Riftbound Frequently Asked Questions

Search verified questions and answers.

When Ravenbloom Student triggers from multiple spells being played, what is the timing and sequence of spell resolution and the +1/+1 counter triggers?
Ruling: Ravenbloom Student gets its +1/+1 counter after each spell resolves. Each spell fully resolves before the triggered ability goes on the chain and resolves. Sequence: - First spell resolves - Ravenbloom Student trigger resolves (gets +1/+1 counter) - Second spell resolves - Ravenbloom Student trigger resolves (gets +1/+1 counter) - Third spell resolves - Ravenbloom Student trigger resolves (gets +1/+1 counter) Nuances: - Each triggered ability that gives the +1/+1 counter is itself a triggered ability that goes on the chain and can be responded to - Opponents can respond to the trigger while it's on the chain (e.g., removing the Student with a Gust before the counter resolves)
When Ravenbloom Student's trigger goes on the chain after an action spell resolves, does focus pass to the defender and then back to the attacker, allowing the attacker to 'lock' the defender from playing action spells?
Ruling: No, the attacker cannot lock the defender this way. When the action spell resolves, the Student's trigger becomes a pending item on the chain before cleanup completes, so the chain never closes and focus does not pass to the defender. Sequence: - Player A plays Hextech Ray as an action spell - Both players pass priority and the spell resolves - Student's trigger condition is fulfilled and immediately becomes a pending item on the chain - During cleanup, the pending trigger gets finalized - Since the chain is not empty (the pending trigger is already on it), focus does not pass - The chain continues without closing Nuances: - Pending items are placed on the chain as soon as their conditions are fulfilled, which happens before the cleanup checks if the chain is empty - The rule about triggers resulting from playing a spell includes them as part of that spell's resolution sequence
When Reaver's Row activates, do you have to choose a target as you put it on the stack, or can you choose a target as it resolves?
Ruling: You must choose the target when Reaver's Row triggers and goes on the stack, before reactions can be declared. Sequence: - When I attack triggers go on the stack - When I defend triggers go on the stack (including Reaver's Row, with target declared at this time) - Then reactions can be declared
When Reaver's Row triggers, do you declare the target when the trigger goes on the chain, or when it resolves?
Ruling: You declare the target when the trigger goes on the chain. Everything needs a target to go on the chain. Sequence: - Reaver's Row triggers and goes on the chain - You declare the target at this time - When the trigger resolves, you decide whether to fulfill the "may" clause and move the unit back or not
When Ride the Wind is played during a showdown to move a champion to another battlefield where a showdown is triggered, which showdown resolves first?
Ruling: You always finish the current showdown first, then process the showdown that was staged at the other battlefield. Sequence: - Complete the entire combat at the battlefield where the current showdown is happening - Then start combat at the battlefield where the new showdown was staged Nuances: - If the first showdown results in a player getting their 8th point, the staged showdown will never occur - Even if the moved champion would trigger a conquest at the new battlefield, if it's the first score that turn for that player, they wouldn't win off that conquest
When Ride the Wind is played on a unit at Vilemaw's Lair targeting the base as destination, what happens? Does the unit move nowhere, or must the opponent choose a different destination like the other battlefield?
Ruling: Ride the Wind resolves legally. The unit is readied, but does not move because Vilemaw's Lair prevents movement to base. The opponent is not forced to choose a different destination. Sequence: - Opponent plays Ride the Wind, selecting their unit at Vilemaw's Lair and base as the destination - The spell resolves doing as much as possible - The unit readies - The unit does not move (prevented by Vilemaw's Lair) Nuances: - Choosing base as a destination is not an illegal target choice, even though Vilemaw prevents the actual movement - Targeting restrictions (352.8.b) only look at what is written on the card itself, not at passive abilities that would prevent the action from completing - This is a "do as much as you can" (DAMAYC) situation - the ready happens, the move does not - The opponent cannot be forced to select a different destination after the fact - Rule 355.3 prevents rule-sharking by rewinding illegal plays entirely, but this situation doesn't involve an illegal play
When Riptide Rex deals 6 damage to a 7 might Watcher at the battlefield, then the opponent moves a unit to the battlefield, is the Watcher healed before the showdown occurs?
