When Switcheroo is used on units with Shield or Assault, do the bonuses transfer with the stats or do they get removed?
Ruling: Shield and Assault are passive effects that do not use the chain. When Switcheroo resolves, Shield and Assault bonuses are removed from the affected units rather than transferring with the swapped stats.
Sequence:
- Unit with Assault attacks (e.g., Assault 3 making it 4 Might)
- Switcheroo is played, swapping stats with another unit
- After Switcheroo resolves, the Assault/Shield bonuses are removed
- Units end with only their base stats (plus any non-Assault/Shield modifiers)
Nuances:
- In the example of a 4 Might unit with Assault 3 using Switcheroo with a 1 Might unit, the 1 Might unit ends combat at 1 Might (not 4), because the Assault bonus is removed
When Switcheroo swaps the might of Mundo (who has 16 might from 6 base + 10 cards in trash) with Student (who has 2 base might), what are the final might values after Switcheroo resolves and goes to trash?
Ruling: After Switcheroo resolves, Mundo will have 3 might and Student will have 17 might. Mundo's passive ability continues to apply, but the -14 might reduction from the swap also continues to apply until end of turn.
Sequence:
- Before swap: Mundo has 16 might (6 base + 10 from trash), Student has 2 might
- Switcheroo resolves: Mundo gets -14 might (the difference needed to reach Student's 2), Student gets +14 might (the difference needed to reach Mundo's 16)
- Switcheroo goes to trash (now 11 cards in trash)
- Final calculation for Mundo: 6 base + 11 from trash - 14 from swap = 3 might
- Final calculation for Student: 2 base + 14 from swap + 1 from spell being played = 17 might
Nuances:
- Swap effects apply as a combination of might increase and decrease, not as a transfer of actual might values
- Mundo's passive ability is always active and calculated in the same layer as the might reduction from Switcheroo
- The -14 reduction persists until end of turn and is calculated alongside Mundo's passive in every might calculation
- All might alterations are handled in the same layer, with additions applied before subtractions
When Switcheroo swaps the might of a buffed unit with an opponent's unit, does the buff stay on the original unit, and what happens to the might values?
Ruling: Switcheroo switches current might values between units, but buffs remain on their original units as physical objects. After the swap, the buffed unit retains its buff even though its might has changed.
Sequence:
- Unit A has 5 might (including a +1 buff) vs Unit B with 2 might
- Switcheroo is played, swapping current might values
- Unit A becomes 2 might but still has the buff attached
- Unit B becomes 5 might
- If the buff is later spent/removed from Unit A, its might decreases by 1
Nuances:
- Buffs are physical objects that grant might, distinct from intangible might increases like Discipline
- The buff can still be used with effects like Sett to save the unit
- Spending the buff after Switcheroo reduces the unit's might by the buff's value
When Teemo Scout is played from hidden (gaining +3 might) and then Convergent Mutation is played targeting Ravenbloom Student, what is the correct order of resolution? Specifically, does Mutation resolve before Teemo Scout's ability, and when does Ravenbloom Student gain +1 might from its spell trigger?
Ruling: The timing depends on when Mutation is played. If Mutation is played immediately after Teemo Scout is added to the chain (before Teemo's ability resolves), Mutation resolves first when Teemo is still at 1 might. If players allow Teemo's ability to resolve first (raising Teemo to 4 might), then Mutation can be played afterward and will resolve before Discipline.
Sequence: (If Mutation is played after Teemo's ability resolves)
- Discipline is played and goes on the chain
- Teemo Scout is played, adding both the unit and its triggered ability to the chain
- Teemo's ability resolves, raising Teemo to 4 might
- Players can now add to the chain; Mutation is played targeting Ravenbloom to match Teemo's 4 might
- Mutation resolves, raising Ravenbloom to 4 might
- Ravenbloom's triggered ability goes on the chain and resolves, raising Ravenbloom to 5 might
- Discipline resolves, giving Yi +2 might and drawing 1 card
Nuances:
- Players are allowed to add new cards/effects to the chain after each entity on the chain resolves
- Whoever owns the topmost item on the chain gets priority to add new things
- Cards drawn during chain resolution can be played into the chain if they are reaction speed and you have resources
- Triggered abilities are base speed unless tagged otherwise
When Teemo Scout is revealed from hidden, can you respond to its on-play ability with Gust before the on-play resolves?
