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If I have a Karthus and a Deathknell card die from a Falling Star, does the Deathknell still trigger twice?
Yes, if you have a Karthus on the board and another unit with a Deathknell effect dies at the same time (such as from a *Falling Star*), that unit's Deathknell effect will trigger twice.
According to **RiftJudge FAQ #5353**:
* **Ruling:** When Karthus and another unit die at the same time, the other unit's Deathknell triggers twice.
* **Reasoning:** Karthus's ability ("Your [Deathknell] effects trigger an additional time") is a **passive ability**, not a triggered ability. Because it is passive, it remains active and applies even when Karthus himself is being killed simultaneously with the other unit.
This is distinct from triggered abilities (like those of *Viktor, Leader*), which cannot trigger if the source leaves the board at the same time the trigger condition is met. Since Karthus is a passive effect, it successfully modifies the Deathknell trigger of the other unit as it occurs.
If I have a Lonely Poro at a Battlefield and another at Base with a Zhonya's Hourglass, and my opponent plays Falling Star targeting the Battlefield Poro first then the Base Poro, will I draw from the Base Poro's Deathknell when it dies?
Ruling: Yes, you will draw a card from one of the Lonely Poros. Falling Star deals all its damage before checking for lethal, so both Poros are marked to die simultaneously. Zhonya's Hourglass can save one Poro (preventing its Deathknell), but the other Poro still dies and triggers its Deathknell to draw a card.
Sequence:
- Falling Star resolves completely, dealing 3 damage to the Battlefield Poro and 3 damage to the Base Poro
- The game checks for lethal damage on both Poros simultaneously
- Both Poros have taken lethal damage and are marked to be killed at the same time
- Zhonya's Hourglass can save ONE of the Poros as a replacement effect (it is healed, exhausted, recalled, and its Deathknell does not trigger)
- The other Poro dies and its Deathknell triggers, drawing you 1 card (if it was "alone" at its location)
Nuances:
- Falling Star received an errata so both damage instances resolve as part of a single spell resolution, not as separate triggers
- The "alone" condition for Lonely Poro checks if there were other friendly units at its location when it died
- Zhonya's Hourglass is a replacement effect that prevents the unit from dying, so a saved unit never triggers Deathknell
If I have a Mask of Foresight on board, I have a Lillia on BF defending alone and a Sprite in base. Lillia will get the +1 from Mask first. Then, if I Smoke and Mirrors to swap locations of Lillia and the Sprite in base, could the Sprite in base get the Mask bonus before the move trigger resolves or does the closed state from the move trigger prevent that?
Yes, your Sprite will receive the +1 Might bonus from **Mask of Foresight**.
According to the official **RiftJudge FAQ #10888**, because the "alone" condition for the Sprite is met when it enters the location during the showdown, it triggers the Mask of Foresight anew. The bonus is applied to the unit that satisfies the "alone" condition at the moment it is designated or enters as an attacker or defender.
### Detailed Sequence
1. **Start of Combat:** Lillia, Fae Fawn is designated as a defender alone at the battlefield. This triggers **Mask of Foresight**, which targets Lillia.
2. **Playing Smoke and Mirrors:** You play **Smoke and Mirrors** to exchange the positions of Lillia and the Sprite.
3. **Triggered Abilities:**
* **Lillia's Ability:** When Lillia moves from the battlefield, her ability ("When I move from a location, play a 3 [S] Sprite unit token with [Temporary] there") is added to the chain.
* **New Trigger:** As the Sprite enters the location alone during the showdown, the **Mask of Foresight** triggers again for the Sprite.
4. **Resolution:** You may order the resolution of these triggers. As clarified in FAQ #10888, the Sprite becomes the new target for the Mask of Foresight trigger, and once the trigger resolves, the +1 Might bonus is applied to the Sprite.
### Key Rules
* **Trigger Timing:** The condition for "attacking or defending alone" is checked when units are designated or enter the battlefield at a location (Rule 460).
* **Targeting:** The bonus from Mask of Foresight applies to the specific unit that triggered the condition. When the Sprite replaces Lillia, it creates a new "alone" state, allowing it to trigger the Mask of Foresight itself.
* **Stacking:** Playing a card during a showdown creates a [Closed State] chain, but this does not prevent the resolution of triggers placed on the chain. You may resolve the Sprite's Mask trigger after the exchange to ensure it receives the bonus.
Note: I could not fully verify this ruling against the retrieved rules.
If I have a Miss Fortune at a battlefield and a Hidden Tide Turner at that same battlefield and my opponent attempts to charm my Miss Fortune off the battlefield, if I reveal my Tide Turner as a reaction to the charm does that allow me to move my Miss Fortune back to the battlefield?
No, you cannot use Tideturner to move Miss Fortune back to the battlefield after she has been moved by Charm.
If you wait for *Charm* to resolve and move Miss Fortune, you lose control of the battlefield (assuming she was your only unit there and it is not contested). Once you lose control, the hidden *Tideturner* is trashed during the cleanup step that immediately follows the movement.
### Why this interaction fails:
1. **Timing:** *Tideturner* must be revealed and played as a **Reaction** to the *Charm* spell while it is still on the chain. If you allow *Charm* to resolve, the movement occurs, you lose control of the battlefield, and the *Tideturner* is removed from the game during the cleanup step (Rule 424.3.c and FAQ 1943).
2. **Targeting Restriction:** Even if you react in time, *Tideturner* cannot target Miss Fortune while she is at the same battlefield as the *Tideturner*. *Tideturner's* ability explicitly requires you to choose a unit at **"another location"** (FAQ 7937). You cannot use *Tideturner* to swap with a unit at its own location.
### The Correct Sequence (if you react to Charm):
If you choose to use *Tideturner* as a reaction to *Charm*, you must do so **before** *Charm* resolves:
1. **Opponent plays *Charm*:** They target your Miss Fortune at Battlefield A.
2. **You respond:** You reveal and play *Tideturner* from hidden at Battlefield A as a **Reaction**.
3. **Chain resolves:** *Tideturner* enters play. Its "When you play me" ability triggers.
4. **Targeting:** You must choose a friendly unit at **another location** (Battlefield B). You cannot target Miss Fortune at Battlefield A.
5. **Swap:** *Tideturner* moves to Battlefield B, and the unit at Battlefield B moves to Battlefield A.
6. **Charm resolves:** *Charm* attempts to move Miss Fortune from Battlefield A. Since she is still at Battlefield A, *Charm* successfully moves her to a new location.
**Summary:** Because *Tideturner* cannot target a unit at its own location, it cannot be used to "save" or "swap" with a unit that is currently at the same battlefield. Furthermore, you cannot wait for *Charm* to resolve before acting, as the hidden card will be trashed before you have another opportunity to play it.
If I have a Raven Bloom Student and I play a spell and my opponent defys' the spell, will the Raven Bloom Student get +1 might?
No, your **Ravenbloom Student** will not gain +1 Might if your spell 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 explicitly addressed in multiple official FAQs (e.g., FAQ #11082, #8945).
If I have a Red Brambleback with Trinity Force and Skyfall of Areion attached, and I hold with it on Reckoner's Arena, how many points do I get?
To determine the points gained when holding at **Reckoner’s Arena** with a unit equipped with **Trinity Force** and **Skyfall of Areion**, and with **Red Brambleback** present, we must analyze the interaction between these specific cards and the rules regarding "holding" versus "conquering."
### The Interaction
1. **The "Hold" Action:** You perform a standard "Hold" action at Reckoner’s Arena. This grants you **1 point** (the standard reward for holding).
2. **Triggering Effects:**
* **Trinity Force:** Has the ability "When I hold, score 1 point." Due to **Skyfall of Areion**, this is also treated as a "When I conquer, score 1 point" effect.
* **Reckoner's Arena:** Triggers its ability "When you hold here, activate the conquer effects of units here."
3. **Red Brambleback Analysis:** Red Brambleback states: "Your conquer effects for conquering here trigger an additional time."
* Per the *Rules FAQ Clarification 2026-04-29*, when Reckoner’s Arena activates conquer effects, it treats the game as if a conquer event occurred for the purposes of those abilities, but **no actual conquer event occurs**.
* Because you are not performing an actual "Conquer" game action—you are performing a "Hold" action that *simulates* conquer triggers—**Red Brambleback’s condition is not met**. Red Brambleback specifically looks for the act of "conquering here," which the Reckoner's Arena activation does not satisfy.
### The Point Tally
When you hold at Reckoner’s Arena:
1. **Standard Hold Reward:** You gain **1 point** for the act of holding.
2. **Trinity Force (Hold Trigger):** You gain **1 point** from the hold trigger.
3. **Reckoner's Arena (Activates Conquer Effects):** The Arena triggers the "conquer" portion of Trinity Force. Because Skyfall of Areion makes the hold effect a conquer effect, the Arena activates this conquer effect, granting you **1 point**.