Ruling: The Watcher is not healed before the showdown occurs. Units are healed at the end of combat (after combat damage is dealt) and at the end of the turn, but a combat doesn't begin until a unit moves to an occupied enemy battlefield, there is nothing on the chain, and no showdown is in progress. Sequence: - Riptide Rex deals 6 damage to the 7 might Watcher - Opponent moves a unit to the battlefield - Combat begins (no healing has occurred yet) - The Watcher enters combat with 6 damage already on it
When Rumble, Hotheaded recycles a Ferrous Forerunner (a card unit) from the battlefield, does Karma, Channeler's ability trigger?
Ruling: Yes, Karma triggers when Rumble recycles Ferrous Forerunner because Ferrous Forerunner is a card being recycled to the main deck. Nuances: - Karma does NOT trigger when Rumble recycles mech tokens, because tokens are not cards (similar to how runes are not cards, as noted on Karma's text) - Rumble CAN recycle token units as part of his ability cost, but this won't trigger Karma - The distinction is that Karma specifically requires "a card" to be recycled, not just "a unit"
When Sett Brawler conquers Monastery of Hirana, can you order the triggers so that Sett buffs himself first, then spend that buff to draw a card with Monastery?
Ruling: Yes, you can order the triggers so that Sett buffs himself first, then spend that buff with Monastery to draw a card. Both "When I/you Conquer" effects trigger simultaneously, allowing you to choose their order on the chain. Sequence: - Place Monastery on Chain Link 1 - Place Sett on Chain Link 2 - Sett resolves first, giving himself a buff - Monastery resolves second, allowing you to spend the buff to draw a card Nuances: - Monastery does not need a buff already on the field to be placed on the chain, since it is a "may" effect that pays its cost at resolution - Monastery doesn't require a target and doesn't have a mandatory cost, which allows this interaction to work
When Sett Brawler is played and gets a buff, can the buff be immediately spent to give it +4 Might, or must you wait until it's in the ready state?
Ruling: You can immediately spend the buff when Sett Brawler is played. Nuances: - You do not need to wait for Sett Brawler to be in the ready state before spending the buff
When Sett Kingpin is saved by his legend ability after combat where all units die, does his buff disappear before or after other units die, and can Vanguard Helmet transfer a buff from a dying unit to the recalled Sett?
Ruling: Yes, Vanguard Helmet can transfer a buff to Sett when he is recalled via his legend ability. The other unit dying and Sett being recalled happen simultaneously, triggering Helmet's ability which can then target the recalled Sett. Sequence: - Both units receive lethal combat damage and cleanup would kill both units - The Legend ability allows you to replace Sett's death with a recall by recycling a rune and exhausting the Legend - If you elect to replace the death, the other unit dies and Sett gets recalled simultaneously - Helmet's ability triggers and is put onto the chain since it saw the other buffed unit die, and you announce Sett as the target - If it resolves, Sett gets the buff
When Sett The Boss saves a unit, does the saved unit maintain its buff?
Ruling: No, the saved unit does not maintain its buff. Nuances: - Sett's ability specifically states "spend its buff" - Spending a buff removes that buff from the unit
When Sett The Boss's replacement effect is used to save a buffed unit from dying, can the opponent respond with removal (like Hidden Blade) after the cost is paid but before the unit is recalled?
Ruling: No, you cannot respond. Sett The Boss's ability is a replacement effect that does not use the chain. Once the cost is paid, the unit is immediately recalled exhausted with its buff spent, with no window for response. Sequence: - Buffed unit would die during cleanup - Sett The Boss's replacement effect applies - Owner pays the cost (exhaust Sett and pay power) - The unit is immediately recalled exhausted with buff spent - No opportunity to respond between paying the cost and the recall happening Nuances: - Despite the "when" wording on the printed card, the errata makes this a pure replacement effect, not a triggered ability - Replacement effects do not go on the chain like triggered abilities would
When Sett enters the field with one buff (making him Mighty) and you spend that buff to activate his ability granting +4/+4, does he lose and regain Mighty status, allowing yellow Fiora to ready him?
Ruling: Sett will lose Mighty status when you pay the cost to activate his ability, then regain Mighty status when the ability resolves. Sequence: - Sett enters the field with one buff, making him Mighty - You pay the cost (spending the buff) to activate his ability - Sett ceases being Mighty at this point - The ability resolves, granting +4/+4 - Sett becomes Mighty again Nuances: - Because Sett loses and regains Mighty status during this process, yellow Fiora can ready him when he becomes Mighty again
When Sett's legend ability heals him, does that remove temporary effects like Smokescreen's might reduction?
