will win the game as you've scored on all battlefields that turn. Nuances: - The same unit can be used to conquer both battlefields in the same turn (e.g., via Last Breath) - You don't need different units on each battlefield to win
If I have 6 points at the start of my turn and conquer two Battlefields in the same turn (first bringing me to 7, then to 8), do I win the game or draw?
Ruling: In 1v1, you win the game by scoring the 8th point. In multiplayer modes (FFA or 2v2), you must score on EVERY battlefield in a single turn to win with your final point, otherwise you draw a card but don't gain the point. Nuances: - In multiplayer modes there are 3 battlefields total, not just 2 - The requirement is to score on all battlefields, not necessarily conquer on all of them - This rule only applies when attempting to score your final point through conquering rather than holding a battlefield at the start of your turn
If I have 7 points and kill Draven Audacious, does that point score to win?
Yes, if you have 7 points and you kill an opponent's **Draven, Audacious** in combat, that point will score, bringing you to 8 points and winning you the game. ### Reasoning According to **RiftJudge FAQ #8575** and **Rule 448.1.a.1**: 1. **Exemption from Final Point Restrictions:** Points earned from triggered abilities (such as **Draven, Audacious**'s death trigger) are not "Conquer" or "Hold" actions. Therefore, they are not subject to the "Final Point" restrictions that normally require you to have scored every battlefield in a turn to reach 8 points. 2. **Timing:** When your opponent's **Draven, Audacious** dies in combat, its death trigger goes on the chain. When that trigger resolves, you choose an opponent (yourself) to score 1 point. 3. **Winning the Game:** As soon as you hit 8 points, you win the game immediately, as per **Rule 467** ("...accrued Points greater than or equal to the Victory Score... they Win the Game"). *This interpretation is based on the interaction between Rule 448.1.a.1 and the rules for triggered abilities. No official FAQ exists for this specific interaction, but it is consistent with the established handling of Draven's death trigger.*
If I have 7 points and my opponent has 6, I control Battlefield A with a big unit while Battlefield B is free. My opponent conquers Battlefield B (scoring to 7), then moves into Battlefield A. If I use Ride the Wind to move my big unit from Battlefield A to Battlefield B before losing the showdown, do I lose or does my Ride the Wind showdown resolve first?
Ruling: Your opponent wins. They score their 7th point from conquering Battlefield B, then when you move from Battlefield A (triggering Ride the Wind), the showdown on Battlefield A goes to cleanup and results in a conquer, giving them their 8th point before your Ride the Wind showdown on Battlefield B even starts. Sequence: - Opponent conquers Battlefield B and scores to 7 points - Opponent moves into Battlefield A, initiating showdown - You use Ride the Wind to move from Battlefield A to Battlefield B - Showdown on Battlefield A goes to cleanup (since you left) - Opponent conquers Battlefield A and scores their 8th point - Your showdown on Battlefield B does not begin because opponent has already won Nuances: - The opponent does not need to control both battlefields simultaneously to win, they just need to score them both in the same turn
If I have Arachnoid Horror in base, can I play Ambush unit (Nidalee) as a reaction when enemy tries to conquer an open bf?
No, you cannot play Nidalee using the **Ambush** keyword in this situation. According to **Rule 822.1.b**, the **Ambush** keyword allows you to play a unit as a **[Reaction]** only to a battlefield where you **already control units**. In your scenario: 1. **Arachnoid Horror** is in your base, not at a battlefield. 2. Because you do not control any units at the battlefield the enemy is attempting to conquer, you do not meet the requirement for the **Ambush** keyword. Since you do not have units at that location, you cannot use the **[Reaction]** timing granted by Ambush to play Nidalee there.
If I have Captain Farron and a recruit token in base, does the recruit lose assault as it moves from base to a battlefield alone?
Yes, the Recruit token loses the [Assault] keyword as soon as it moves from your base to a battlefield. ### 1. The Source of the Ability Captain Farron has a passive ability: *"Other friendly units here have [Assault]."* * **"Here"** refers to the location where Captain Farron is currently present (Rule 053.3). * Because this is a passive ability, it is a continuous effect that only applies to units that are at the same location as Captain Farron. ### 2. The Movement When the Recruit token moves from your base to a battlefield: * The Recruit token is no longer at the same location as Captain Farron. * As soon as the Recruit token leaves the base, it is no longer "here" relative to Captain Farron. * The passive ability granted by Captain Farron immediately ceases to apply to the Recruit token. ### 3. Clarification on [Assault] * The Recruit token had the [Assault] keyword while it was at the base with Captain Farron. * The moment it moves to a different location, it loses that keyword because the condition for the passive ability ("here") is no longer met. * It does not matter if the Recruit token moves alone or with other units; the determining factor is whether it is at the same location as Captain Farron. ### Summary According to Rule 361 (Passive Abilities), these abilities are statements of fact that affect the game state. Since Captain Farron's ability is conditional on the unit being "here," the moment the Recruit token moves to a battlefield, it is no longer "here," and the [Assault] keyword is removed from the Recruit token's characteristics. Note: I could not fully verify this ruling against the retrieved rules.
If I have Elder Dragon on field, my opponent casts Star Crossed targeting a unit on the battlefield. Then I use Flurry of Blades. Does the Star Cross resolve, bouncing my Elder to hand, or not because it has no valid target?