4. **Red Brambleback:** Does not trigger, as no actual "Conquer" action took place.
**Total Points: 3 points**
***
**Summary of Sequence:**
* **Hold Event:** You gain 1 point.
* **Chain Items:** The following go on the chain simultaneously:
* Trinity Force's "Hold" trigger (1 point).
* Reckoner's Arena trigger (activates conquer effects).
* **Resolution:**
* Trinity Force's hold trigger resolves (1 point).
* Reckoner's Arena resolves, activating the Trinity Force's "Conquer" trigger (modified by Skyfall), which resolves (1 point).
* **Final Result:** You gain 3 points total. Red Brambleback provides no additional triggers because the Arena's activation is not a "Conquer" game action.
If I have a Rift Herald alone at a battlefield and I use Sacrifice on it, can I play the card from Rift Herald's Deathknell to that battlefield?
To answer your question, we must look at the specific text of the cards and the rules regarding battlefield control and *Deathknell*.
### The Short Answer
**No, you cannot play the unit from the *Rift Herald's* *Deathknell* effect to that battlefield.**
### The Reason
The primary issue is where the *Rift Herald's* *Deathknell* effect allows you to place the unit.
1. **Card Text:** The *Rift Herald's* *Deathknell* ability explicitly states: *"Play a unit from your hand to your **base**, ignoring its Energy cost."*
2. **Placement Restriction:** Because the card text specifically dictates "to your base," you are restricted from playing that unit to a battlefield. It must enter at your base.
### Regarding Battlefield Control
Even though you are using a spell (*Sacrifice*) to kill the *Rift Herald*, the rules regarding battlefield control generally allow you to retain control of a battlefield while an item is on the chain (Rule 187.4.c and related FAQs). However, this protection only helps you play a unit to the battlefield if the *Deathknell* effect itself allowed for that placement. Because *Rift Herald* specifically designates "your base" as the destination, you must follow that instruction, regardless of whether you control the battlefield.
*This is my interpretation based on the card text of Rift Herald and the mechanics of ability instructions. No official FAQ exists for this specific placement restriction interaction.*
If I have a Scuttle Crab with Guardian Angel equipped, and my opponent plays Imperial Decree then Bellows Breath (non-repeated) on my crab, what happens?
Ruling: Your unit will be killed. Even though Guardian Angel replaces the initial death from lethal damage, the pending Imperial Decree trigger will subsequently resolve and kill the unit.
Sequence:
- Imperial Decree is played, creating a delayed triggered ability for the turn
- Bellows Breath (non-repeated) is played, targeting your unit
- Bellows Breath resolves, dealing 1 damage to the unit
- Imperial Decree triggers, creating a pending chain item to kill the unit (ID1)
- Cleanup phase begins: the unit has lethal damage marked, triggering a kill action
- Guardian Angel's replacement effect activates: the gear is destroyed, and the unit is healed, exhausted, and recalled to your base
- ID1 finalizes onto the chain
- ID1 resolves, killing the unit
- The unit is sent to the trash
Nuances:
- Guardian Angel acts as a replacement effect that only intercepts one death event; once destroyed, it cannot protect against subsequent kill effects
- Imperial Decree's kill trigger tracks the unit to its new location (your base) and kills it there
- The damage from Bellows Breath and the Imperial Decree trigger are separate events that resolve in sequence
- If Bellows Breath is repeated, it creates two separate damage instances, each triggering Imperial Decree separately
If I have a Soraka with a Guardian Angel equipped and a 1 might recruit at a battlefield, and they both are targeted by a Singularity, does Soraka's ability resolve in a way that would save the recruit, or does Guardian Angel activate before this can occur?
To determine how this interaction resolves, we must look at how **Replacement Effects** function when multiple units are affected by a single event (Singularity).
### The Ruling
When *Singularity* resolves, it deals 6 damage to both Soraka and the 1 Might Recruit simultaneously. Because both units are about to die, you have multiple replacement effects available to save them:
1. **Soraka's ability:** "If another unit you control here would die... instead heal it, exhaust it, and recall it."
2. **Guardian Angel's effect:** "If I would die, kill Guardian Angel instead. Heal me, exhaust me, and recall me."
According to **Rule 373** and the **2026-03-30 Patch Notes**, when multiple simultaneous events can be replaced, the **controller of the replacement effects decides the order** in which they are applied.
### How the Sequence Works
Since you control both the Soraka (with the equipped *Guardian Angel*) and the Recruit, you choose the order of application.
* **If you apply Guardian Angel first:**
1. *Guardian Angel* replaces Soraka's death. Soraka is healed, exhausted, and recalled to your base. The *Guardian Angel* gear is destroyed.
2. Because Soraka has been recalled, she is no longer at the battlefield.
3. When you attempt to apply Soraka's ability to the Recruit, it fails because Soraka is no longer at the battlefield to perform the recall/heal. The Recruit dies.
* **If you apply Soraka's ability first:**
1. Soraka's ability replaces the Recruit's death. The Recruit is healed, exhausted, and recalled to your base.
2. Now, you apply the *Guardian Angel* effect to replace Soraka's death. Soraka is healed, exhausted, and recalled to your base. The *Guardian Angel* gear is destroyed.
3. **Result:** Both units are saved.
### Summary
**Yes, you can save the Recruit**, but only if you choose to apply Soraka's ability to the Recruit **before** you apply the *Guardian Angel* effect to Soraka. If you apply the *Guardian Angel* effect first, Soraka will be recalled, making her unable to save the Recruit.
***
*This is my interpretation based on Rule 373 and the 2026-03-30 Patch Notes regarding simultaneous replacement effects. No official FAQ exists for this specific interaction.*
If I have a Spright token on a battlefield and I play a Hidden Evelyn Entrancing as a reaction to the temporary trigger and charm a unit to this battlefield, does the Spright token die before the showdown happens?
Yes, the Sprite token is removed from the battlefield before the showdown occurs.
When the **Temporary** keyword triggers at the start of your Beginning Phase, it places a triggered ability on the chain. You may respond to this trigger by playing your hidden **Evelynn, Entrancing** as a [Reaction].
The sequence of events is as follows:
1. **Beginning Phase:** The **Temporary** keyword on the Sprite token triggers and is placed on the chain.
2. **Reaction:** You play your hidden **Evelynn, Entrancing** from the facedown zone as a [Reaction] to the **Temporary** trigger.
3. **Resolution (LIFO):**
* **Evelynn, Entrancing** resolves, enters the battlefield, and its ability triggers.
* You resolve Evelynn's ability, moving an enemy unit to her battlefield.
* The **Temporary** trigger resolves, and the Sprite token is killed (sent to the trash).
4. **Showdown:** A showdown begins once the chain has resolved and units from different players are present at the battlefield.
Because the Sprite token is killed during the resolution of the **Temporary** trigger, it is no longer on the battlefield when the showdown begins.
*Note: I could not fully verify this ruling against the retrieved rules.*
If I have a Sprite token at a Battlefield with a Hidden card there, can I play the Hidden card when my turn begins before the token is removed, or is the token removed automatically discarding the Hidden card?
Ruling: You can react to the Temporary trigger by flipping the Hidden card before the token is removed.
Sequence:
- Temporary trigger occurs at the beginning of your turn
- You can flip the Hidden card in response to this trigger
- If it's a unit, you can even score by holding this way since the Temporary trigger happens before scoring
- The token is then removed
If I have a Stellacorn Herder in base, and play a Tideturner in base, can I choose Stellacorn as a target for Tideturner's effect? What happens?
Now I understand the situation. Let me address this:
**No, you cannot choose Stellacorn Herder as a target for Tideturner's effect, and you cannot play Tideturner in base in the first place.**
Here's why:
1. **Tideturner cannot be played in base**: According to Rule 737.1.b and the official FAQ, the **Hidden** keyword allows you to hide a card facedown specifically at a **battlefield** you control—not in the base. When you later play Tideturner from hidden, it must be played at the battlefield where it was hidden.
2. **Even if you could play Tideturner in base**: Tideturner's ability reads "choose a unit you control **at another location**." The base is not a location in the same sense as battlefields. The ability requires targeting a unit at a *different* location than where Tideturner is played. If Tideturner were in base, it could only target units at battlefields (and vice versa).
3. **Stellacorn Herder is in base**: Since Stellacorn Herder is also in base, it would be at the same location as Tideturner, making it an illegal target (Tideturner requires "another location").
**Bottom line**: You'd need to play Tideturner at a battlefield to use its effect, and then you could swap it with a friendly unit at a different location (either base or another battlefield).
If I have a Vanguard Helm gear at base and I use Baited Hook to kill a unit with a buff on it, can I move that buff using Vanguard Helm to the newly played unit from the hook?
Ruling: No, you cannot move the buff to the newly played unit from Baited Hook. The Vanguard Helm trigger must finalize and choose its target before the unit from Baited Hook enters play.