Ruling: Healing only removes damage from a unit. Temporary effects like might alterations remain on the unit after healing. Nuances: - If Smokescreen reduces a unit's might, that reduction persists even after the unit is healed - Healing specifically clears damage, not other effects applied to the unit
When Shen is played as a reaction during a chain, does his Shield ability trigger and go on the chain, allowing opponents to react before he gains the additional might?
Ruling: Shield is a passive ability, not a triggered ability, so Shen gains the additional might immediately when he becomes a defender. There is no window to react before he has the bonus. Nuances: - "While" and "if" indicate passive abilities that apply immediately - "When" and "at" indicate triggered abilities that use the chain - Shield is a keyword with reminder text explaining it means "While I am a defender, I have +X [S]"
When Shen is played as a reaction during a showdown chain, does he wait to resolve or enter the battlefield immediately, and can he be targeted by reaction spells like Wind Wall?
Ruling: Shen is a unit with reaction speed, not a spell. When played as a reaction, he resolves immediately and enters the battlefield as soon as he is finalized. He cannot be targeted by Wind Wall or countered by other reaction spells because units are not reactable. Sequence: - Player 1 plays a unit to start showdown - Player 2 reacts with Shen - Shen immediately enters the battlefield upon finalization - Priority is held by the player who had it (does not reset) - Player 1 can then play Cannon Barrage - Cannon Barrage resolves, dealing 2 damage to Shen and everything else Nuances: - Units cannot be reacted to and resolve immediately, regardless of being played at reaction speed - Priority does not reset when a unit is played; the player with priority retains it until they pass - A player can play multiple reactions during one priority window before passing priority back
When Shen is played at a contested battlefield you are defending, does he enter with 3 might and then gain 2 from Shield (triggering effects that care about units becoming mighty), or does he enter already at 5 might?
Ruling: Shen enters the board with 3 might and then becomes mighty (gaining 2 might from Shield) during the cleanup phase after he resolves. This does trigger effects that care about units becoming mighty. Sequence: - Shen is played and resolves, entering the board with 3 might - During the cleanup phase after he resolves, he gains the defender designation - Once he has the defender designation, his Shield passive ability activates, increasing his might to 5 - This transition from 3 to 5 might counts as "becoming mighty" for trigger purposes Nuances: - There is no window to respond between Shen entering at 3 might and him gaining the defender designation during cleanup, as cleanups do not use the chain and cannot be reacted to - Players cannot cast damage spells to kill Shen while he is at 3 might because the cleanup happens before any player can react - This interaction is relevant for cards like Fiora Legend that care about units becoming mighty
When Singularity targets 2 units that would both be killed, and the defending player has Zhonya's, which unit uses Zhonya's ability - does the attacker or defender choose?
Ruling: The person who controls Zhonya's gets to choose which unit uses the ability. Nuances: - Singularity deals damage to all targets at the same time, which is different from cards like Falling Star
When Sky Splitter's target becomes invalid (e.g., due to Retreat), do you choose a new target at the battlefield?
Ruling: You do not choose a new target. You choose your target when casting Sky Splitter. If that target is no longer valid when resolving, you skip that part of the effect and Sky Splitter does nothing and goes to your trash. Nuances: - You still count as having played a card for effects like Legion or Ravenbloom Student, even though Sky Splitter did nothing.
When Smoke Screen (-4 Might to a minimum of 1) is used on Jinx during combat, and Jinx takes 1 damage that is cleared during cleanup, does Jinx die or survive after losing Attacker status and the Assault bonus?
Jinx survives with 0 Might and 0 marked damage. Smoke Screen reduces Jinx from 6 Might (4 base + 2 Assault) to 2 Might. The 1 damage taken is cleared during cleanup. When Jinx loses Attacker designation at the end of combat, the Assault bonus is removed (2 - 2 = 0 Might). Since the kill condition requires nonzero marked damage equaling or exceeding Might, and Jinx has 0 marked damage after cleanup, it survives.
When Smoke Screen and Call to Glory are both played on the same unit during a showdown (with Smoke Screen resolving first), what is the unit's final might?
Ruling: Smoke Screen locks in the magnitude of its might penalty when it resolves and never changes thereafter. So it reduces might to 1, then Call to Glory brings it up to 4, resulting in a final might of 4. Nuances: - The opponent could instead let Call to Glory resolve first, then play Smoke Screen to reduce the unit down to 3 might - The "minimum of 1" clause on Smoke Screen applies when it resolves, not after all modifiers are calculated
When Smoke Screen is cast on Ravenbloom Student (reducing it from 2M to 1M), and then the opponent casts Hextech Ray killing one attacking Recruit, does Ravenbloom Student's momentum increase to 2M or stay at 1M due to Smoke Screen?