Ruling: Yes, you can respond to Teemo Scout's on-play ability with Gust. Gust will resolve first, bouncing Teemo back to hand before the on-play ability resolves.
Sequence:
- Teemo Scout is revealed from hidden
- Teemo's on-play ability triggers and goes on the chain
- You can respond by playing Gust, which goes on the chain above the on-play ability
- Gust resolves first, returning Teemo to hand
- Teemo's on-play ability then resolves
When Teemo Strategist deals 3 damage to a unit with Deflect, does the controller pay 1 mana for Deflect or 3 mana (once per damage)?
Ruling: Deflect is paid once. There is only one instance of targeting, so you pay the Deflect cost one time regardless of how much damage is dealt.
Sequence:
- Target the unit with Deflect
- Pay for Deflect once
- Resolve the ability (reveal cards and deal damage based on revealed cards)
Nuances:
- The wording on Teemo Strategist may make it seem like you pay per damage, but you only pay once per targeting instance
- If there is no "do this:" clause on the card, you pick the target and pay for Deflect before resolution
When Teemo Strategist triggers on attack and reveals cards that deal damage, can you play Stupefy as a reaction before the Teemo damage resolves to reduce the target's HP first?
Ruling: You cannot react once you have started resolving a card or ability. However, if you deal damage to a unit and then reduce its Might to or below the damage it has taken, it will die.
Sequence:
- Teemo's ability begins resolving when you choose to reveal cards
- You cannot play Stupefy during this resolution
- After Teemo's ability fully resolves, you could play Stupefy
- A unit with damage equal to or greater than its current Might will die
Nuances:
- Damage and Might are tracked separately - a unit retains its Might value even with damage on it
- A unit dies when it takes additional damage OR has its Might reduced to or below existing damage
- Damage heals at end of combat and end of turn
- A damaged unit still deals damage equal to its full Might value in combat
When Teemo Strategist's ability reveals multiple Hidden traps against an attacker with Deflect, does the defender have to recycle one rune or multiple runes?
Ruling: Teemo Strategist's ability deals one source of damage that deals N damage total, not N separate sources of 1 damage each. Therefore, only 1 rune needs to be recycled for Deflect, regardless of how many Hidden traps are revealed.
Nuances:
- The errata and FAQ confirm this interpretation
- The damage is treated as a single source even when multiple traps are revealed
When Teemo Strategist's ability triggers during a showdown he's defending, can Nocturne be played into that same battlefield?
Ruling: Yes, Nocturne can be played into the battlefield Teemo is defending during a showdown. Card text supersedes normal timing restrictions - while units normally cannot be played during showdowns (which are in a "showdown closed" state), Nocturne's specific triggered ability allows him to be played when revealed from the deck, and he can be played into any battlefield his controller controls (including one they're defending).
Sequence:
- Showdown begins at the battlefield Teemo Strategist controls
- Teemo's defend trigger goes on the chain
- When Teemo's ability reveals Nocturne from the deck, Nocturne's triggered ability allows him to be played
- Nocturne can be played into any battlefield his controller controls, including the battlefield being defended
Nuances:
- Normal units cannot be played during showdowns because the game state is "showdown closed" (not neutral open)
- Units with "action" or "reaction" tags have different timing exceptions than Nocturne's specific triggered ability
- The restriction isn't specifically about playing units into battlefields you're defending - it's about the game state during showdowns
- Card text supersedes normal rules when there's a contradiction
When Teemo comes out of hidden and does the top 5 cards hidden damage, and he uses it on a unit and brings that unit's might to 0, does that unit still get to attack in the showdown?
Ruling: Damage doesn't change a unit's might. If you deal damage equal to or greater than a unit's might, it will die. If it dies before the Combat Damage Step, its might won't be calculated in that because it's dead.