Sequence:
- Baited Hook kills a unit with a buff
- Vanguard Helm triggers and becomes pending on the chain
- Baited Hook looks at 5 cards and selects a unit, which becomes pending
- Once Hook fully resolves, pending items finalize in the order they were added
- Vanguard Helm finalizes first and must choose a target
- Since the unit from Hook isn't on the board yet, it cannot be chosen as a target
- After Helm finalizes, the unit from Hook enters play
Nuances:
- The entire text of Baited Hook resolves before anything else can be finalized on the chain, but things still become pending in the order they're written
- Playing a unit resolves by adding that unit to the pending chain
- If the newly played unit had a "when you buff a friendly unit" trigger, it would not activate because it wasn't on board when Helm finalized
If I have a Watchful Sentry at a battlefield and my opponent attacks and kills my Watchful Sentry, if I play Rengar Trophy Hunter in response to the deathknell trigger and win the combat, will I conquer the battlefield again and get a point?
To answer your question: **No, you will not conquer the battlefield or gain a point in this scenario.**
Here is the breakdown of why this occurs based on the game rules:
### 1. The "Once Per Turn" Restriction
According to **Rule 465**, a player may only score (via Hold or Conquer) once per battlefield per turn. If you have already scored at that battlefield earlier in the turn (or if the game state otherwise prevents a new score), you cannot score there again.
### 2. Conquer Requires Scoring
As established in **FAQ #1689** and **Rule 466**, "Conquer" is a subtype of scoring. If you cannot score (because you have already scored that battlefield this turn), you cannot conquer. Even if you win the combat by playing *Rengar, Trophy Hunter* and clearing the opponent's units, the game will not trigger a "Conquer" event because the scoring limit for that battlefield has already been reached.
### 3. Combat Resolution and Conquer
Even if you hadn't scored that battlefield yet this turn, the sequence of events is as follows:
1. **Deathknell Trigger:** When your *Watchful Sentry* dies, its *Deathknell* ability is added to the chain.
2. **Reaction:** You play *Rengar, Trophy Hunter* as a reaction to that trigger.
3. **Combat Continues:** The combat showdown remains open until both players pass priority. If you win the combat after the chain resolves, the game proceeds to the **Combat Cleanup** (Rule 461).
4. **Establishing Control:** Per **Rule 461.5**, if you are the only player with units remaining at the battlefield after combat, you establish control. Establishing control results in a "Conquer" **only if** you have not yet scored that battlefield this turn.
### Summary
If you have already scored that battlefield this turn, winning the combat with *Rengar* will allow you to establish control of the battlefield, but it will **not** trigger a "Conquer" event, and you will **not** gain a point. If you have not scored that battlefield yet this turn, you would successfully conquer it and gain the point.
If I have a Zhonya Hourglass and 3 creatures dying in a Showdown, who picks the order the creatures die and which one is saved by Zhonya?
When multiple units die simultaneously in combat (such as during the Combat Damage Step), the controller of **Zhonya's Hourglass** chooses which unit to save.
According to **RiftJudge FAQ #7291** and **FAQ #1355**:
* **Simultaneous Deaths:** All units marked with lethal damage die at the same moment during the cleanup step.
* **The Choice:** Because the deaths are simultaneous, the controller of the Zhonya's Hourglass chooses which specific death event to replace.
* **One Zhonya per Unit:** Each Zhonya's Hourglass can only save one unit. If you have three units dying and only one Zhonya's Hourglass, you must choose one of those three units to save; the other two will die as normal. If you controlled three Zhonya's Hourglass cards, you could save all three units.
### Sequence of Events:
1. **Combat Damage:** Damage is assigned and dealt simultaneously.
2. **Cleanup:** The game identifies all units that have lethal damage marked on them.
3. **Replacement:** Because multiple units are dying simultaneously, the controller of the Zhonya's Hourglass selects one of those death events to replace.
4. **Resolution:** The chosen unit is saved (healed, exhausted, and recalled to base), and the Zhonya's Hourglass is placed in the trash. The remaining units proceed to the trash as normal.
**Important Nuance:**
You cannot choose the "order" in which the units die to manipulate the outcome, because they all die at the exact same time. You are simply choosing which of the simultaneous death events your Zhonya's Hourglass will replace.
If I have a buff and Warmog's attached, I conquer Monastery of Hirana. Spend a buff, draw a card, and then get a buff.
To end with a buff after conquering the **Monastery of Hirana** while already possessing a buff and having **Warmog's Armor** attached, you must carefully order the resolution of the triggered abilities.
### The Ruling
Yes, you can spend your existing buff to draw a card and then gain a new buff from the Warmog's Armor trigger, provided you order the triggers correctly on the chain.
According to **Rule 702.3.a**, if you attempt to add a buff to a unit that already has one, the new buff is not placed. Therefore, if you resolve the Warmog's Armor trigger first, it will fail to provide a new buff because your unit is still holding the original one. You must resolve the Monastery of Hirana's ability first to spend the existing buff, clearing the slot for the new one.
### The Sequence
When you conquer the Monastery of Hirana, both the Monastery's ability and the Warmog's Armor ability trigger simultaneously. As the controller of both, you choose the order in which they are placed on the chain.
1. **Trigger Placement:** Place the **Warmog's Armor** trigger on the chain first, then place the **Monastery of Hirana** trigger on top of it.
2. **Resolution (LIFO):** Because the chain resolves Last-In, First-Out (Rule 336.1), the Monastery's ability resolves first.
3. **Spend and Draw:** During the resolution of the Monastery's ability, you spend your existing buff to draw a card. Your unit now has no buff.
4. **Gain New Buff:** The chain continues to the next item, which is the **Warmog's Armor** trigger. Since your unit no longer has a buff, the condition is met, and you receive a new buff.
### Summary of Key Rules
* **Trigger Ordering:** When multiple abilities trigger from the same event, you choose the order they are placed on the chain.
* **Buff Limits:** A unit can only have one buff at a time (Rule 702.3). If you attempt to add a buff to a unit that already has one, the action fails (Rule 702.3.a).
* **Spending Buffs:** Spending a buff is a cost paid during the resolution of an ability, not when the ability is placed on the chain (FAQ #2980).
By ordering the Monastery's ability to resolve first, you successfully clear the buff slot, allowing the Warmog's Armor trigger to resolve afterward and grant you a fresh buff.
*Note: I could not fully verify the citation for trigger ordering against the retrieved rules.*
If I have a buffed mighty unit, can I use Sacrifice then protect it with Sett the Boss? Will I still draw and channel if so?
Yes, you can do this, and **yes, you will still draw 2 cards and channel 1 rune.**
### How it works
This interaction works because *Sacrifice* has a "kill" instruction as an additional cost, and *The Boss*'s ability is a replacement effect that modifies that event.
1. **Playing *Sacrifice*:** You play *Sacrifice* and choose your buffed [Mighty] unit to kill as the additional cost.
2. **Paying Costs:** During step 4 of playing a card, you attempt to pay the cost by killing the unit.
3. **Replacement:** *The Boss*'s replacement effect intercedes. Instead of the unit being sent to the trash (killed), it is healed, exhausted, and recalled to your base. The buff is spent as part of this effect.
4. **Cost Completion:** According to Rule 357.2.a, costs that are replaced by a replacement effect are still considered successfully paid.
5. **Resolution:** Because the cost is considered paid, *Sacrifice* finishes resolving normally. You draw 2 cards and channel 1 rune.
### Important Notes
* **Replacement, Not Trigger:** *The Boss*'s ability is a replacement effect, not a triggered ability. It does not go on the chain and cannot be responded to by your opponent once you pay the [C] cost (FAQ #5828).
* **Buff Spent:** As part of the resolution of *The Boss*'s ability, your unit's buff is removed (spent) (FAQ #5629).
* **Consistency:** This is consistent with FAQ #10281, which clarifies that costs replaced by similar effects (like *Tactical Retreat*) still allow the spell/ability to resolve fully.
If I have a buffed unit that is in my base and being affected by my opponent's The List and it is targeted twice by their Falling Star, if the first damage instance of Falling Star would kill the unit what would happen if I use my Sett the Boss to save it?
Regarding **Sett, The Boss** and the interaction with *Falling Star*:
### The Interaction
1. **Falling Star Resolution:** When *Falling Star* resolves, it executes its instructions top-to-bottom: "Deal 3 to a unit. Deal 3 to a unit."
2. **First Instance of Damage:** The first 3 damage is dealt to your buffed unit in your base. If this damage is lethal, Sett, The Boss’s ability intercedes as a replacement effect.
3. **Sett’s Replacement Effect:** Instead of the unit being destroyed, the effect replaces the "destroy" event with a "recall" event.
* **Recall:** Per Rule 450 and the 2025-10-24 Patch Notes, a Recall is the relocation of a permanent to its controller's Base. It is not a move, and it does not move the card to your hand.