Ruling: Ravenbloom Student stays at 1M. Smoke Screen snapshots the unit's momentum when it resolves and applies a fixed -1M reduction for the rest of the turn, regardless of other momentum changes. Sequence: - Smoke Screen resolves on Ravenbloom Student (2M base) - Smoke Screen snapshots the momentum and applies -1M for the rest of the turn - Ravenbloom Student is now at 1M - Hextech Ray kills one Recruit, triggering Ravenbloom Student's ability - Ravenbloom Student would gain +1M (going to 2M base), but Smoke Screen's -1M still applies - Final result: 1M Nuances: - Smoke Screen does not continuously reapply or recalculate; it takes a snapshot at resolution and maintains that fixed modifier
When Smoke Screen is used on a Daring Poro before it attacks and gets buffed, does it stay at 1 Might or does it gain buffs?
Ruling: When Smoke Screen is played, it snapshots the current Might value and sets it to half (minimum 1). Any buffs that happen after Smoke Screen resolves apply normally starting from that new value. Sequence: - Smoke Screen reduces Daring Poro from 2 Might to 1 Might (half of 2, minimum 1) - Any subsequent buffs (like Assault when attacking) apply starting from that 1 Might base
When Smoke Screen is used on a Student that is being attacked, and the opponent chains another Smoke Screen targeting the Student, why does the Student end up at 2 might (with its +1 trigger) instead of being reduced by the full -4 from the first Smoke Screen?
Ruling: Smoke Screen applies its -4 might reduction (to a minimum of 1) at the moment it resolves, then the effect ceases to exist. It does not create a lingering -4 modifier that continues to track the unit's might after resolution. Sequence: - Opponent's Smoke Screen resolves first, reducing Student from 2 might to 1 might (minimum of 1) - Student's trigger activates, increasing might from 1 to 2 - Player's Smoke Screen resolves, reducing the Yordle's might Nuances: - This is due to the "Snapshot" property - once an effect resolves and is applied, it does not continue to track or influence the unit afterward - The "to a minimum of 1" clause on Smoke Screen means it cannot reduce a unit below 1 might at the moment of resolution - Any might changes that occur after Smoke Screen resolves are not affected by the previously resolved -4 modifier
When Smoke Screen reduces Ravenbloom Student to 1 might, does it stay at 1 might when the opponent plays a spell, or does it get +1 from the Student's ability?
Ruling: The unit gets +1 might from Ravenbloom Student's ability. The minimum of 1 might only applies when the Smoke Screen debuff is applied, not afterwards. Sequence: - Smoke Screen reduces Ravenbloom Student to 1 might (minimum) - When opponent plays a spell, Ravenbloom Student's ability triggers - The unit gains +1 might, going above the 1 might minimum
When Smoke Screen reduces an attacking Jinx's Might to 2, and then Jinx is returned to base and readied, what is her Might? How does Smoke Screen interact with Assault/Shield?
Ruling: Jinx will be at 0 Might in base after Smoke Screen is applied. Smoke Screen snapshots the reduction amount when it resolves (seeing 6 Might from base 4 + Assault 2, reducing to 2), then applies that -4 Might reduction for the entire turn. When Jinx loses attacker status and the Assault bonus, she becomes 0 Might (4 base - 4 from Smoke Screen). Sequence: - Smoke Screen resolves while Jinx is attacking with 6 Might (4 base + 2 Assault) - In the arithmetic layer, increases are applied before reductions, so Smoke Screen sees 6 Might and snapshots a -4 Might reduction - The -4 Might reduction applies for the entire turn - When Jinx returns to base and loses attacker status, she loses the +2 Assault bonus - Jinx's final Might is: 4 (base) + 0 (no longer attacking) - 4 (Smoke Screen) = 0 Might Nuances: - Units only die when they have non-zero damage marked on them that is greater than or equal to their Might - Smoke Screen's snapshotted reduction doesn't care about further additions or reductions after it's applied - In the arithmetic layer, additions are performed before subtractions - When a unit's Might would be negative, it's treated as 0 for interaction purposes, but the arithmetic layer still tracks the actual negative value for further calculations - Snapshot only applies to effects that alter Might with restrictions (like Smoke Screen's "reduce to at least 1") - it locks in the actual amount of change that occurred
When Smokescreen is played on a unit that is on Trifarian War Camp (which gives +1 might), does the battlefield bonus get reduced separately or does Smokescreen reduce the total might including the battlefield bonus?