Yes, *Star-Crossed* will resolve and return the targeted units to their owners' hands. According to **Rule 359.3.e.1**, a spell resolves even if some or all of its targets are illegal (meaning they no longer meet the targeting requirements or have moved zones). When you play *Star-Crossed*, it targets a friendly unit and an enemy unit. Even if your *Elder Dragon* or the other unit leaves the board or changes zones before *Star-Crossed* resolves, the spell's instructions to return the targets to their owners' hands will still execute for any target that is still legal, and it will be ignored for any that are not. ### The Sequence of Events: 1. **Opponent plays *Star-Crossed*:** They target a unit on the battlefield. Because it is a [Reaction], it is placed on the chain. 2. **You play *Flurry of Blades*:** As a [Reaction], you add it to the top of the chain. 3. **Chain Resolution (LIFO - Last-In, First-Out):** * ***Flurry of Blades* resolves:** It deals 1 damage to all units at battlefields. * ***Star-Crossed* resolves:** The spell attempts to return its targeted units to their owners' hands. * If a targeted unit is still on the board, it is returned to its owner's hand. * If a targeted unit left the board (e.g., was already destroyed by damage), the instruction to return it is ignored (Rule 359.3.e.5), but the spell still finishes resolving. **Note:** The fact that *Elder Dragon* is the target of *Star-Crossed* does not make the spell fizzle. As long as at least one of the original targets remains valid—or even if both become invalid—the spell will continue to resolve its instructions as much as possible.
If I have Fiora Victorious in my base equipped with a Bf Sword, then someone uses Falling Star. It resolves dealing 6 damage to my 7 might. If this resolves and then the other person uses an action spell that reduces Fiora's might by 1, does Fiora die?
Yes, Fiora, Victorious will die in this scenario. Here is the breakdown of why this happens based on the rules for damage, Might, and the "Mighty" keyword. ### 1. The Situation Before the Spell * **Fiora, Victorious** has a base Might of 4. * She is equipped with **B.F. Sword**, which provides +3 Might. * Her total Might is 7. Because 7 is at least 5, she is **Mighty**. * While Mighty, she gains **Shield**, which adds an additional +1 Might while she is a defender. (Note: Since she is in your base, not defending, this +1 does not currently apply.) ### 2. After Falling Star Resolves * **Falling Star** deals 6 damage to Fiora. * Fiora now has 6 damage marked on her. Since her total Might is 7, she remains on the board with 1 "health" (7 Might - 6 damage = 1) remaining. ### 3. After the Might Reduction * The opponent plays an action spell that reduces Fiora's Might by 1. * Your total Might drops from 7 to 6. * She is still Mighty (6 is ≥ 5), but her total Might is now 6. * Because she still has 6 damage marked on her, and her new total Might is 6, she has taken **lethal damage** (damage equal to her current Might). ### Why she dies: According to **Rule 710**, units on the board are always evaluated according to their current Might. When a unit has damage marked on it that equals or exceeds its current Might, it is destroyed. Because the reduction in Might brings her total Might down to the exact amount of damage she has already taken, she is immediately destroyed. *** *Note: This is my interpretation based on the standard rules for damage calculation and Might thresholds (Rule 710 and Rule 471). While no specific FAQ exists for this exact chain of events, it follows the established layer system and damage interaction rules.*
If I have Frigid Jewel in my base, I draw for turn, then I play Stacked Deck and put a card in my hand from that. Would this trigger Frigid Jewel's ability of giving a unit plus 2 might?
No, using *Stacked Deck* will not trigger *Frigid Jewel*. ### The Breakdown 1. **Frigid Jewel's Condition:** *Frigid Jewel* has a triggered ability that specifically activates "When you draw your **second** card each turn." 2. **Drawing vs. Putting into Hand:** In *Riftbound*, "drawing" a card is a distinct game action (Rule 413.1). *Stacked Deck* instructs you to "look at" the top three cards and "put 1 into your hand." As confirmed by **RiftJudge FAQ #10462**, "putting" a card into your hand does not constitute "drawing" a card. 3. **The Sequence:** * **Draw Step:** You perform your mandatory draw for the turn. This counts as your first card drawn. * **Playing *Stacked Deck*:** Even though you add a card to your hand, because it is "put" into your hand rather than "drawn," the condition for *Frigid Jewel* is not met. Because *Stacked Deck* does not count as drawing a card, it does not advance the count toward the second card draw required to trigger *Frigid Jewel*.
If I have Gemcraft Seer and Karma on the board, can I use Vanguard Captain to get 3 separate Karma buffs (one from Vanguard Captain's Vision, one from each token's Vision)?
Ruling: Yes, you get 3 separate Karma buffs. Each unit being played (Vanguard Captain and the two recruit tokens) has its own instance of Vision, and each Vision trigger can trigger Karma if you recycle. Sequence: - Vanguard Captain is played - Two recruits are played (you choose when relative to other triggers) - Vision trigger #1 (you choose which unit) -> Recycle -> Karma buff - Vision trigger #2 (you choose which unit) -> Recycle -> Karma buff - Vision trigger #3 (you choose which unit) -> Recycle -> Karma buff Nuances: - You can choose to resolve Vanguard Captain's Vision before the recruits come down - Multiple triggers that happen at the same time can be ordered however you choose
If I have Glass Mixologist alone at a battlefield and my opponent plays Singularity to kill it, can I play the summoned unit back to that same battlefield? What if I have another unit there?