Sequence:
- Teemo's ability deals damage when he comes out of hidden
- If the damage equals or exceeds the target unit's might, that unit dies
- Dead units don't participate in the Combat Damage Step
Nuances:
- You cannot cast Rune Prison in response to Teemo's ability because Rune Prison is an action and can't be put on the chain when other things are on the chain
- Stun doesn't affect ability damage, only Combat Damage (the moment in combat where you declare where the might of your units go onto your opponent's units)
When Teemo's 'When I Defend' trigger goes on the chain, does the opponent have to react before or after revealing cards, and does targeting happen before or after revealing cards?
Ruling: You target when the 'When I Defend' trigger goes onto the chain. Once it's on the chain, your opponent can react. All of this happens before you start resolving the ability (revealing cards).
Sequence:
- Teemo's 'When I Defend' trigger goes on the chain
- You choose targets as the trigger goes on the chain
- Opponent has opportunity to react
- Ability resolves (cards are revealed)
When Teemo's ability resolves (flip 5 cards and deal damage), does it all resolve at once, or can players react between the flipping and the damage?
Ruling: Teemo's ability resolves all at once. You cannot interrupt abilities while they are resolving.
Sequence:
- Teemo enters play or becomes a defender
- His ability goes on the chain
- Players have an opportunity to play Reactions before it resolves
- Once it begins resolving, the entire ability (flip 5 and deal damage) completes without interruption
Nuances:
- You can respond to the ability before it resolves, but not during its resolution
- Under current rules, defense abilities trigger when a unit becomes a defender for the first time in combat, not just at the start of combat
When Teemo, Strategist is revealed from hidden against Deadbloom Predator, must you activate Teemo's effect and pay the Deflect cost?
Ruling: Yes, you must activate Teemo, Strategist's effect when revealed and must pay Deadbloom Predator's Deflect cost because the effect is mandatory and requires targeting an enemy unit.
Sequence:
- Teemo, Strategist is revealed from hidden (no cost for revealing)
- Teemo's mandatory effect triggers
- You must select an enemy unit as a target
- You must pay that unit's Deflect cost (1 rune for Deadbloom Predator)
Nuances:
- You do not pay any cost for revealing a unit from hidden; the power cost was already paid when initially playing it as hidden
- The total cost is only 1 rune (for Deflect), not 2 runes
When The Boss saves a buffed unit that has damage marked on it, does the unit retain its previously marked damage or is it healed?
Ruling: The Boss heals the unit when saving it, so it will have no damage marked after being saved.
Sequence:
- Buffed unit at 4 Might has 3 damage marked
- Falling Star deals 3 damage (first instance)
- The Boss saves the unit by spending the buff
- Unit is healed to 0 damage
- Unit now has 3 Might (buff spent)
- Second Falling Star instance deals 3 damage and kills the unit
Nuances:
- The Boss requires spending the buff to save the unit, which reduces the unit's Might
- Even though the unit is healed, it can still die to subsequent damage if its Might was reduced by spending the buff
When Thousand Tail Watcher reduces a defending Poro's Might by 3 (from 2 to -1, resulting in 1 Might), does the Poro return to 4 Might when the opponent enters the battlefield (due to +1 Defender and +2 Wuju Style from Master Yi), or does the -3 Might debuff continue to apply?
Ruling: Might changes are done as a snapshot, so the Poro goes down to 1 Might from Thousand Tail Watcher's effect, and then returns to 4 Might when the opponent enters the battlefield and the defender/Wuju bonuses reapply.
Sequence:
- Thousand Tail Watcher is played, reducing Poro's Might by 3 (from 2 to 1)
- Opponent enters battlefield
- Poro gains +1 Might from Defender and +2 Might from Wuju Style
- Poro ends at 4 Might total
When Thousand Tail Watcher reduces might to a minimum of 1, and Sett gains might from other units, how is Sett's total might calculated when all units have buffs?
Ruling: Sett becomes 6 might total. The calculation is: 5 (base) + 1 (buff) + 3 (from his effect counting other units) - 3 (Watcher reduction) = 6. The other small units become 1 might each.
Nuances:
- Limitations like "minimum of 1" are applied at the moment the effect is applied and the reduction amount is remembered as a static number
- If units lose buffs after Watcher's effect is applied, they can go to 0 might because the Watcher reduction remembers a static decrease but doesn't remember the "minimum of 1" limitation
- If Watcher comes into play before units get buffed, those units will have higher might because Watcher remembers a smaller reduction amount to apply to them
When Thousand Tailed Watcher applies -3 might to a unit (Kai'sa) and that unit survives combat, does it heal back to its original might after showdown?