* **Buff Spent:** Per the FAQ and Sett's card text, you must spend the unit's buff as the cost for this replacement effect. The unit is recalled to your base in an exhausted state.
4. **Second Instance of Damage:** Because the unit remains in your base after being recalled, it is still at the same location. Therefore, it remains a legal target for the second instance of damage from *Falling Star*.
### Summary
* **Sett's Save:** Your unit is not destroyed. It is recalled to your base (not your hand), is exhausted, and its buff is removed.
* **Second Damage:** The second instance of damage from *Falling Star* will still hit your unit, as it is still at your base and remains a legal target.
* **The List:** As your unit remains at your base following the recall, it is still a valid target for *The List* if the unit still has the named tag.
Note: I could not fully verify this ruling against the retrieved rules.
If I have a buffed unit with Warmog's attached and I conquer Monastery of Hirana, can I use the buff to draw 1, and then re-buff from Warmog's?
Yes, you can do this by carefully ordering the triggered abilities on the chain.
According to **Rule 702.3.a**, a unit can only have one buff at a time. If you were to resolve the **Warmog’s Armor** trigger while your unit already had a buff, the new buff would not be placed. By resolving the **Monastery of Hirana** ability first, you spend your existing buff, which clears the "buff slot" and allows the Warmog's Armor trigger to successfully apply a new buff to your unit.
### The Sequence
When you conquer the **Monastery of Hirana** with an equipped, buffed unit, both abilities trigger simultaneously. You choose the order in which they are placed on the chain:
1. **Trigger Placement:** Place the **Warmog's Armor** trigger on the chain first, then place the **Monastery of Hirana** trigger on top of it.
2. **Resolution (LIFO):** The chain resolves Last-In, First-Out (Rule 336.1). The **Monastery of Hirana** trigger resolves first.
3. **Spend and Draw:** You spend your existing buff to draw a card. Your unit now has no buff.
4. **Gain New Buff:** The chain continues to the next item, which is the **Warmog's Armor** trigger. Since your unit no longer has a buff, the condition is met, and you receive a new buff.
### Summary of Key Rules
* **Trigger Ordering:** When multiple abilities trigger from the same event, you choose the order they are placed on the chain.
* **Buff Limits:** A unit can only have one buff at a time (**Rule 702.3**).
* **Spending Buffs:** Spending a buff is a cost paid during the resolution of an ability, not when the ability is placed on the chain.
This interaction is consistent with **RiftJudge FAQ #9139**.
If I have a damaged unit and I move it to an open battlefield and conquer, does my unit heal?
No, your unit does not heal in that scenario.
According to **RiftJudge FAQ #7796** and **#10974**, there is a critical distinction between a **combat showdown** and an **open showdown**:
* **Combat Showdown:** Occurs when a unit moves to an opponent-controlled battlefield. This triggers combat, which includes a "Combat Cleanup" step where all units on the board heal.
* **Open Showdown:** Occurs when a unit moves to an empty (uncontrolled) battlefield. This is a showdown, but it is **not combat**. Because it is not combat, there is no combat cleanup, and therefore no healing occurs.
While conquering an empty battlefield allows you to score, it does not trigger the combat cleanup required to heal your units. Units only heal after combat concludes or at the end of the turn (Rule 143.3.b).
If I have a hidden Fight or Flight and my opponent casts Hidden Blade targeting my unit, can I react to move my unit back to base to save it? Does Hidden Blade still resolve (killing the unit and/or drawing cards)?
Ruling: If you use Fight or Flight to move the unit back to base in response to Hidden Blade, the unit becomes an illegal target. Hidden Blade will mistarget on resolution, so the unit will not die and no one will draw cards.
Sequence:
- Hidden Blade is cast targeting a unit at a battlefield
- Fight or Flight is revealed, moving the unit back to base
- Hidden Blade resolves but the target is now illegal (not at a battlefield)
- The spell mistargets, making the controller reference null
- No effects occur: unit doesn't die, no cards are drawn
Nuances:
- This is different from replacement effects like Zhonya's or Sett that prevent death. With those, the unit dying still "occurred" so the controller would still draw 2 cards.
- When a target becomes illegal, information checks about that target (like "its controller") return null and calculations based on it are ignored.
If I have a hidden Wages of Pain card at a battlefield, and my opponent moves in to conquer the other battlefield on their turn that has one of my units, can I react by revealing the hidden card at my other battlefield to Wages their unit?
Yes, you can react by revealing your hidden **Wages of Pain** at your other battlefield to target the opponent's unit, provided you meet the timing and targeting requirements.
### The Ruling
According to **RiftJudge FAQ #6275** and **#1525**, you can play hidden cards as a reaction from any battlefield, even if the showdown or event is occurring at a different battlefield.
However, there is a critical targeting restriction: **Hidden cards cannot target units at a different battlefield than where they are hidden** (Rule 811.1.d.2 and FAQ #7786).
### How it works in your scenario:
1. **The Trigger:** Your opponent moves a unit to a battlefield you control, causing a showdown. This event (the move/showdown) allows you to play a reaction.
2. **The Reaction:** You have priority to play a reaction. You choose to reveal your hidden **Wages of Pain** at your *other* battlefield.
3. **The Targeting Constraint:** Because **Wages of Pain** requires you to "Deal 3 to a unit at a battlefield," you must choose a target at the **same battlefield where the card is hidden**.
* **If the opponent's unit is at the battlefield where you hid the card:** You can target it.
* **If the opponent's unit is at the battlefield where the showdown is happening (and that is different from where the card is hidden):** You **cannot** target that unit with the hidden card.
### Summary Checklist
* **Can you react?** Yes, the showdown at one battlefield gives you the opportunity to play a reaction from anywhere.
* **Can you target the unit?** Only if that unit is at the **same battlefield** where you hid the **Wages of Pain**. If the unit is at a different battlefield, you cannot target it with that specific hidden card.
* **Timing:** Ensure the card was hidden on a previous turn, as you cannot play a hidden card on the same turn it was hidden (FAQ #4293).
*This is my interpretation based on Rule 811.1.d.2 and the cited FAQs. No official FAQ exists for this specific interaction with Wages of Pain, but the targeting restriction for hidden cards is a core mechanic.*
If I have a hidden Zhonya's with a Sprite unit then it dies when it's my beginning phase. Can I react to Sprite unit's temporary and play Zhonya to base?
### The Short Answer
**Yes.** You can reveal a hidden **Zhonya's Hourglass** to save a **Sprite** with the **Temporary** keyword during your Beginning Phase.
### Detailed Reasoning
1. **Status of Hidden Cards:** A *Zhonya's Hourglass* functions as a mandatory replacement effect. To utilize this effect, the card must be revealed and in play.
2. **Timing of Temporary:** The *Temporary* keyword triggers at the start of your Beginning Phase. As a triggered ability, it is placed on the chain, which opens a window of priority for players to act.
3. **Priority Window:** Because the *Temporary* effect uses the chain, you receive a window of priority before the effect resolves. During this window, you may reveal your hidden *Zhonya's Hourglass*. Once revealed, the replacement effect is active and will intercede to save the Sprite when the *Temporary* effect resolves.
4. **The "Death" Event:** As noted in **RiftJudge FAQ #9663**, *Zhonya's* replacement effect functions to replace the destruction event. By revealing the card before the *Temporary* effect resolves, you ensure the replacement occurs before the death is finalized.
### Summary of Mechanics
* **If *Zhonya's* is revealed during the priority window:** Because it is a mandatory replacement effect, it will intercede *before* the Sprite dies, saving the Sprite while consuming the *Zhonya's* (per **FAQ #10136**).
* **If the effect resolves without intervention:** If you pass priority and the *Temporary* effect resolves without the *Zhonya's Hourglass* being revealed, the Sprite is destroyed and placed in the trash, at which point it is too late to save it.
***Note:** Be careful, as losing your only unit on that battlefield (the Sprite) at the start of your turn may cause you to lose control of that battlefield during the subsequent cleanup step, which would result in your hidden *Zhonya's Hourglass* being discarded (**FAQ #7086**).*
*Note: I could not fully verify this ruling against the retrieved rules.*
If I have a hidden card like Keeper of the Mask and I have a temporary card like Sprite Token and in my beginning phase before scoring on the temporary trigger I reveal my hidden card Keeper of the Mask will the Keeper of the Mask die on that beginning phase?
No, **Keeper of Masks will not die during that Beginning Phase.**
According to **RiftJudge FAQ #9406**, when you respond to the *Temporary* trigger of an existing unit (like your *Sprite*) by playing a hidden card (like *Keeper of Masks*) from its facedown state, the new unit and its generated tokens remain on the battlefield for the rest of your turn.
### Reasoning
1. **Trigger Timing:** The *Temporary* keyword is a triggered ability that activates at the start of your Beginning Phase, before scoring (Rule 816.1.b).