Yes, you can play the unit from your trash to that battlefield in both scenarios. ### The Ruling According to the **Glasc Mixologist** card text, it has a **Deathknell** ability: *"You may play a unit with cost no more than [3] and no more than [A] from your trash, ignoring its cost."* When **Glasc Mixologist** dies to **Singularity**, its **Deathknell** ability triggers. Because **Deathknell** is a triggered ability, it is placed on the chain as a pending item (Rule 322.3). When that ability resolves, you are instructed to play a unit from your trash. ### Your Questions 1. **If Glasc Mixologist is alone:** Yes, you can play the unit to that battlefield. Even though the battlefield becomes unoccupied when Glasc Mixologist dies, the **Deathknell** trigger resolves after the unit has left play. You are permitted to play the new unit to that battlefield, which allows you to maintain control of it. 2. **If you have another unit there:** Yes, you can still play the unit to that battlefield. The presence of another unit simply means you never lost control of the battlefield in the first place. ### Sequence of Events 1. **Singularity** is played and resolves, dealing 6 damage to **Glasc Mixologist**. 2. **Glasc Mixologist** dies and is sent to the trash. 3. The **Deathknell** ability is placed on the chain. 4. Players have an opportunity to play [REACTION] cards (if any). 5. The **Deathknell** ability resolves, allowing you to play a unit from your trash to the battlefield. *** *Note: This is my interpretation based on the mechanics of Deathknell and battlefield control. No official FAQ exists for this specific interaction, but it follows the standard resolution of triggered abilities during the cleanup/resolution process.*
If I have Glass Mixologist on a battlefield I control and my opponent attacks it with a higher might unit and kills it during combat step, can I play the revived unit to that same battlefield where Glass Mixologist was?
The interaction between **Glasc Mixologist** and combat resolution is subject to conflicting rulings within the current ruleset. Based on the provided documentation, here is the sequence of events regarding the *Deathknell* ability. ### The Ruling **Yes, you can play the unit from your *Deathknell* ability to that battlefield.** According to the provided FAQs, the *Deathknell* trigger allows you to play a unit from your trash to the battlefield where the *Glasc Mixologist* died. While some interpretations suggest this occurs after combat, other rulings indicate that this unit enters the battlefield in time to participate in the showdown and influence the combat result or maintain control. ### Sequence of Events 1. **Combat Damage Step:** Damage is dealt. **Glasc Mixologist** takes lethal damage and dies, triggering *Deathknell*. 2. **Resolution Step:** The game processes the *Deathknell* trigger. 3. **Unit Entry:** You play a unit from your trash to the battlefield. 4. **Combat Resolution:** The game proceeds to "Determine Combat Result" and "Establish Control." Because the new unit is now present on the battlefield, it is factored into the combat result and the determination of control. *** *Note: There are conflicting rulings regarding the timing of the Deathknell trigger relative to combat resolution (e.g., FAQ #9524 vs. #8852, #8776, and #9149). I could not fully verify which ruling takes precedence as all provided FAQs are marked as current.*
If I have Irelia (Legend) and use Meditate on a ready unit to exhaust it, does Irelia's ability trigger?
Ruling: Irelia's ability does not trigger when you use Meditate because exhausting a unit as part of Meditate's cost does not count as targeting. Costs cannot target by definition. Nuances: - An action is a cost if it appears as part of paying for a spell or ability, and costs definitionally cannot target - An effect targets if it meets all of these conditions: (1) you choose which game object to affect, (2) it's in a public zone, (3) it's not part of a targeting restriction, (4) it's not part of a trigger condition, cost, or replacement effect, (5) it's not programmatically selected based on characteristics, (6) only you make the choice, and (7) it doesn't use the word "must" - Cleave does target (which is why it triggers Dreaming Tree even if countered), but Meditate's exhaust does not because it's a cost
If I have Jax unmatched in base, and use his effect to play an equipment as a quick draw reaction, can I trigger Azir's legend ability to play a sand soldier token?
No, you cannot trigger the activated ability of the **Emperor of the Sands** legend in the same chain as playing an Equipment via **Jax, Unmatched**'s **Quick-Draw** effect. ### Reasoning 1. **Ability Type:** The ability on **Emperor of the Sands** ("\[1], \[T]: Play a 2 [S] Sand Soldier unit token to your base") is an **activated ability**. 2. **Timing Restriction:** Activated abilities that do not have the **[Action]** or **[Reaction]** keyword—like this legend ability—can **only** be activated during your Main Phase when the game state is "Open" (meaning the chain is empty, per Rule 150.2/148.2 and reinforced by the RiftJudge FAQ #9120 regarding Jax's legend ability). 3. **Chain State:** When you play an Equipment as a **[Reaction]** using **Quick-Draw** (granted by Jax, Unmatched), you are acting in response to something or initiating a chain, making the game state "Closed." Even if you were in your own Main Phase, the act of placing the Equipment on the chain (via the **Quick-Draw** trigger) creates an active chain, preventing you from activating a non-speed-keyword ability until that chain resolves and the state returns to Open. **In summary:** Because the legend ability lacks the **[Action]** or **[Reaction]** keyword, it cannot be used during a chain, even if you have met the requirement of "playing an equipment this turn." You must wait until the chain has fully resolved and the game state is Open again to activate the legend ability.
If I have Karma and Unit A on the field, use Baited Hook on Unit A, and play a new Unit B, can I use Karma's ability to buff Unit B?
Ruling: Yes, Karma's ability can buff Unit B played via Baited Hook. Sequence: - Baited Hook resolves, killing Unit A and looking at top 5 cards - You pick a card, banish it, then play it (Unit B is pending on the chain) - You recycle the rest (Karma's trigger is now pending on the chain) - Unit B finalizes first (oldest pending item) and enters play - Karma's trigger then finalizes and can target Unit B which is now on the board - Karma's trigger resolves, buffing Unit B Nuances: - This interaction differs from Vanguard Helm, which would trigger and finalize before the unit is played via Baited Hook - The key is that pending items finalize in the order they were added to the chain, and Karma's trigger is added after the unit is played during Baited Hook's resolution
If I have Lillia Fae Fawn at a battlefield with a trap card and next turn I move her back to base, would the trap card disappear or stay with the new sprite spawning from Lillia?