Ruling: No, the -3 might from Thousand Tailed Watcher lasts for the entire turn. The effect ends in the expiration step of the end of turn phase, not after combat showdown.
Nuances:
- Reducing might is not the same as damage, and damage is not the same as reducing might
- If you play a gear card that gives +2 might after Watcher is played, the total might calculation is: base might + all additions - all reductions (e.g., 4 base + 2 gear - 3 Watcher = 3 might)
- When calculating might, you always start with additions, then apply subtractions
- The -3 might persists through combat and for the remainder of the turn regardless of combat outcomes
When Thousand Tailed Watcher is pushed onto an opponent's battlefield using Accelerate, does its -3 debuff affect a Shen that is played afterwards?
Ruling: No, Shen comes in at full power. Thousand Tailed Watcher's effect resolves once when it enters play and does not create an ongoing aura effect.
Nuances:
- The effect is not "anchored" to the Watcher as a continuous effect
- The debuff only applies to units already in play when Watcher enters, not units played afterwards
When Thousand-Tailed Watcher attacks a battlefield with Ravenbloom Student, and 5 spells are played, what is the final might of Ravenbloom Student?
Ruling: Ravenbloom Student will have 6 might. The might reduction from Thousand-Tailed Watcher happens once and finalizes the unit's value at that time, then subsequent might increases are added.
Sequence:
- Ravenbloom Student starts at 2 might
- Thousand-Tailed Watcher reduces it by 1 (to a minimum of 1)
- Then 5 spells are played, adding +5 might
- Final might: 6
Nuances:
- Might cannot be reduced below 1 by Thousand-Tailed Watcher's effect
When Thousand-Tailed Watcher gives enemy units -3 might (minimum 1) at Trifarian War Camp (which gives +1 might), what is the final might of a 1 might unit and a 4 might unit?
Ruling: The 1 might unit ends at 1 might and the 4 might unit ends at 2 might.
Sequence:
- Apply the battlefield's static +1 might effect first
- Then apply Watcher's -3 might effect (minimum 1)
- For the 1 might unit: 1 + 1 = 2, then 2 - 3 = 1 (minimum applies)
- For the 4 might unit: 4 + 1 = 5, then 5 - 3 = 2
When Thousand-Tailed Watcher gives enemy units -3M (minimum 1) and then Grand Strategem gives friendly units +5M, how do these modifiers combine? Specifically, with 1M tokens and 2M Faithful Manufacturers, what are the final Might values?
The correct final values are 6M for all units (both the 1M tokens and 2M Manufactors become 6M). According to a rule, when an arithmetic effect has a limitation (like 'minimum of 1'), it snapshots at the limited level when applied and is 'remembered' at that value for the duration. When Thousand-Tailed Watcher's -3M effect applies: the 1M tokens would go to -2M but the minimum of 1 limitation means they stay at 1M, so the effect snapshots as -0M (no actual reduction); the 2M Manufactors would go to -1M but the minimum of 1 limitation stops them at 1M, so the effect snapshots as -1M. These snapshotted values persist for the turn. When Grand Strategem later adds +5M: the 1M tokens become 1 + 0 + 5 = 6M, and the 2M Manufactors become 2 - 1 + 5 = 6M. The judges were incorrect because they didn't apply the snapshotting rule - they treated the modifiers as if they continuously recalculated together (-3M + 5M = +2M net), but the 'minimum of 1' limitation causes the Watcher's effect to snapshot at its limited value when first applied, not recalculate later.
When Thousand-tailed Watcher's -3 might reduction is applied to a unit with base 2 might that has passive and gear buffs, does the reduction snapshot at the time of application or does it calculate with all modifiers together?
Ruling: When Thousand-tailed Watcher's effect is applied, it snapshots the might reduction at that moment and then applies that reduction continuously. Any additional might increases from passives or gear are added on top of the snapshotted reduction.