2. **Chain Resolution:** When you react to the *Sprite*’s *Temporary* trigger by flipping your hidden *Keeper of Masks*, the *Keeper of Masks* enters the battlefield, and its "When you play me" ability is placed on the chain.
3. **LIFO Resolution:** Because the chain resolves in Last-In, First-Out (LIFO) order, the *Keeper of Masks*' ability (which creates the *Reflection* tokens) resolves **before** the original *Sprite*'s *Temporary* trigger finishes resolving.
4. **Trigger Window:** The *Temporary* trigger check for the Beginning Phase happens only once per phase. Because your *Keeper of Masks* and its tokens enter the battlefield **after** the initial trigger check for the phase has already occurred, they are not subject to the *Temporary* kill trigger until the next time your Beginning Phase starts (Rule 340, RiftJudge FAQ #9406).
### Sequence of Events
1. **Beginning Phase starts:** The *Temporary* trigger for your *Sprite* is placed on the chain.
2. **Reaction:** You play your hidden *Keeper of Masks* in response to the *Sprite*'s trigger.
3. **Resolution:**
* *Keeper of Masks* enters the battlefield.
* *Keeper of Masks*' "When you play me" ability triggers and is placed on the chain.
* *Keeper of Masks*' ability resolves, creating the *Reflection* tokens.
* The original *Sprite*'s *Temporary* trigger resolves, and the *Sprite* is killed.
4. **Result:** The *Keeper of Masks* and the new *Reflection* tokens remain on the battlefield, as the trigger window for this turn has passed.
If I have a location with temporary AND a hidden card, can I react before the location leaves the battlefield at the start of the beginning phase?
Ruling: Yes, you can react to the temporary trigger before the location leaves the battlefield.
Sequence:
- Temporary triggers at the start of the beginning phase
- The triggered ability is put on the chain
- Priority is granted when triggered abilities are put on the chain
- You can play reactions (including hidden cards) when you have priority
- After the chain resolves, the location leaves the battlefield
Nuances:
- Temporary is a triggered ability keyword, so it follows the normal rules for triggered abilities and priority
If I have a single unit at a Battlefield I control, would Recalling that unit make me lose control of that Battlefield or do I retain control until my opponent Contests it?
Ruling: If there is no showdown, you lose control immediately when you recall your only unit. If your opponent contests the battlefield and you recall the unit during the showdown, you retain control until the end of the showdown.
Sequence:
- Outside showdown: Recall unit → lose control immediately
- During showdown: Recall unit → retain control until showdown ends
Nuances:
- During a showdown, it is legal to have 0 units but 1 hidden card at a battlefield. The hidden card goes to trash during cleanup after the showdown ends.
- If you recall a unit during a showdown, you can use an effect to move another unit to that same battlefield before the showdown ends (following action/reaction timing rules).
- If you charm an opponent's unit from battlefield A to B, they lose control of A before officially entering B to start the showdown.
If I have a single unit with hidden Zhonya's at the battlefield and my opponent uses Fight or Flight to move my unit to base on their turn, does my Zhonya's get discarded?
Ruling: Outside of combat, when Fight or Flight resolves and moves your only unit away, you lose control of the battlefield and any hidden cards there are moved to the trash immediately. You must play Zhonya's in response to the Fight or Flight before it resolves, or you will lose it.
Sequence:
- Opponent plays Fight or Flight targeting your unit
- You must play (reveal) Zhonya's in response while it's on the chain, OR
- If you let Fight or Flight resolve, your unit moves to base
- You lose control of the battlefield during cleanup
- Hidden Zhonya's is immediately moved to trash
Nuances:
- This works differently in combat. During combat, you cannot lose control of the battlefield until the showdown ends, so you have a window to play Zhonya's after Fight or Flight resolves (as long as the battlefield remains contested)
- If you're not in combat and don't play Zhonya's in response to Fight or Flight, you cannot save it
- Playing Zhonya's means revealing it and putting it on the chain, where it immediately resolves to your base
If I have a solo defender and my opponent attacks, can I use Arcane Shift on that defender without immediately losing control of the battlefield and the showdown?
Ruling: You maintain control of the battlefield during the showdown and can replay the unit to that battlefield. The player who controls a battlefield at the beginning of a showdown maintains control until the showdown is completed, even if they temporarily have no units there.
Sequence:
- Opponent attacks your solo defender
- You play Arcane Shift, banishing your defender
- You still control the battlefield (contested status prevents loss of control)
- You replay the banished unit to the battlefield
- Combat continues and eventually resolves
- Contested status clears during combat resolution step
Nuances:
- This only works during a showdown. If you play Arcane Shift when the battlefield is not contested (during your own turn or at a different battlefield), you would lose control after Arcane Shift resolves and before you can replay the unit, making you unable to choose that battlefield as the replay location.
If I have a sprite at a battlefield with a hidden Consult the Past. When it becomes my turn, am I able to react and resolve Consult the Past or would it be discarded?
Yes, you can absolutely react to the Sprite token's temporary trigger by flipping your hidden *Consult the Past* before the token is removed.
According to the rules and established FAQs for *Riftbound*:
1. **Temporary Trigger:** At the beginning of your turn, the Sprite token's temporary trigger goes on the chain.
2. **Reaction Window:** Because this trigger is on the chain, you have a window to play reactions.
3. **Resolution:** You can flip your hidden *Consult the Past* in response to this trigger. Because the chain resolves in Last-In, First-Out (LIFO) order, your *Consult the Past* will resolve first, allowing you to draw your cards before the Sprite token is removed from the battlefield.
The token is not removed automatically in a way that discards your hidden card; you have the priority to act before that happens.
If I have a sprite at a battlefield with hidden Teemo, can I react to the sprite's temporary keyword dying in my beginning phase, and would Teemo then conquer or hold?
Ruling: You can react to Temporary with Teemo, and Teemo would hold since you didn't lose control of the Battlefield.
Sequence:
- Sprite with Temporary dies in your beginning phase
- You can react with hidden Teemo
- Teemo remains hidden (holds) because you maintained control of the Battlefield throughout
If I have a sprite in a battlefield with a hidden Sprite Call, how would that resolve? Can I react with Sprite Call to my sprite's death and keep a new sprite on the battlefield?
Yes, you can react to your Sprite's *Temporary* trigger by playing *Sprite Call* from its hidden state, and the new Sprite will survive the current turn.
### The Interaction
*Temporary* is a triggered ability (Rule 742.1). When the *Temporary* effect triggers at the start of your Beginning Phase, it is placed on the chain as a pending item. Because it is on the chain, you are permitted to play *Reaction* speed effects in response to it.
When you play your hidden *Sprite Call* in response to the *Temporary* trigger, it is added to the top of the chain. Because the chain resolves in a Last-In, First-Out (LIFO) order (Rule 336.1), your *Sprite Call* resolves first.
### Sequence of Events
1. **Beginning Phase:** The *Temporary* ability of your existing Sprite triggers and is placed on the chain.
2. **Reaction:** You play your hidden *Sprite Call* in response. It is placed on top of the chain.
3. **Resolution (LIFO):**
* The *Sprite Call* resolves first, summoning a new Sprite to the battlefield.
* The original *Temporary* trigger then resolves, killing the original Sprite.
4. **Result:** The new Sprite enters the battlefield *after* the *Temporary* trigger window for that phase has already passed. Therefore, it will not be checked for *Temporary* until the start of your next turn.
### Important Clarifications
* **LIFO Resolution:** The rule governing the resolution of the chain is **Rule 336.1**, which states: "The newest item on the Chain resolves." This is the standard mechanic for LIFO resolution in Riftbound.
* **Temporary Keyword:** While the *Temporary* keyword is defined as "Kill this at the start of... Beginning Phase" (Rule 742.1.b), the FAQ confirms that this trigger creates a chain that players can respond to (FAQ #6422, #2751).
* **Hidden Restrictions:** Per **Rule 737.1.d.3**, when you play a hidden spell that causes you to play a unit, you must play that unit at the same battlefield where the spell was hidden. You cannot choose a different battlefield or your base.
If I have a sprite on the Rockfall Path battlefield and hide a Mischievous Marai, on my next turn, can I unhide and play Mischievous Marai there, or if not, what happens?
No, you cannot play *Mischievous Marai* at Rockfall Path (or Rockfall Vale).
According to RiftJudge FAQ #3284 and #6500, playing a hidden unit at Rockfall Path is an illegal activation. Here is what happens:
1. **Illegal Activation:** When you attempt to play the hidden *Mischievous Marai*, the attempt is considered an illegal activation.
2. **Rewind:** The game state is rewound to before you attempted to play the unit.
3. **Result:** The card remains hidden facedown on Rockfall Path and cannot be played.
4. **Consequence:** Because it cannot be played, if you were to lose control of that battlefield (for example, if your Sprite token is removed and you have no other units there), the hidden *Mischievous Marai* would be sent to the trash.