In *Riftbound*, there is no official card type or mechanic officially named a "trap." Assuming you are referring to a **hidden card** (a card placed facedown at a battlefield, as described in Rule 421.1), here is how your scenario resolves: ### Short Answer **The hidden card stays.** The hidden card is not affected by Lillia, Fae Fawn moving or by the Sprite token spawning. ### Detailed Breakdown 1. **Lillia's Movement:** When Lillia moves from the battlefield to your base, her triggered ability ("When I move from a location, play a 3 [M] Sprite token with [Temporary] there") is placed on the chain. 2. **The Hidden Card:** Your hidden card is an independent game object in the Facedown Zone associated with that battlefield. It has no mechanical relationship to Lillia or the Sprite token. 3. **The Sprite Token:** When Lillia's triggered ability resolves, it plays the Sprite token at that battlefield. The battlefield now contains your hidden card, the new Sprite token, and any other units present. 4. **Battlefield Control:** Per FAQ #10369, you do not lose control of a battlefield just because Lillia left, provided there are other units present or the turn is in a "Closed State" (which occurs while items like Lillia's trigger are on the chain or resolving). Even if you were to lose control of the battlefield, you would only lose the hidden card during the **next** Cleanup, not immediately upon Lillia moving or the Sprite spawning. **In summary:** The Sprite token spawning will not cause your hidden card to disappear. It will remain in the Facedown Zone associated with that battlefield.
If I have Master Yi legend, and one of my units is defending alone, but during the showdown I play a Rengar in reaction, does my unit still have +2?
No, your unit loses the +2 might bonus the moment *Rengar, Trophy Hunter* enters the battlefield. According to **RiftJudge FAQ #3935**, the bonus provided by *Master Yi, Wuju Bladesman* is a continuous effect that relies on a "while" condition ("While a friendly unit defends alone"). This condition is checked constantly; the moment another unit enters the same battlefield, your original unit is no longer "alone" (as defined by **Rule 741.1**), and the bonus is removed immediately. ### Interaction Details: 1. **Passive vs. Triggered:** *Master Yi's* bonus is a continuous passive ability, not a triggered ability. It does not use the chain and does not require "triggering." 2. **State Check:** Because it is a continuous effect, it updates the game state instantaneously whenever the criteria change. 3. **Result:** When you play *Rengar* as a reaction, the game state updates as soon as he enters the battlefield. Your unit is no longer defending alone, so it immediately loses the +2 might bonus. *This interpretation is based on the continuous nature of Master Yi's ability as confirmed in RiftJudge FAQ #3935 and FAQ #9025.*
If I have Miss Fortune Buccaneer out and then play Yone to an open battlefield does his Weaponmaster trigger before or after his Conquer ability to deal damage equal to his Might to an enemy unit at base?
When you play Yone, Blademaster to an open battlefield using Miss Fortune, Buccaneer's ability, his **Weaponmaster** ability will trigger and resolve **before** his conquer ability. Here is the breakdown of the sequence: 1. **Playing the Unit:** You play Yone to the battlefield. Because he has the **Weaponmaster** keyword, this creates a "When you play me" triggered ability. 2. **Weaponmaster Trigger:** Yone's Weaponmaster ability is placed on the chain. You resolve this ability, allowing you to choose an Equipment and attach it to Yone at a discounted cost. 3. **Conquer Trigger:** Yone's conquer ability ("When I conquer a battlefield that was uncontrolled...") is a triggered ability that only triggers **after** the battlefield has been successfully conquered. * Playing Yone to an open battlefield initiates a showdown. * The showdown must resolve (and you must successfully conquer the battlefield) before the conquer trigger can even be placed on the chain. **Summary of Timing:** * **Weaponmaster** triggers as part of the process of playing the unit (it is a "When you play me" effect). * **Conquer** triggers only after the showdown concludes and the battlefield is officially conquered. Therefore, the Weaponmaster effect happens immediately upon Yone entering play, while the conquer effect happens much later, after the combat resolution.
If I have Move Fiora Peerless to attack a battlefield with only one enemy unit, can I use Punch First during the showdown and get +10 instead of +5 might?
No, you cannot get +10 Might from *Punch First* in this scenario. You will only get the +5 Might from the spell. According to the rules and the specific interaction with *Fiora, Peerless*, here is the sequence of events: 1. **Initial Chain:** When you move *Fiora, Peerless* to attack the battlefield, her "When I attack" triggered ability is placed on the Initial Chain because the battlefield is one-on-one. 2. **Closed State:** The game enters a Closed State because a chain exists. 3. **Reaction Window:** You can only play cards with the **[Reaction]** keyword while the chain is closed. *Punch First* is an **[Action]** spell, so it cannot be played while *Fiora's* trigger is on the chain. 4. **Resolution:** *Fiora's* trigger resolves, doubling her Might from 3 to 6. 5. **Open State:** Once the chain empties, the state becomes Open. You now have Focus and can play *Punch First* as an **[Action]**. 6. **Final Might:** *Punch First* resolves, giving *Fiora* +5 Might. Her total Might for the combat becomes 11 (6 base doubled + 5 from the spell). **Why you cannot get +10:** * **Timing:** You cannot play *Punch First* before *Fiora's* trigger resolves because *Punch First* is an **[Action]**, not a **[Reaction]**. * **Effect Order:** Even if you could play it before, *Fiora's* ability doubles her *current* Might. If you played *Punch First* first, she would have 8 Might (3 base + 5 from spell), and her trigger would double that to 16. However, because you must wait for the chain to empty to play an **[Action]**, you are forced to resolve the trigger first, meaning the doubling only applies to her base Might of 3. This is consistent with **RiftJudge FAQ #8421**, which explicitly states that you cannot play *Punch First* before *Fiora's* Might-doubling trigger resolves.