Ruling: Smokescreen reduces the total might of the unit including any battlefield bonuses. The battlefield effect is not calculated separately - all positive modifiers are calculated first, then negative modifiers are applied to that total. Sequence: - Calculate all positive might modifiers (base might + battlefield bonuses + other buffs) - Apply Smokescreen's reduction to that total (reduce by half, minimum 1) - The reduction amount stays fixed for the rest of the turn, even if the unit moves and loses the battlefield bonus - If the unit leaves the battlefield that turn, it can drop below 1 might (even to 0 or negative) Nuances: - Smokescreen calculates its reduction once based on current might, then applies that fixed reduction for the rest of the turn - If a unit moves after being Smokescreened, the reduction stays but the battlefield bonus is lost, potentially resulting in 0 or negative might - Units at 0 might stay alive unless damaged - Might reduction is not the same as damage - Negative might is treated as 0 for interactions, but still counts from the negative value for subsequent might alterations
When Smokescreen is played on a unit that later gains might from another effect (like Cleaver), does Smokescreen's might reduction snapshot at resolution or apply based on the unit's current might?
Ruling: Smokescreen's effect is "snapshotted" when it resolves, meaning the might reduction is determined by the unit's might at the time Smokescreen resolves and that reduction amount applies for the rest of the turn. Sequence: - If Smokescreen is played before Cleaver resolves, it checks the unit's might at that moment and applies the corresponding reduction for the rest of the turn - If Smokescreen is played after Cleaver has completely resolved, it checks the unit's might (including the Cleaver bonus) and applies the corresponding reduction for the rest of the turn Nuances: - In the example given, if the Noxus Hopeful has 4 might when Smokescreen resolves, Smokescreen only applies -3 might for the rest of the turn (not -4) - Waiting for Cleaver to fully resolve before playing Smokescreen allows the full -4 might reduction to apply, since the unit would be at 7 might when Smokescreen resolves
When Smokescreen reduces a unit's Might to 1 (minimum), and then conditional buffs trigger afterward (like Shield and Mask of Foresight), does the unit gain Might from those buffs or does Smokescreen's -4 persist?
Ruling: Smokescreen and similar debuff effects only affect the unit's Might at the moment they are played, not permanently. Subsequent buffs will increase the unit's Might normally from whatever value it currently has. Sequence: - Poro starts at 2 Might - Smokescreen reduces Might by 4, but minimum is 1, so Poro is at 1 Might - Shield triggers when defending, adding +1 Might (now at 2) - Mask of Foresight triggers when defending, adding +1 Might (now at 3) - Final result: Poro has 3 Might
When Snapevine deals damage to an Orange Volibear at a Bastion Fortress, does Volibear's might decrease or does it remain at full might with marked damage?
Ruling: Volibear remains at 10 might with 6 marked damage. The damage is marked on the unit rather than reducing its might value. Nuances: - This interaction is specific to units with damage prevention effects like Volibear at a Bastion Fortress
When Soulgorger brings back a unit that has Accelerate, does it make the energy cost of Accelerate free?
Ruling: No, Accelerate is an additional cost, so it is not included in effects that ignore costs (which implicitly means base costs only). Nuances: - The same principle applies to other additional costs like Cruel Patron's requirement to kill a unit
When Spectral Matron is played, can you spend a buff to use Kraken Hunter's Power discount and play Kraken Hunter from Trash?
Ruling: No, these effects look at printed cost, so you cannot use Kraken Hunter's Power discount when playing it from Trash via Spectral Matron.
When Spectral Matron's ability lets you play a unit from trash 'ignoring its cost', do you still need to pay additional costs like Cruel Patron's 'kill a friendly unit' requirement?
Ruling: When cards say "ignoring costs" they refer to the base costs in the top left only. Additional costs still need to be paid. Sequence: - You play Matron, resolve it, and put it on board - Matron's "when played" ability triggers, targeting a unit from trash, and goes on the chain - You don't pay for the targeted unit yet at this point - Opponent can respond to the trigger - When the ability resolves, you play the targeted unit and must pay any additional costs - If you cannot pay the additional costs (e.g., no unit to sacrifice), the ability fails Nuances: - "When you play" is the same as enters the battlefield; there is no separate "cast" concept in this game - The unit from trash is not "pending" when the trigger goes on the chain - it only gets played during resolution
When Sprite Call is played as a hidden card from battlefield A and creates a Sprite during a showdown at battlefield B, where can the Sprite be played?