Sequence:
- Watcher's -3 might reduction is applied to the unit's current might (e.g., 2 base might)
- The reduction snapshots to the actual reduction at that moment (e.g., -1 might, since the unit cannot go below 1 might)
- Any subsequent might increases from passives or gear are then added on top of this snapshotted reduction
- Final might = base might + buffs - snapshotted reduction
Nuances:
- In the example with Wielder of Water (2 base might), the Watcher's -3 snapshots to only -1 (keeping the unit at 1 might minimum), then the +2 passive and +1 gear are added, resulting in 4 total might
- This makes Watcher less effective against low-might units that receive buffs after the reduction is applied
When Tideturner (Hidden) is played in response to Deathknell during combat cleanup, does Mask of Foresight trigger again for the new combat, and if so, which unit gets the buff?
Ruling: Yes, Mask of Foresight triggers again. When Tideturner resolves and swaps positions with Unit2, a second combat is initiated. Mask triggers once for Unit2 (the new defender), not for Tideturner (who is at base when combat initiates).
Sequence:
- Combat resolves and units take lethal damage
- During Combat Special Cleanup (444.1.a), Deathknell triggers and is added to the chain as pending
- Units die in cleanup step, staging another cleanup
- Contested status remains throughout these cleanups (not removed until 444.2)
- Player reacts to Deathknell with Tideturner (still controls battlefield due to Contested)
- Tideturner resolves immediately, swapping Unit2 to the battlefield
- Deathknell resolves (draw 1)
- Chain clears, Contested is removed, and a new combat initiates
- Mask of Foresight triggers for Unit2 (the new defender)
- All units are healed before this second combat starts
Nuances:
- Tideturner is at base when the second combat initiates, so it doesn't get the Mask buff
- Hidden cards are not removed during cleanup because control doesn't change while Contested status remains
- The second cleanup invoked by units dying is a normal cleanup, not another special cleanup
- Deathknell triggers before Contested is cleared, allowing the Hidden card to be played
When Tideturner is flipped from hidden, can it move units anywhere on the map, or is it restricted to only affecting the battlefield where it was played?
Ruling: When Tideturner is flipped from hidden, it can move units anywhere, not just at the battlefield where it was played. This is an exception to the normal rule that hidden cards only affect "here" (the battlefield where they were played).
Nuances:
- Tideturner breaks the "here" restriction because it describes a target that would be impossible with the "here" limitation
- This exception is specifically explained in the FAQ with the errata
- Tideturner is currently the only card in the game that breaks this rule in this way
- Fight or Flight does not break this rule because it is allowed to target "here", so it remains restricted to the battlefield where it was played
- Some other cards avoid the restriction for different reasons (e.g., Zhonya's doesn't target, Stand United's second effect doesn't target)
When Tideturner is hidden, can it be played into the base to switch with another friendly unit on a battlefield, or must it be played at the battlefield where it was hidden?
Ruling: Tideturner can only be played at the battlefield where it was hidden, not into the base to switch with units on other battlefields.
Nuances:
- Hidden units must be played at the specific battlefield where they were hidden
- Tideturner's ability to switch with friendly units does not override the hidden placement restriction
When Tideturner is played from hidden as a reaction, does its 'on play' effect trigger on the same chain or a new chain?
Ruling: Playing Tideturner starts a chain which immediately resolves since you cannot react to permanents (units or gear). After Tideturner is in play, its play effect triggers on a new chain to which players can react.
Sequence:
- Tideturner is played from hidden as a reaction, starting a chain
- This chain immediately resolves (no reactions possible to permanents)
- Tideturner is now in play
- Tideturner's play effect triggers on a new chain
- The player who played Tideturner gets priority first and can play reactions
- Once they pass, the next player can put reactions on top
Nuances:
- You cannot react to permanents being played (units or gear)
When Tideturner's effect is on the chain and Tideturner is bounced to hand by Gust before the effect resolves, does Tideturner's movement effect still work?
Ruling: Tideturner will stay in hand and the other friendly unit won't move either. Nothing will happen when the effect resolves.