If I have Nami and she holds. When I play Irelia, it readies her and buffs her. Does she get a +1 for being chosen?
To answer your question, we must look at whether Nami's "Hold" ability "chooses" or "targets" Irelia, Fervent. **Short Answer:** No, Irelia, Fervent does **not** gain an additional +1 Might for being "chosen" when Nami's ability readies and buffs her. She only gains the +1 Might from the "ready" trigger. ### Reasoning According to **Rule 355.10**, a game object is only a "target" (and thus "chosen") if it is explicitly targeted by a spell, activated ability, or triggered ability. 1. **Nami's Ability is Non-Targeting:** Nami's ability reads: *"When I hold, the next time you play a unit this turn, ready it and [Buff] it."* This effect is applied programmatically to the unit you play; it does not require you to "choose" or "target" that unit. 2. **Irelia's Trigger Requirements:** Irelia, Fervent’s ability states: *"When you choose or ready me, give me +1 [S] this turn."* * Since Nami's effect does not "choose" Irelia, the "choose" portion of Irelia's ability is not triggered. * Because Nami's effect does "ready" Irelia, the "ready" portion of Irelia's ability is triggered, granting her +1 Might. ### Sequence of Events 1. **Nami Holds:** Nami's ability triggers, creating a lasting effect for the next unit you play. 2. **Play Irelia:** You play Irelia, Fervent. 3. **Replacement/Modification:** Nami's effect applies, readying Irelia and buffing her. 4. **Irelia Triggers:** Because Irelia was "readied," her triggered ability is added to the chain. 5. **Resolution:** Irelia's ability resolves, giving her +1 Might. Because Nami's ability does not target or choose the unit, the "choose" trigger condition for Irelia is never met. (This is consistent with **RiftJudge FAQ #6528** and **#8590**, which clarify that effects which apply to a unit without targeting or choosing it do not trigger Irelia's "choose" bonus.)
If I have Rengar Trophy Hunter in trash and play Cursed Sarcophagus, can I still play the Rengar with ambush on my opponent's turn? Or does it need to be on my turn to be able to play units with Cursed Sarcophagus?
### The Ruling **No, you cannot play *Rengar, Trophy Hunter* using *Cursed Sarcophagus* on your opponent's turn.** ### Reasoning 1. **Activated Ability Timing:** *Cursed Sarcophagus* features an activated ability. According to Rule 381, all activated abilities can only be activated during the controlling player’s turn and during an Open State. Therefore, you cannot activate the ability of *Cursed Sarcophagus* on your opponent’s turn. 2. **Playing from Trash:** Because the ability to play a unit from the banishment zone via *Cursed Sarcophagus* is restricted to the active player's turn, it cannot be used to bypass timing restrictions on the opponent's turn. 3. **Ambush and Permissions:** While *Rengar, Trophy Hunter* has the **Ambush** keyword (allowing him to be played at reaction speed), the gear *Cursed Sarcophagus* is the source of the play effect. Because the gear's ability itself is restricted to your own turn, the reaction speed of the unit being played is irrelevant to the timing of the gear's activation. ### Important Clarifications * **Triggered Abilities:** You are not playing *Rengar* as a triggered ability; you are playing him as a card from the banishment zone via the activated ability of a gear. * **Ambush Limitations:** *Rengar* must still be played to a valid location. According to the mechanics of *Ambush* and his own text, he must be played to a battlefield where you control units, or a battlefield containing enemy units. You cannot play him to your base unless another card effect explicitly permits it. Note: I could not fully verify this ruling against the retrieved rules.
If I have Repeat on Starcross, can I target the same ally twice and send 2 units to my opponent's hand?
Yes, if you use **Repeat** on **Star-Crossed**, you can target the same friendly unit and the same enemy unit twice (or choose different targets for the second execution), and you will return those units to their owners' hands twice. Because the spell is **Star-Crossed**, returning a unit to its owner's hand is an action that happens once when the spell resolves. If you pay the **Repeat** cost, you are executing the instructions of the card a second time. ### Key Mechanics: * **Repeat (Rule 820):** When you pay the **Repeat** cost, the instructions of the spell are performed one additional time. * **Independence of Choices (Rule 820.2.a):** You make targeting choices for the initial execution and the repeated execution independently. You are not forced to choose the same targets for the second execution. * **No "Fizzle" for repeat instances:** If the units you targeted the first time are no longer on the board for the second execution (because they were returned to your hand during the first resolution), the second execution will simply find no valid targets for that portion of the instruction and will ignore that part (Rule 359.3.e.8). **Summary of resolution:** 1. **Initial Resolution:** *Star-Crossed* resolves. You return a friendly unit and an enemy unit to their owners' hands. 2. **Repeated Resolution:** *Star-Crossed* resolves again. If you have another set of valid targets (a friendly unit and an enemy unit), you can return those to their owners' hands as well. If you have no valid targets remaining on the board, the second execution of the instructions is ignored.
If I have Soraka and Baited Hook and a 3 might unit and I Baited Hook my 3 might unit and they're all in base, do I get to use Baited Hook ability and keep my 3 might unit?