Ruling: When a hidden spell causes you to play a unit, you must play that unit at the battlefield where the hidden card was located. Nuances: - If Sprite Call were played from hand instead of as a hidden card, the Sprite could be played to any battlefield you control or to the base - The restriction applies specifically because the card is hidden, not because of the showdown timing
When Sprite Mother is played, if it is killed in response to its triggered effect, does the Sprite still come out?
Ruling: No, the Sprite does not come out if Sprite Mother is killed before the triggered effect resolves, because the effect specifies "here" which requires Sprite Mother to still be on the field. Sequence: - Sprite Mother is played and its triggered effect goes on the chain - There is a window to react before the effect resolves - If Sprite Mother is removed from the field during this window, the "here" clause fails and no Sprite is created Nuances: - The triggered effect can be responded to with Reaction timing - The "here" text on the card is location-dependent and requires Sprite Mother to remain on the field for the effect to fully resolve
When Stand United is played, does it increase each Buff from +1 Might to +2 Might for the turn, and do the Buffs return to +1 Might when the turn ends?
Ruling: Stand United gives a unit a Buff (if it didn't already have one) and makes all your Buffs give +2 Might instead of +1 Might for the turn. When the turn ends, all Buffs return to their normal +1 Might. Sequence: - Stand United is played - Target unit receives a Buff if it didn't have one - All Buffs you control become +2 Might for the turn - Turn ends and all Buffs return to +1 Might Nuances: - Each existing Buff on a unit (such as 7 Buffs on Lee Sin champion) gets the +1 bonus, effectively doubling the Might contribution from Buffs for that turn
When Stand United is revealed from hidden, does the initial buff target have to be on the current battlefield, and does the passive effect (+1 to all buffs) apply to units on other battlefields?
Ruling: When Stand United is revealed from hidden, the targeting portion (giving a buff to a unit) is restricted to the current battlefield only. However, the passive effect that gives all your buffs +1 this turn is a global effect that affects buffs everywhere on all battlefields. Sequence: - Stand United is revealed from hidden on a specific battlefield - Choose a target unit on that battlefield to receive the buff - The +1 bonus to all buffs applies globally to all your buffs on every battlefield Nuances: - The restriction to the current battlefield only applies to the targeting portion of the card - Effects that do not specify targeting or location can affect units globally
When Stormbringer moves Volibear Furious to an enemy battlefield with Sett Kingpin and other buffed units, does it cause one cleanup or two cleanups, and can the opponent respond with Hidden Blade?
Ruling: Stormbringer causes two cleanups in this situation. The first cleanup occurs after the move effect (killing units with lethal damage and reducing Sett Kingpin's might), and the second cleanup occurs after chain resolution (killing Sett Kingpin as a "zombie unit"). Sequence: - Stormbringer resolves, moving Volibear Furious and marking 9 damage to everything - First cleanup occurs, removing the 3 buffed units and reducing Sett Kingpin to 7 might with 9 damage marked - Sett Kingpin temporarily survives as a "zombie unit" and combat is marked as pending - Combat starts with Volibear Furious attacking - Volibear's When Attacking ability triggers, creating an opportunity for Player 2 to use Hidden Blade - Second cleanup would occur after chain resolution Nuances: - A cleanup that impacts the board will trigger another cleanup - The "zombie unit" interaction (units that should be dead but temporarily survive) will be addressed in the next Comprehensive Rules Document
When Stormbringer moves a unit to Kog'maw's battlefield and kills Kog'maw, does the moved unit take damage from Kog'maw's Deathknell trigger?
Ruling: Yes, the unit moves to the battlefield first via Stormbringer, then Kog'maw's Deathknell trigger resolves and deals damage to the moved unit. Sequence: - Stormbringer resolves completely, moving the unit to Kog'maw's battlefield - Kog'maw dies and its Deathknell trigger goes into a pending state - After the initial chain completes, Kog'maw's trigger goes on the chain - The Deathknell damage resolves, affecting the unit that was moved there Nuances: - Deathknell triggers go into a pending state when the unit dies and trigger after the initial chain that caused the death completes - Stormbringer is not broken up into separate effects like Falling Star
When Stormbringer targets a friendly unit (Sand Wurm) and moves it to an enemy-controlled battlefield (where Kai'Sa is), and the defending player has a hidden Fae card, what is the correct resolution sequence?