Sequence:
- Tideturner is played and its effect is added to the chain
- Opponent responds with Gust, bouncing Tideturner to hand
- Gust resolves
- Tideturner's effect tries to resolve, but moves only occur between locations on the board
- Tideturner's "original location" is now the hand (resolved during resolution)
- Since hand is not a board location, neither Tideturner nor the other unit moves
Nuances:
- Hand is referred to as a "location" (lowercase) in rules text, but is not a "Location" (capital L) on the board
- Moves are only between locations on the board, not to/from hand
When Traveling Merchant is charmed, does the owner discard and draw?
Ruling: Yes, when Traveling Merchant is charmed, the owner still discards and draws.
Nuances:
- The owner of Traveling Merchant performs the discard and draw effect even when the unit is controlled by an opponent through charm effects.
When Traveling Merchant moves from battlefield to base using the standard move action, does it trigger its ability or is it considered a recall?
Ruling: Moving from battlefield to base using the standard move action is a move, not a recall, and triggers Traveling Merchant's ability. Recall is only a recall when a game effect or rule specifically states it's a recall.
Sequence:
- Exhaust Traveling Merchant to use standard move action from battlefield to base
- This counts as a move (not a recall)
- Traveling Merchant's ability triggers
- Draw a card
Nuances:
- Moving to base does not automatically make it a recall
- Only specific game effects (like Zhonya's Hourglass, failing to Conquer, Portal Rescue) or rules (like Unlicensed, Symbol of Solari) cause recalls
- Cards like Charm, Fight or Flight, Flash, and Tide Turner all trigger Traveling Merchant's ability regardless of destination
- Recall is a separate mechanic from move, designed to always work regardless of other effects in play
When Traveling Merchant moves to Zaun Warrens and triggers Showdown, and I discard Flame Chompers as part of the Merchant's trigger, what is the timing/order of resolution?
Ruling: When Traveling Merchant moves and triggers both its ability and Showdown, you fully resolve the Merchant's trigger (including discarding and drawing) before Flame Chompers' discard trigger goes on the chain. You can never interrupt a resolving effect in Riftbound.
Sequence:
- Move Merchant, Showdown stages, Merchant's move trigger goes on chain
- Pass priority, chain resolves: discard and draw happens
- Discarding Chompers triggers here and goes on chain
- Pass priority, Chompers' "when you discard me" trigger resolves, Chompers goes on chain
- Chompers resolves
- Chain empty, staged Showdown starts
Nuances:
- If Merchant is killed while its move trigger is on the chain, the trigger still resolves fully (discard still happens) because the resolution is not tied to the unit surviving
- Some abilities specify "here" and would resolve to no effect if the unit moves/dies, but Merchant's does not care where it is
When Traveling Merchant moves to a battlefield, does its move trigger go on the initial chain along with defend and attack triggers, or does it need to resolve before an initial chain begins?
Ruling: The move trigger must resolve completely before the initial combat chain begins. Traveling Merchant's move trigger goes on a chain first, and only after that chain closes will combat open and the initial chain be populated.
Sequence:
- Merchant moves to the battlefield
- Move trigger goes on the chain and contested is applied
- Combat is staged during cleanup
- The move trigger finalizes, but combat fails to open because the turn state is not neutral open (it's neutral closed)
- Once the move trigger's chain closes and turn returns to neutral open state, combat opens in the following cleanup
- Then the initial chain is populated with defend and attack triggers
Nuances:
- If units of two opposing players are no longer present at a battlefield that has a combat staged before it has opened (e.g., a unit flashes away in response to the move trigger), the combat will cease being staged during cleanup
When Traveling Merchant moves to a battlefield, is it at the battlefield location when its 'discard draw' trigger occurs, and what are the implications for responses and showdown timing?
Ruling: When Traveling Merchant moves to a battlefield, it is at the battlefield location when its "discard draw" trigger occurs. This means it can be targeted by Gust (which only targets units on battlefields) in response to the trigger, and the opponent can even discard that same Merchant to its own trigger.