Yes, you keep your 3 Might unit, but you do not get to use the full effect of Baited Hook. Because Soraka, Wanderer is at the same location as your 3 Might unit and has higher Might, her replacement ability intercedes when Baited Hook attempts to "Kill" your unit. As a result, the unit is saved and is not sent to the trash. Since it was never killed, Baited Hook fails to reference a "killed unit" for its secondary effect. ### Sequence of Events 1. **Activation:** You activate Baited Hook, paying its costs and targeting your 3 Might unit at your base. 2. **Resolution (Closed State):** Baited Hook begins to resolve. 3. **Replacement:** Soraka’s replacement effect intercedes before the "Kill" game action occurs. Instead of being sent to the trash, your 3 Might unit is healed, exhausted, and recalled to your base (per Rule 369 and FAQ #9379/1171). 4. **Effect Failure:** Because the unit was not killed (it did not go from the board/base to the trash, per Rule 415.2), there is no "killed unit" for Baited Hook to reference. 5. **Partial Resolution:** According to Rule 359.3.e.12 and FAQ #10387, the check for the "killed unit's" might returns "null." Consequently, while you still perform the instruction to look at the top 5 cards of your main deck, you cannot satisfy the requirement to play a unit with "Might up to 1 more than the killed unit." 6. **Cleanup:** You recycle all 5 cards looked at. **Summary:** Your original 3 Might unit remains in your base in an exhausted state, but you are unable to play a new unit from your deck using Baited Hook. Note: I could not fully verify this ruling against the retrieved rules, specifically regarding the Might value of Soraka.
If I have The Academy and play Call to Glory as my first spell, paying only the buff as the additional cost, do I still pay 3 generic to repeat it?
Yes.
If I have Traveling Merchant and Yasuo Remorseful Attack on the battlefield where my opponent has control, can I choose either Traveling Merchant or Yasuo to resolve first?
No, you cannot choose to resolve *Traveling Merchant* and *Yasuo, Remorseful* in either order. Their abilities trigger at different times and in different game states. According to **RiftJudge FAQ #4077**, move triggers (such as *Traveling Merchant*) are distinct from the combat sequence and must resolve before a Showdown begins. ### The Sequence of Events: 1. **Movement & Move Trigger:** You move *Traveling Merchant* and *Yasuo, Remorseful* to the battlefield. This move initiates a chain for the *Traveling Merchant* trigger. * *Traveling Merchant's* "When I move" ability is placed on the chain. * This chain must resolve completely before the Showdown begins. 2. **Showdown Begins:** Only after the *Traveling Merchant* chain has fully resolved does the Showdown begin. 3. **Initial Chain (Showdown):** Now that the Showdown has begun, the *Yasuo, Remorseful* "When I attack" trigger is placed on the chain. * Because *Yasuo* is attacking, his ability triggers as he gains the Attacker designation upon the start of the combat (Rule 383.4.e). * This is an **Initial Chain** for the Showdown. As established in **RiftJudge FAQ #8871**, only **Reaction** speed cards may be played during this initial chain. ### Key Rulings: * **Move Triggers Resolve First:** Per **RiftJudge FAQ #4077**, the move trigger resolves before the Showdown starts. The "When I attack" trigger cannot be placed on the chain until the Showdown has officially commenced. * **No Choice in Ordering:** Because the *Traveling Merchant* trigger must be resolved entirely to clear the chain before the Showdown (and thus the *Yasuo* trigger) can even exist, you never have a situation where both are on the chain simultaneously to choose an order. In summary, *Traveling Merchant* resolves, then the Showdown begins, and then the *Yasuo, Remorseful* trigger is added to the Initial Chain. *Note: I could not fully verify the specific mechanical details of the Traveling Merchant trigger against the retrieved rules.*
If I have Undercover Agent and Jinx Rebel at a battlefield then damage is assigned with 5 damage to each, would Undercover Agent's deathknell ability give Jinx +1 might to live?
No, Jinx, Rebel will not survive in this scenario. Here is the step-by-step breakdown of how the combat damage and the Deathknell ability resolve: 1. **Combat Damage Step:** Combat damage is dealt simultaneously. Both Undercover Agent and Jinx, Rebel are dealt 5 damage. 2. **State Check (Death):** Both units have damage marked on them equal to their Might (5). They are both marked as dying. 3. **Triggering Deathknell:** As Undercover Agent dies, its **Deathknell** ability triggers and is placed on the chain as a pending item. 4. **Healing:** Surviving units on the battlefield are healed (Rule 461.1.a.1). Because Jinx, Rebel has 5 damage marked on her (which is equal to her Might) and there are no effects preventing this, she dies. 5. **Resolution:** After healing and deaths are processed, the game proceeds to the FEPR process, and the pending **Deathknell** trigger on the chain resolves. Even though the Deathknell ability resolves and causes you to discard cards (which would trigger Jinx's ability), Jinx, Rebel is already dead and in the trash by this point. **Summary:** Because the healing of the battlefield and the death of units happen *before* the Deathknell ability resolves on the chain, Jinx, Rebel dies before she can benefit from the +1 Might boost. *Sources: RiftJudge FAQ #10182 (regarding the timing of Deathknell and healing), Rule 461.1.a.1 (Combat Cleanup).*
If I have Vilemaw on the battlefield and my opponent attacks me with a unit that has 8 might, do they deal damage to me or not?
Yes, the attacking unit will deal damage to you, provided its Might is equal to or greater than Vilemaw's Might. According to Vilemaw's ability: **"Enemy units here with less Might than me don't deal combat damage."** * If the attacking unit has **8 or more Might**, it is not "less than" Vilemaw's 8 Might, so it **will** deal its combat damage to you. * If the attacking unit has **less than 8 Might**, it will **not** deal combat damage to you due to Vilemaw's effect. Note that this interaction specifically checks the units' current Might at the time combat damage is resolved.