As noted in the FAQ, hiding a unit at Rockfall Path is considered a poor strategic move because the game rules prevent units from being played to that location, even from a hidden state.
If I have a sprite that dies at the start of my turn due to Temporary, does Zhonya's Hourglass proc and save that sprite? If so, will the sprite still have the keyword Temporary?
Yes, Zhonya's Hourglass will proc and save the sprite. The replacement effect intercedes when Temporary triggers, killing Zhonya's Hourglass instead and recalling the sprite to base (healing and exhausting it). The sprite survives because base is a Board location, not a Non-Board Zone. The sprite retains Temporary because it never left the Board. However, this only buys one turn—next turn, Temporary will kill the sprite again since Zhonya's Hourglass is already dead.
If I have a temporary Karthus and Watchful Sentry on Dusk Rose Lab, would I draw 3 cards if I target my Watchful Sentry with the Battlefield?
To determine if you draw 3 cards, we must analyze the interaction between the *Dusk Rose Lab*, *Watchful Sentry*, and *Karthus, Eternal* during your Beginning Phase.
### Short Answer
**Yes, you will draw 3 cards.**
### Sequence of Events
1. **Beginning Phase:** At the start of your Beginning Phase, two events trigger: the *Temporary* keyword on Karthus (which would kill him) and the *Dusk Rose Lab* triggered ability. As the controller, you choose the order in which they resolve.
2. **Choosing Order:** You resolve the **Dusk Rose Lab** ability first.
3. **Cost:** As the cost to activate the *Dusk Rose Lab* ability, you kill your *Watchful Sentry* (which is at that battlefield).
4. **Deathknell:** Because *Watchful Sentry* died, its *Deathknell* ability triggers: "Draw 1."
5. **Passive Interaction:** Because you have *Karthus, Eternal* on the board, his passive ability—"Your [Deathknell] effects trigger an additional time"—applies to the *Watchful Sentry's* *Deathknell*.
* The *Deathknell* trigger creates two instances of "Draw 1" on the chain.
6. **Lab Effect:** The *Dusk Rose Lab* effect ("draw 1") resolves as part of the lab's original ability.
7. **Total:** You draw 1 card from the *Dusk Rose Lab* ability, and you draw 2 cards from the doubled *Deathknell* effect of your *Watchful Sentry*, for a total of 3 cards.
### Important Notes
* **Karthus's Status:** Even though Karthus is *Temporary*, he remains in play until his own *Temporary* trigger resolves. Since you prioritized the *Dusk Rose Lab* ability first, his passive is still active when the *Watchful Sentry* dies, allowing him to double the *Deathknell* effect.
* **Cleanup:** After the *Deathknell* effects resolve, the *Temporary* trigger for Karthus will resolve, and he will be killed (unless an effect prevents it), as he was not the unit killed for the lab cost.
If I have a unit and a hidden Tide Turner at a battlefront, and my opponent attacks that battlefront and uses Fight or Flight on my unit, can I wait for Fight or Flight to resolve before using Tide Turner to swap the unit back to the battlefront?
Ruling: Yes, you can wait for Fight or Flight to resolve before using Tide Turner. You maintain control of the battlefront until the end of the combat showdown, so your hidden card is not discarded until after that point.
Sequence:
- Combat opens at the battlefront
- Fight or Flight resolves during combat
- Combat showdown occurs
- You can use Tide Turner anytime before the combat showdown ends
- Once combat showdown ends and resolution begins, you lose control and the hidden card would be discarded
Nuances:
- Deathknell triggers during resolution can create additional opportunities to act before losing control
If I have a unit at a battlefield after holding and scoring and move it back, if I move another unit in does a showdown start even though it has been scored already off the hold and there are no other units there?
Yes, a showdown does start.
According to **RiftJudge FAQ #7022** and **FAQ #6028**, a showdown occurs whenever a battlefield becomes contested, regardless of whether it has already been scored that turn.
Here is the breakdown of why this happens:
1. **Losing Control:** When you move your last unit out of the battlefield to your base, the battlefield becomes unoccupied and uncontrolled (Rule 323.6).
2. **Contesting:** When you move another unit back into that battlefield, it becomes contested because you are moving a unit into a location that you do not currently control (Rule 445).
3. **Showdown Trigger:** Because the battlefield is contested and the turn is in a neutral open state, a showdown begins (Rule 344).
**Important Nuance:**
While a showdown is triggered, you will **not** score another hold point or gain another conquer proc. The restriction on scoring applies because the battlefield was already scored earlier in the turn (Rule 465, FAQ #7447).
Additionally, because the battlefield was unoccupied when the showdown began, this will be a **non-combat showdown** (unless your opponent also moves a unit there simultaneously, creating a combat scenario). Per Rule 348.2.a, since you are the only player with units present, you will regain control of the battlefield once the showdown closes.
If I have a unit controlling a battlefield and my opponent attacks it, can I Ride the Wind it to base (leaving no units there) and then Ride the Wind it back onto the battlefield to score it?
Ruling: No, under current rules you cannot score in this situation. You do not lose control of the battlefield until combat ends, so when you Ride the Wind your unit back to the battlefield, you are still the defender and still control that battlefield, which means you cannot score.
Nuances:
- The initial answers in this thread were based on old rules (pre-October 25th) where this would have worked
- Under old rules, you would have been able to score because leaving the battlefield would have caused you to lose control immediately
- The showdown does not end until both players pass focus in a row without playing an action
If I have a unit in base, at battlefield 1 and battlefield 2. The enemy plays elder dragon, and I react with smoke and mirrors to swap units at battlefield 1 and base. Who gets killed and why?
To determine who gets killed by Elder Dragon's play effect in your scenario, we must look at how Elder Dragon targets and how your reaction with *Smoke and Mirrors* changes the battlefield state before the effect resolves.
### The Sequence of Events
1. **Elder Dragon's Play Effect:** When your opponent plays Elder Dragon, its "When I play me..." triggered ability is added to the chain. They must target up to one enemy unit at each location (Battlefield 1, Battlefield 2, and your Base).
2. **Reaction:** In response, you play *Smoke and Mirrors* to swap your unit at Battlefield 1 with your unit at your Base.
3. **Resolution of *Smoke and Mirrors*:** The spell resolves first (LIFO order). The unit originally at Battlefield 1 moves to your Base, and the unit originally at your Base moves to Battlefield 1.
4. **Resolution of Elder Dragon's Ability:** The ability checks the validity of its targets.
### The Ruling
According to **RiftJudge FAQ #9919** and the associated **2026-04-29 Rules FAQ Clarification**, Elder Dragon's play effect has strict targeting restrictions tied to specific locations. It targets "up to one enemy unit at [a specific location]."
* When the ability resolves, it checks if the units it originally targeted are still at the locations where they were targeted.
* Because you swapped the units, the unit the opponent targeted at Battlefield 1 is no longer at Battlefield 1, and the unit they targeted at your Base is no longer at your Base.
* These units **no longer fulfill the targeting restriction** for the Elder Dragon's ability and are **unaffected by it.**
### Result
* **The unit at Battlefield 2:** Assuming it was targeted and you did not move it, it remains a valid target at that location and will be dealt 1 damage. Since Elder Dragon is on the board, 1 damage is lethal, and this unit will be killed.
* **The swapped units:** The unit that moved to your Base (formerly at Battlefield 1) and the unit that moved to Battlefield 1 (formerly at your Base) are **not dealt damage** and will not be killed, as they are no longer at the locations where they were targeted.
If I have a unit in base, then my opponent uses Charm to move it to a BF he controlled with one unit, and then for my action window I used Rebuke to move his unit back to his hand, do I get a point for conquering even though it's my opponent's turn, and if I am using a Draven Glorious Executioner legend, does that count as a combat win, can I draw a card?
To address your questions, let's break down the sequence of events based on the rules of Riftbound.
### 1. Do you get a point for conquering?
**Yes, you can score a conquering point in this scenario.**
According to **FAQ #5834**, you can score a conquering point even if your opponent already scored from that battlefield earlier in the turn. When your opponent uses *Charm* to move your unit into a battlefield they control, that battlefield becomes contested, and a showdown begins. If you win that showdown (meaning your opponent's units are removed and yours remain), you establish control and score a conquering point.
### 2. Does this count as a combat win?
**Yes, this counts as a combat win.**
When your opponent moves your unit to a battlefield they control, a showdown is initiated. Because you are using *Rebuke* (an [Action] speed spell) during the showdown to return their unit to their hand, you are removing their only unit from the battlefield.
According to **Rule 461.3.a**, a player wins a combat if they are the only player that has units remaining at the battlefield during the resolution step. Since your unit remains and your opponent's unit has been returned to their hand, you are the winner of the combat.