Ruling: Stormbringer deals damage to all enemy units at the chosen battlefield, then moves the friendly unit (Sand Wurm) to that battlefield. When the unit moves, contested is applied immediately (before cleanup), which locks control of the battlefield. During the subsequent cleanup, Kai'Sa dies from damage, but the hidden Fae card is NOT discarded because the battlefield remains controlled (contested prevents control change). A combat is then staged, and during the showdown for this combat, the player can play the hidden Fae card. Sequence: - Stormbringer resolves: deals damage to enemy units at the battlefield, then moves the friendly unit - Contested is applied immediately when the enemy unit arrives - Cleanup occurs: Kai'Sa dies from marked damage - Control cannot change because the battlefield is contested - Hidden card remains (not discarded) because the player still controls the battlefield - Combat is staged - During the showdown, the player has priority to play the hidden Fae card Nuances: - You cannot react with the hidden card during cleanup itself - you must wait until the showdown - If the moved unit has Assault, it will trigger during the combat because it becomes designated as an attacker when combat is staged - Contested is applied as a state-based effect when the unit moves, not during cleanup steps - The hidden card would only be discarded if control was lost, which cannot happen while contested
When Student (1 might) enters the battlefield and Cleave is played, then opponent plays Smoke Screen, does the unit go to -4 might or stay at minimum 1 might, and how does this affect Cleave's +3 might bonus?
Ruling: Smoke Screen reduces the unit to minimum 1 might (not -4). Cleave's +3 might bonus is then applied along with the snapshotted -1 modifier from Smoke Screen. Sequence: - Student starts at 1 might (base) + 1 (trigger) - Smoke Screen applies -1 (bringing it to minimum, not below) - Cleave resolves: 2 (current) + 3 (assault bonus) - 1 (snapshotted Smoke Screen modifier) = 4 total - If Student trigger resolves after: 2 + 1 (trigger) + 3 (assault) - 1 (Smoke Screen) = 5 total Nuances: - Smoke Screen's modifier is snapshotted, so the -1 continues to apply even after other modifiers are added - Assault from Cleave only applies if moving to an opponent-controlled battlefield
When Svellsongur is attached to Aphelios-Exalted, does it bypass the restriction of choosing each ability only once per turn, effectively allowing you to use each mode twice?
Ruling: Yes, when Svellsongur is attached to Aphelios-Exalted, Aphelios has two instances of his ability (one printed, one copied). Each instance has its own set of mode choices, effectively allowing you to use each mode twice per turn. Sequence: - Svellsongur copies Aphelios's printed text as it attaches - This creates two separate abilities on Aphelios - Each ability triggers independently when Svellsongur attaches - Each ability has its own restriction on choosing modes once - You can select the same mode from each ability instance Nuances: - The copied text becomes active during the attachment process because it's a triggered ability that triggers off of attaching - You're not bypassing the "once per turn" restriction; rather, you have two separate abilities each with their own restriction - This allows effects like channeling 2 or readying 4 runes
When Swap is cast on Dr. Mundo and another unit, does it create temporary power modifiers that persist for the turn, or does it only look at base might? Specifically, if Mundo has 16 power from his passive and swaps with a 2 power unit, does he stay at 2 power for the turn or immediately return to 16?
Ruling: Swap creates +/- power modifiers in the arithmetic layer that persist for the turn. When Mundo swaps power with a weaker unit, he receives a negative modifier that lasts the entire turn, preventing his passive from immediately restoring his previous power level. Sequence: - Mundo at 16 power (10 cards in grave) and Purple Poro at 2 power - Swap is cast - Swap applies -14 power to Mundo and +14 power to Poro - These modifiers persist for the turn - Mundo's passive continues to add power as more cards enter the grave during the turn Nuances: - Mundo's passive ability still functions and will continue to increase his power as additional cards are added to the grave during the turn, building on top of the negative modifier from Swap - The "base might" interpretation was discussed before Swap was officially defined but is not correct
When Switcharoo targets a unit with equipment, does it affect the unit's base might or its current might including equipment bonuses?
Ruling: Switcharoo looks at the current might of the unit including any equipment or other modifiers, and then applies either a +/- might change for the remainder of the turn. Nuances: - The effect considers all modifiers (equipment and others) already on the unit, not just base might
When Switcheroo (played from hidden) swaps Embermonk with another unit, does Embermonk gain +2 Might before or after the swap?