If I have Zhonya's Hourglass and equipment on my unit and they kill the unit triggering the hourglass, does my equipment fall off the unit?
No, your equipment does not fall off. According to **RiftJudge FAQ #5370** and **FAQ #2765**, when a unit is saved by Zhonya's Hourglass, the unit never actually dies and never leaves the field (it is recalled to base, which is a board zone). Because the unit remains in play, all temporary effects, including attached equipment, remain attached to it. As stated in **Rule 109**: "Whenever a Game Object changes zones to or from a Non-Board Zone, all Temporary Modifications of all kinds cease to be tracked on it in all capacities." Since Zhonya's Hourglass recalls the unit to your base (a board zone), the unit does not change to a non-board zone, and your equipment stays attached.
If I have Zhonyas Hourglass and all units die at a battlefield due to combat, who decides what unit is 'revived'?
Ruling: When a replacement effect would replace multiple events at once (multiple units dying), the controller of the replacement effect decides which event it will replace. Nuances: - The unit is not technically "revived" because the replacement effect prevents the death from happening in the first place - If multiple replacement effects would attempt to replace the same singular event (like Zhonyas and GA on one unit), you choose which replacement effect happens first - When one replacement effect resolves (healing, exhausting, and recalling the unit), the second replacement effect cannot trigger because the unit is no longer "dying" - it's being healed/exhausted/recalled, which isn't a valid event to replace - Only one of the replacement effects will go off (your choice), the other doesn't trigger
If I have a 2 might unit attacking into an empty battlefield, opponent plays orange Rengar, I stun the orange Rengar with Back Off, how will the combat resolve and if Rengar will score a point?
### Sequence of Events 1. **Your Move:** You perform a Standard Move with your 2-Might unit to an open battlefield. This initiates a **non-combat showdown**. You are the **Attacker** (Rule 442.1.a.1). 2. **Opponent's Response:** Your opponent plays **Rengar, Trophy Hunter** as a **[Reaction]**. Because there is an enemy unit present, they may play *Rengar* to that battlefield. Upon playing *Rengar*, your opponent becomes the **Defender** (Rule 442.1.a.2). 3. **Your Response:** In response to *Rengar* entering play, you play **Back Off** as a **[Reaction]**, targeting *Rengar*. *Rengar* becomes **Stunned**. 4. **Showdown Conclusion:** The chain empties, and both players pass focus. Since units from both players are present, the non-combat showdown transitions into a **combat showdown**. ### Combat Resolution * **Combat Damage Step:** Your 2-Might unit deals its Might in damage to *Rengar*. According to Rule 423.1.b, "A Stunned Unit does not contribute its might to damage in the combat damage step." Therefore, *Rengar* does not deal damage to your unit. * **Combat Cleanup:** * Units heal (Rule 461.1.a.1). * Attacking units are recalled to their controller's base if Defenders are still present (Rule 461.1.a.2). ### Will Rengar Score a Point? **Rengar may score a point if he survives the combat.** Points from Conquering (Rule 464.1) are established by taking control of a battlefield. Control is established during the resolution step (Rule 461.5) if a player has units remaining and the opponent does not: * If *Rengar* survives the combat damage, your 2-Might unit is recalled to your base per Rule 461.1.a.2. * If *Rengar* remains on the field as the only unit remaining, your opponent will establish control of the battlefield and potentially score a point. * If your unit successfully defeats *Rengar*, you remain at the battlefield, allowing you to establish control and potentially score a point. Note: I could not fully verify this ruling against the retrieved rules.
If I have a 4 might unit defending at the Frozen Fortress and my opponent plays a Thousand Tail Watcher dealing the -3 might to a minimum of -1, does my unit die?
Yes, your unit will die. Here is the breakdown of why this happens based on the *Riftbound* rules: ### Sequence of Events 1. **Thousand-Tailed Watcher:** When your opponent plays this unit, its ability triggers, giving your unit -3 Might. Your unit's Might is reduced from 4 to **1** (as per the "minimum of 1" clause). 2. **Frozen Fortress:** This battlefield's ability reads: "At the start of each player's Beginning Phase, deal 1 to each unit here." * If your unit is at the *Frozen Fortress* battlefield, it has 1 damage marked on it from the battlefield's ability. 3. **Lethal Damage Check:** According to **Rule 143.2.a**, a unit is killed if it has non-zero damage marked on it that is equal to or greater than its current Might. * Your unit now has **1 Might** and **1 damage** marked on it. * Since the marked damage (1) equals its current Might (1), the unit is killed during the cleanup check. ### Key Rules * **Might vs. Damage:** Damage is "marked" on units (Rule 143.3) and does not reduce Might directly. The unit dies during the cleanup check when damage equals or exceeds Might (**RiftJudge FAQ #91**, **#2141**). * **Minimum Might:** As confirmed by **RiftJudge FAQ #91**, the "minimum of 1 Might" clause on *Thousand-Tailed Watcher* only prevents the Might reduction itself from going lower, but it does not protect the unit from death if the damage marked on the unit (from *Frozen Fortress*) meets or exceeds that new Might value.
If I have a 4-power unit at a battlefield with Mask of Foresight in my base and a hidden unit (Tideturner) at that battlefield, when my opponent moves a unit into the battlefield, does the +1 buff from Mask of Foresight apply before I reveal the hidden unit as a reaction?