### 3. Can you draw a card with *Glorious Executioner*?
**Yes, you draw a card.**
*Glorious Executioner* (the legend you are using) has the ability: *"When you win a combat, draw 1."* Since you have won the combat by being the only player with units remaining at the battlefield after the showdown concludes, this ability triggers.
### Summary of the Sequence:
1. **Opponent's Turn:** Opponent uses *Charm* to move your unit to their battlefield. The battlefield becomes contested, and a showdown begins.
2. **Your Action:** You play *Rebuke* to return the opponent's unit to their hand.
3. **Showdown Resolution:** Both players pass focus. The showdown ends.
4. **Combat Result:** Since only your units remain at the battlefield, you are declared the winner of the combat.
5. **Triggered Abilities:**
* *Glorious Executioner* triggers and you draw 1 card.
* You establish control of the battlefield and score 1 point for conquering (provided you haven't already scored this battlefield this turn).
*Note: This is my interpretation based on the provided rules and FAQs. No official FAQ exists for this exact combination of Charm, Rebuke, and Glorious Executioner, but the individual interactions are supported by the cited rules.*
If I have a unit on Dreaming Tree and my opponent plays Cull the Weak, do I draw a card when I choose that unit to kill?
No, you do not draw. Dreaming Tree says "The first time you choose a friendly unit with a spell here each turn, draw 1." Cull the Weak does not target units—it instructs each player to choose a unit they control as the spell resolves. When a set of objects is chosen in whole or in part by other players during resolution, it does not count as targeting. While you are making the choice of which unit to kill, you are not "choosing a friendly unit with a spell" in the targeting sense that Dreaming Tree requires. Dreaming Tree triggers when you actively target a friendly unit with a spell (like using a buff or targeted removal on your own unit), not when you make a choice during a spell's resolution.
If I have a unit with 1 might, playing with Rengar legend and play Kinkou Initiate, can I use the Rengar legend ability to add 1 might to a unit on play before the Kinkou Initiate ability goes that says on play if you have units totaling 5 might draw a card?
Yes, you can sequence these effects so that your unit's Might increases before checking the condition for *Kinkou Initiate*.
### The Ruling
When you play *Kinkou Initiate*, both its "When you play me" triggered ability and your *Pridestalker* (Rengar Legend) triggered ability trigger simultaneously because they share the same trigger condition ("When you play a unit").
As the controller of both abilities, you choose the order in which they are placed onto the chain (Rule 333.1). To achieve your goal:
1. **Play *Kinkou Initiate*:** It enters the battlefield.
2. **Place Triggers on the Chain:** You choose the order. You should place the *Kinkou Initiate* ability on the chain first, then place the *Pridestalker* ability on top of it.
3. **Resolution (LIFO):**
* The *Pridestalker* ability resolves first: You target a unit (including the *Kinkou Initiate* you just played, per RiftJudge FAQ #9769) and give it +1 Might.
* The *Kinkou Initiate* ability resolves second: It checks the total Might of your other units (at this moment, your total Might is higher due to the *Pridestalker* buff) and determines if you draw a card.
### Important Notes
* **Triggering Condition:** *Kinkou Initiate's* ability states "draw 1 if your other units have total Might 5 or more." This check happens **on resolution** (when the ability is processed from the chain), not when the unit is played.
* **No Official FAQ:** This specific interaction between a Legend trigger and a "on-play" unit ability is not covered by an official FAQ, but this is the standard interpretation based on the LIFO (Last-In, First-Out) resolution of the chain and the rules regarding simultaneous triggers.
If I have all body runes and no order runes and make a unit mighty with Doran's Blade, if Fiora Grand Duelist channels an order rune, can I now pay the order rune to ready the unit?
Yes, you can use the Order rune channeled by Fiora, Grand Duelist to pay for an ability that requires an Order rune, provided that the ability you are using to ready your unit specifically requires an Order rune as a cost.
Here is the breakdown of how this works:
1. **Triggering Fiora:** When your unit becomes Mighty (reaches 5+ Might), Fiora, Grand Duelist's triggered ability activates. You may choose to exhaust Fiora to channel 1 rune from your Rune Deck.
2. **Channeling the Rune:** As the ability resolves, you place the top rune of your Rune Deck onto the board. If that rune is an Order rune, it is now on the board under your control.
3. **Paying the Cost:** Once the rune is on the board, it is a game object you control. If you have an ability that allows you to ready a unit by paying an Order rune (e.g., by recycling that rune or using an activated ability that requires an Order rune), you can now perform that action.
**Important Considerations:**
* **Timing:** You must have the ability to ready the unit available to you (e.g., a card or ability that says "Pay 1 Order rune: Ready target unit"). The act of channeling the rune does not automatically ready your unit; it simply provides the resource (the Order rune) necessary to pay for such an effect.
* **Exhausting vs. Recycling:** Remember that if you need to use the rune for its power (to pay a cost), you can recycle it. According to **Rule 163.2.b**, recycling a rune adds power of that rune's domain to your pool. If you need to pay an Order rune cost, recycling an Order rune provides that specific power.
* **Sequence:** Ensure you have the necessary ability or card effect that allows you to ready a unit in the first place. The Order rune itself is just the resource used to pay the cost of that effect.
If you are referring to a specific card that readies a unit for an Order rune cost, please provide the name of that card so I can confirm the exact interaction!
If I have an "inferna" at a battlefield with a hidden "here to help" and an opponent uses a "hextech ray" to kill my "inferna" and I react playing a "brynhir thundersong" does that cause the original hextech ray to fizzle out?
No, playing **Brynhir Thundersong** will not cause the original **Hextech Ray** to "fizzle."
Here is the breakdown of why this interaction functions this way:
### 1. Timing and Resolution
When your opponent plays **Hextech Ray**, it is placed on the chain as a finalized item. Because it is an [Action] spell, it creates a closed state on the chain, meaning only [Reaction] cards can be added in response.
When you play **Brynhir Thundersong** from your hand in response to the **Hextech Ray**, you are essentially playing a card (or reacting, if permitted by other game rules, but regardless of how you enter the chain, the chain order remains). The **Brynhir Thundersong** ability triggers and is added to the top of the chain.
According to the rules of the chain (Rule 327):
1. The chain resolves in "Last-In, First-Out" (LIFO) order.
2. The **Brynhir Thundersong** play ability resolves first. This applies its restriction ("opponents can't play cards this turn").
3. After the **Brynhir Thundersong** effect resolves and clears, the next item on the chain is the **Hextech Ray**.
### 2. Why it doesn't "fizzle"
A spell only "fizzles" (is ignored) if its targets become invalid before it resolves.
* **Brynhir Thundersong** has no effect that removes your **Inferna** from the board, changes its status, or alters the **Hextech Ray's** targeting requirements.
* The restriction imposed by **Brynhir Thundersong** ("opponents can't play cards") restricts *future* play actions; it does not retroactively undo or counter a spell that has already been finalized on the chain.
Since the **Inferna** remains a valid target at the battlefield when the **Hextech Ray** finally resolves, the spell will successfully execute its instruction and deal 3 damage to the **Inferna**.
*Note: This is my interpretation based on the standard LIFO chain resolution rules. No official FAQ exists for this specific interaction.*
If I have an Elder Dragon and attack an opponent on a battlefield which has 5 4-might units, can I assign 2 combat damage each to kill them all since Elder Dragon has the lethal ability?
To answer your question: **Yes, you can.**
Because of Elder Dragon's ability, any amount of damage you deal to an enemy unit is considered lethal. Therefore, you only need to assign 1 damage to each of the five 4-Might units to kill them all.
### The Ruling
According to **Rule 460.2.c.2**, "Lethal Damage is non-zero damage equaling or exceeding the Might of a Unit." However, Elder Dragon's ability ("Any amount of your damage is enough to kill enemy units") modifies this condition for your damage.
When you are the attacker assigning combat damage:
1. **Rule 460.2.c.3** states: "Units must have lethal damage assigned to them in full before damage is assigned to a different Unit."
2. Because Elder Dragon makes 1 damage "lethal" for your damage, you satisfy the requirement of assigning "lethal damage" to a unit by assigning just 1 damage.
3. Once that 1 damage is assigned, the unit is considered to have received lethal damage, and you may move on to the next unit.
### Sequence of Assignment
If you have a total of at least 5 Might (the sum of your attacking units' Might):
* **Unit 1:** Assign 1 damage (Lethal due to Elder Dragon).
* **Unit 2:** Assign 1 damage (Lethal due to Elder Dragon).
* **Unit 3:** Assign 1 damage (Lethal due to Elder Dragon).
* **Unit 4:** Assign 1 damage (Lethal due to Elder Dragon).
* **Unit 5:** Assign 1 damage (Lethal due to Elder Dragon).
As long as your total combat Might is at least 5, you can distribute 1 damage to each of the five units to kill them all. You do not need to assign 4 damage to each unit.