Ruling: Switcheroo's effect resolves in full first, swapping the units. Then Embermonk's trigger goes on the chain and resolves, giving it +2 Might. Sequence: - Switcheroo is played from hidden and its effect begins resolving - The swap effect completes fully - Embermonk's trigger goes on the chain - Embermonk's trigger resolves and it gains +2 Might Nuances: - This same principle applies to Ravenbloom Student (swaps first, then gains +1) - For Mundo, swap applies a snapshotted Might reduction equal to the difference between his Might and the other unit's Might. His passive still applies, but the snapshotted reduction cancels it out. Cards going to trash after the swap will still increase his Might because the swap reduction stays fixed for the rest of the turn. - A helpful way to track swap effects is to imagine setting the unit's current Might to the new value at the moment Switcheroo resolves, then apply any further changes on top of that number.
When Switcheroo exchanges stats between Ornn (who has high stats from gear) and a low-stat unit like Noxus Hopeful, does Ornn drop to base stats and then reapply gear bonuses, or does the exchange work differently?
Ruling: Exchange effects apply modifiers equal to the stat difference, not base stat swaps. Ornn receives a negative modifier equal to the gear bonus being transferred, while the other unit receives a positive modifier of the same amount. Sequence: - Calculate the stat difference between the two units (including Ornn's gear bonuses) - Apply a negative modifier to Ornn equal to that difference - Apply a positive modifier to the other unit equal to that difference - Any new gear created after the exchange adds to Ornn on top of the existing modifier Nuances: - Ornn does not reset to base stats and reapply gear; the gear bonuses remain but are offset by the negative modifier from the exchange - Future gear bonuses stack normally on top of the exchange modifier
When Switcheroo is cast during combat on units with Assault and Shield, do those passive effects transfer with the might swap, and what are the final might values?
Ruling: Assault and Shield are passive effects that continuously apply during combat, not triggers. When Switcheroo resolves, it snapshots the current might values (including passive bonuses) and swaps them by applying +10 to one unit and -10 to the other. The passive effects themselves remain on their original units and continue to apply. Sequence: - Combat opens, units gain attacker/defender designations - Assault and Shield passives immediately apply (Poro becomes 3 might, Volibear becomes 13 might) - Switcheroo is played when a player has priority - Switcheroo resolves: Volibear gets -10 penalty (becomes 3 might), Poro gets +10 bonus (becomes 13 might) - During combat: Poro has 13 might, Volibear has 3 might - After combat ends: Poro loses Assault bonus (becomes 12 might), Volibear loses Shield bonus (becomes 0 might) Nuances: - Assault and Shield are passive effects (not triggers), so they don't use the chain - The passives don't transfer or reapply after the swap - they continue applying to their original units - Keywords like "While/If" or statements of fact indicate passive effects; "When/At" indicate triggers
When Switcheroo is cast on an attacking Kai'sa with Assault 3 (7 total might) and a defending Teemo with 1 might, what are their final might values?
Ruling: Assault and shield are situational increases to might that are included in the calculation when Switcheroo resolves. When Switcheroo targets an attacking Kai'sa with 4 base might + 3 assault and a 1 might Teemo, Kai'sa becomes 1 might and Teemo becomes 7 might. Sequence: - Calculate each unit's current might including situational modifiers (Kai'sa has 7 might from 4 base + 3 assault, Teemo has 1 might) - Switcheroo swaps these values (Kai'sa becomes 1 might, Teemo becomes 7 might) - When combat ends, Kai'sa loses the assault bonus and becomes -2 might Nuances: - Negative might values can occur in calculations, but units treat negative might as 0 for most purposes - Units only die if they have nonzero marked damage at least equal to their might - After healing at end of combat, a unit with 0 marked damage cannot die even with 0 or negative might - When calculating Switcheroo on a unit with negative might, the negative value is used in the math (e.g., -2 might swapped with 7 might results in +7 and -7 adjustments)
When Switcheroo is used on a unit with an Assault bonus, does the opponent's unit gain the Assault bonus again after switching might values?
Ruling: When Switcheroo switches might values, the Assault bonus is not reapplied. The attacking unit keeps its Assault bonus but now applies it to the switched (lower) might value. Sequence: - Assault bonus is applied when a unit enters combat as an attacker - Switcheroo switches the current might values of both units - The Assault bonus remains active but is now calculated from the new (switched) might value - The unit that was originally attacking maintains the Attacker designation with Assault, but at reduced effectiveness Nuances: - If a unit with Assault 2 has 4 total might (2 base + 2 Assault) and switches with a 1 might unit, the result is: the attacking unit has 1 might with Assault 2 (still 1 might total), and the other unit has 4 might - If the attacking unit then loses the Attacker designation (e.g., via Flash), it would lose the Assault bonus entirely
← PreviousPage 87 of 167Next →