Ruling: Yes, the +1 buff from Mask of Foresight can apply before you reveal the hidden unit, making your original defender a 5-power unit. However, this depends on when you choose to reveal your hidden card. Sequence: - Your opponent moves a unit into the battlefield - Mask of Foresight trigger condition is met (your unit is alone) - You can let the Mask of Foresight trigger resolve, boosting your lone unit's Might by +1 - After the trigger resolves, you can then reveal and play the hidden unit as a reaction Nuances: - If you reveal the hidden unit before reaching the trigger point (before the showdown starts and before your unit is designated as an attacker/defender), Mask of Foresight won't boost because the unit is no longer alone when designated
If I have a Candlelit Sanctum and I am at 7 points for the eight point, I draw for the point, but could I order the Sanctum and then draw?
No, you cannot order the **Candlelit Sanctum** trigger to resolve before drawing the card for your 8th point. According to **RiftJudge FAQ #8212** and **RiftJudge FAQ #1422**, the scoring process (or the draw that occurs at 8 points instead of gaining a point) must be completed before any "on-conquer" triggers are placed on the chain. Here is the required sequence: 1. **Conquest occurs:** You move a unit to the battlefield and meet the criteria for a Conquer. 2. **Scoring process:** Because you are at 7 points and attempting to gain your 8th point, the rules for Scoring trigger. Since you are at the victory threshold, the game instructs you to draw a card instead of gaining a point. This must be completed first. 3. **Trigger placement:** Only after that scoring/draw process is complete are the "on-conquer" triggered abilities (like that of the Candlelit Sanctum) placed on the chain. 4. **Resolution:** The Candlelit Sanctum's ability then resolves as a chain item. In short, the scoring/draw is a prerequisite for the conquer to be considered "completed," so the battlefield's trigger cannot occur until that action has resolved.
If I have a Draven, Vanquisher on the battlefield with a hidden Fight or Flight, and my opponent moves his Vex to combat with the Draven, on Draven's defender trigger, can I respond with Fight or Flight for its hidden cost or does Vex tax the hidden card?
Yes, you can respond with your hidden **Fight or Flight**, but you must pay the additional cost imposed by **Vex**. ### Ruling According to the official rulings for **Vex** and **Hidden** cards: * **Hidden** sets the base cost of the spell to 0. * **Vex's** ability acts as a cost increase for enemy spells, which is applied *after* the base cost is set to 0. * Therefore, you must pay the additional cost imposed by Vex (1 Energy + 1 Power) to activate the spell from Hidden. ### Sequence of Events 1. **Combat Initiation:** Your opponent moves **Vex** to the battlefield where **Draven, Vanquisher** is located, triggering combat. 2. **Triggered Abilities:** **Draven's** "When I attack or defend" ability triggers and is placed on the chain. 3. **Reaction Window:** A reaction window opens. You may now play your hidden **Fight or Flight**. 4. **Cost Calculation:** * **Hidden** reduces the base cost of **Fight or Flight** to 0. * **Vex's** passive ability adds an additional cost of 1 Energy + 1 Power to enemy spells. * The final cost to play your hidden spell is 1 Energy + 1 Power. 5. **Resolution:** Once you pay the cost, **Fight or Flight** is added to the chain. The chain resolves in LIFO (Last-In, First-Out) order: * **Fight or Flight** resolves first, moving the target unit to its base. * **Draven's** triggered ability then resolves. As per the FAQ, you decide whether to pay the 1 Fury Power cost *at the moment of resolution* to gain the +2 Might buff.
If I have a Hwei and one hidden Tideturner at a battlefield, and my Hwei gets pulled to the other battlefield by Blitz, can I react by playing Tideturner? Or is the battlefield no longer under my control?
Yes, you can react by playing Tideturner from hidden. According to Rule 187.4.c and the corresponding clarifications, **control of a battlefield cannot be lost while there are items on the chain.** When your opponent plays Blitzcrank and triggers his "When you play me" ability, that triggered ability is placed on the chain. Because there is an item on the chain, you do not lose control of your battlefield when Hwei is moved to the other battlefield, even if Hwei was your only unit there. Here is the sequence: 1. **Blitzcrank enters play:** His "When you play me" triggered ability is placed on the chain, targeting your Hwei. 2. **Chain State:** The state is now **CLOSED** (there is an item on the chain). 3. **Reaction Window:** Because the chain is not empty, you have a window to play reactions. Playing a card from "Hidden" is a reaction (Rule 811.1.b, Rule 737.6). 4. **Action:** You can reveal and play your hidden Tideturner. Even though your battlefield would normally trigger a cleanup to remove hidden cards after losing your only unit, that cleanup is suppressed because an item (the Blitzcrank ability) is still on the chain. You may play Tideturner in response to the Blitzcrank ability to swap him with a unit at another location, or simply to place him onto the board before the Blitzcrank ability resolves. Note that Tideturner's ability to swap units also uses the chain, and targeting is determined upon resolution.
If I have a Jinx Rebel on board, 3 cards in hand and 3 Super Mega Death Rockets in my trash, then conquer a battlefield, can I discard all 3 cards in hand to get back all 3 death rockets and increase Jinx's might by 3 off a single conquer trigger? Can I instead discard 1 card to get the first death rocket back, then discard it for the second and discard that for the 3rd?
Ruling: Yes to both scenarios. When you conquer, all three Super Mega Death Rocket abilities trigger and go onto the chain simultaneously, then each resolves separately one after the other. Sequence: - All three SMDR abilities are put on the chain when you conquer - Each ability resolves individually in the order you choose - When each resolves, you may discard a card to return that SMDR to hand - Jinx's might increases by 1 for each card discarded this way Nuances: - You can discard a newly reacquired SMDR to get back a different one - This allows you to resolve all three triggers without losing net cards in hand - The "you may" choice happens when each ability resolves, not when they're put on the chain
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