If I have an Inferna attacking a battlefield with a Vex Apathetic that has already taken 3 damage and an Evelyn, does my Inferna kill both units?
No, your Inferna does not kill both units.
To determine the outcome of this combat, we must look at the rules for **Combat Damage** (Rule 460) and the stats of your units:
1. **Might Calculation:**
* **Inferna:** Has 1 base Might, but gains **Assault 2** (+2 Might) because she is an attacker in combat. Her total Might is **3**.
* **Opponent's Units:** **Vex, Apathetic** has 4 Might and **Evelynn, Entrancing** has 2 Might. Their total might is 6.
2. **Combat Damage Assignment:**
* According to **Rule 460.2.c**, you (the attacker) must assign your total Might (3) as damage to the opponent's units.
* **Vex, Apathetic** has already taken 3 damage. Since her Might is 4, assigning just **1 more damage** to her will constitute "lethal damage" (bringing her total to 4/4).
* **Rule 460.2.c.3** states that you must assign lethal damage to a unit in full before you can assign any damage to a different unit.
* Because your Inferna only has 3 total Might, you must assign 1 damage to Vex to kill her. This leaves you with only **2 Might** remaining to assign to Evelynn.
3. **Result:**
* You assign 1 damage to **Vex, Apathetic**, dealing lethal damage and killing her.
* You assign your remaining 2 damage to **Evelynn, Entrancing**. Since Evelynn has 2 Might, this 2 damage is lethal.
* **However**, Evelynn has the keyword **[Backline]**, which states: *"I must be assigned combat damage last."*
Because of the **[Backline]** keyword, you are required to assign damage to Vex (or any other units without [Backline]) before you can assign damage to Evelynn. If you have enough Might to kill Vex, you do so. But if your total Might is exhausted before you can fulfill the lethal requirement for Evelynn, she survives.
**Summary:** Your Inferna has 3 total Might. Even if you assign 1 to kill Vex, you only have 2 left. While that would be enough to kill Evelynn, you must ensure you have followed all mandatory assignment requirements. If your total Might is only 3, you kill Vex and deal 2 damage to Evelynn; **if that 2 damage is lethal to Evelynn, she is also killed.**
*Note: If you have no other units at the battlefield with your Inferna, and your total Might is only 3, you are dealing 3 damage total. If Vex (4 Might) has 3 damage marked, she needs 1 more to die. Evelynn (2 Might) needs 2 damage to die. You can kill both IF you have 3 Might and no other rules interfere with your damage assignment.*
If I have an Ivern Brush on top of Aspirant's Climb and score to 8 points by holding and my opponent also already has 8 points - if I decide to get rid of the brush - who wins?
To determine who wins when you score at a battlefield occupied by a *Brush* token that replaced *Aspirant's Climb*, we must look at the sequence of the "swap back" mechanic and how *Aspirant's Climb* interacts with the win condition.
### The Sequence
1. **Scoring and Trigger:** You hold the battlefield, reaching 8 points, and trigger the *Brush* token’s ability: "When you score here, you may replace this with the battlefield it replaced."
2. **Swapping Back:** You choose to "swap back." Per **Rule 438.7.b**, the *Brush* token ceases to exist and *Aspirant's Climb* is returned to the battlefield.
3. **Passive Re-activation:** Per **FAQ #7987**, *Aspirant's Climb* has a passive effect that is active simply by being in play: "Increase the points needed to win the game by 1." Once *Aspirant's Climb* returns to the battlefield, this passive effect immediately applies, raising the Victory Score from 8 back to 9.
4. **Victory Check:** According to **Rule 467**, a player wins if, during a cleanup, they have points greater than or equal to the Victory Score AND more points than any opponent.
### The Result: The Game Continues
In your scenario, both you and your opponent are at 8 points.
* **Victory Threshold:** Because *Aspirant's Climb* has returned to the board, the Victory Score is currently **9**.
* **Tie:** Since both players have 8 points, neither player has reached the required 9 points, nor does either player have more points than the other.
**Conclusion:** Neither player wins. Because the win condition (reaching 9 points and having more points than the opponent) is not met during the cleanup, the game continues. You have successfully restored the battlefield, but the *Aspirant's Climb* has simultaneously pushed the victory threshold out of reach for both players, forcing the game to proceed until a player can gain an additional point to break the tie.
*This interpretation is based on the interaction between passive battlefield effects and victory conditions as defined in Rule 467 and the clarification in FAQ #9987.*
If I have an equipment attached to a unit, can it still be the target when playing Relentless Pursuit even if the unit targeted is the same one with the equipment attached?
Yes, you can play **Relentless Pursuit** targeting a unit that already has an equipment attached, and you may choose to attach another equipment to that same unit.
### Reasoning and Rules Clarification
1. **Multiple Attachments:** According to **Rule 744.3.b**, "A Top-Most Card is Equipped as long as one or more of its Attached cards are Equipment." There is no rule in *Riftbound* that limits a unit to a single piece of equipment. Attaching a new piece of equipment does not cause existing equipment to detach; the unit simply becomes equipped by both.
2. **Targeting:** When you play **Relentless Pursuit**, you must choose both a friendly unit and an equipment you control. The spell text "You may attach an Equipment... to it" is an optional instruction.
3. **Interaction:** Because the unit is a valid target for the move effect, the spell can be played regardless of whether the unit is already equipped. During resolution, you may choose to attach the chosen equipment to that unit, even if it already has one.
### Summary of the Interaction
* **Playing the Spell:** You target a friendly unit and an equipment you control.
* **Resolution:** The unit moves. You then have the option to attach the chosen equipment to that unit.
* **Result:** If you choose to attach the equipment, it is added to the unit. The unit now has multiple pieces of equipment attached, and both will continue to provide their effects (as per **Rule 421.1.c**, which states the Top-Most card has all effect text of attached cards appended to its rules text).
Note: I could not fully verify this ruling against the retrieved rules.
If I have an equipment on one of my units, can I reattach it to another unit?
You cannot use the equipment's own "Equip" ability to reattach it while it is already attached to a unit.
According to **RiftJudge FAQ 730**, when an equipment is attached, its rules text (including its "Equip" ability) becomes inactive. To use the "Equip" ability again, the equipment must first be detached.
However, you **can** move already attached equipment to another unit using other game effects that specifically move equipment. Examples of such effects include:
* The **Weaponmaster** keyword.
* Specific legend abilities (e.g., Jax).
* Battlefield effects (e.g., **Forge of the Fluft**).
* Other card effects that explicitly move or reattach equipment (e.g., Angle Shot, Relentless Pursuit).
As noted in **RiftJudge FAQ 417**, while you cannot use the gear's own ability to reattach it, you are permitted to use these external effects to move the equipment to another unit you control.
If I have control of 2 Battlefields with 1 creature each and an Elder Dragon enters from my opponent targeting both, if I then flash them both back to base are both my creatures alive or does my opponent get to do damage at the new location?
Both of your creatures will survive, and the Elder Dragon's ability will fail to deal damage to them.
According to **RiftJudge FAQ #9919** and the accompanying **Rules FAQ Clarification (2026-04-29)**, the Elder Dragon’s "When you play me" ability has specific targeting restrictions: it allows its controller to choose **up to one** enemy unit at **each** board location.
When you use **Flash** in reaction to the Elder Dragon's play effect to move your creatures from the battlefields to your base, the following happens:
1. **Flash resolves first:** Your creatures are moved to your base.
2. **Elder Dragon's ability resolves:** When the ability attempts to resolve, it checks the location of the targeted units. Because the units are no longer at the battlefields where they were originally targeted, they no longer fulfill the targeting restriction of the ability.
As stated in the official clarification: "If you play Flash in reaction to the play effect of Elder Dragon, any units that are moved to a location other than the one where they were targeted will no longer fulfill the targeting restriction of the Elder Dragon play effect and will be unaffected by the ability as it resolves."
Consequently, your creatures remain safely in your base and do not take any damage.
If I have focus on a showdown and start with an action, can I instantly play a reaction or does priority pass automatically to my opponent?
Ruling: When you add a chain item (action or reaction), priority first goes to the player who added it. So yes, you can play a reaction immediately after your action before passing priority to your opponent.
Sequence:
- Player with focus plays an action
- That player retains priority and can add reactions
- Player can continue adding reactions until they pass priority
- Once priority is passed, opponent gets priority to respond
- Priority passes back and forth as players add chain items
- When both players pass consecutively, the top chain item resolves
- After resolution, priority goes to whoever controls the next item on the chain
Nuances:
- You cannot chain block in Riftbound - even if you play a reaction after your action, your opponent still has full opportunity to respond to the original action
- Adding a chain item gives you priority back, but you must pass it for your opponent to respond
- The defender will always be able to respond to any chain item, though it may be delayed if the active player adds multiple items before passing
- You could theoretically add many reactions before passing priority, but this can be risky (e.g., if opponent counters one, you may waste the others)