Sequence:
- Merchant moves from base to battlefield (movement is instantaneous)
- Merchant's "discard draw" trigger goes on the chain
- Players can respond with action speed effects while the trigger is on the chain
- If Merchant is removed (e.g., Gusted) before the trigger resolves, no showdown will begin at that battlefield
- If the defender is removed but Merchant remains, a non-combat showdown occurs (Merchant gains focus but no combat happens)
- Merchant only gains the Attacker attribute and +3 Might bonus once showdown actually begins, not while triggers are on the chain
Nuances:
- If you Gust the Merchant in response to its move trigger, the showdown will be staged but then unstaged during cleanup, so no showdown actually begins
- If you remove the defender (e.g., Flash Kai'sa) in response to the trigger, a showdown occurs but not a combat, and Merchant does not gain Attacker attribute or the +3 Might
- If you remove both the defender AND the Merchant in response to the trigger, no showdown occurs at all
- Cleave applied before moving carries over, but the Assault bonus only applies once showdown begins
When Traveling Merchant moves to an occupied battlefield, when does the discard/draw trigger resolve, and can you play the discarded Flame Chompers to that battlefield or your base?
Ruling: When Traveling Merchant moves to an occupied battlefield, its discard/draw trigger resolves before the showdown begins. You cannot play Flame Chompers to the contested battlefield (since you don't control it yet), but you can play it to your base.
Sequence:
- Traveling Merchant's move goes on the stack
- Move resolves and discard/draw trigger goes on the chain
- Discard/draw resolves (Flame Chompers can be played to base at this point)
- Once the chain is empty, the showdown begins
- Attack/defend triggers happen at the start of the showdown (only if it's a combat showdown)
Nuances:
- You need to control a battlefield (not just have a unit there) to play units to that battlefield
- Showdowns always open, even when moving to an empty battlefield, allowing opponents to respond with actions
- If Merchant is bounced before the showdown, Flame Chompers can still only be played to base (if you don't control any battlefield)
When Travelling Merchant is moved to a battlefield (Dreaming Tree) and Fight or Flight is played to move it back to base, what is the resolution order? Does the Merchant's ability still trigger if it's moved back or killed?
Ruling: When Travelling Merchant moves to Dreaming Tree, its trigger goes on the chain. If Fight or Flight is already hidden, it can be played in response, targeting the Merchant at Dreaming Tree, which triggers Dreaming Tree. The chain resolves backwards: draw from Dreaming Tree, move Merchant back to base (triggering Merchant again), then resolve both Merchant triggers (discard and draw twice). If Fight or Flight is not hidden, it must be played during showdown after the first Merchant trigger resolves.
Sequence:
- Merchant moves to Dreaming Tree, its ability triggers as chain item 1
- If Fight or Flight is hidden, it can be played as chain item 2, targeting Merchant
- Dreaming Tree triggers as chain item 3 (because targeting occurred)
- Resolve Dreaming Tree: draw a card
- Resolve Fight or Flight: move Merchant to base, triggering Merchant again
- Resolve second Merchant trigger: discard and draw
- Resolve first Merchant trigger: discard and draw
Nuances:
- Fight or Flight is an action spell, so it can only be played in response to the first Merchant trigger if it's already hidden. Otherwise, it must be played during showdown after the first trigger resolves.
- If Merchant is killed before its ability resolves, the ability still resolves because it doesn't reference the unit itself or "here". You still discard and draw.
- Triggers in this game do not "fizzle" - they remain on the chain and resolve, doing as much as they can.
When Trifarian Warcamp is played in an Ahri Legend deck and enemy units move to the occupied battlefield, do they get +1 Might from the battlefield before Ahri's -1 Might trigger resolves, resulting in them staying at their base Might?
Ruling: Yes, the passive +1 Might from Trifarian Warcamp applies immediately when units finish moving to the battlefield, before Ahri's triggered ability resolves. The effects cancel out, leaving units at their base Might (e.g., 1 Might Recruits remain 1 Might).
Sequence:
- Enemy units move to the occupied Trifarian Warcamp battlefield
- Trifarian Warcamp's passive +1 Might applies immediately as units finish moving
- Units become the Attacker, triggering Ahri's ability
- Ahri's triggered ability goes on the chain and resolves, giving each attacking unit -1 Might
- Net result: units return to their original Might value
Nuances:
- Trifarian Warcamp is a passive effect, not a triggered ability, so it applies immediately rather than going on the chain
- Any battlefield can be played with any Legend deck; there are no restrictions
When Unchecked Power deals damage to all units and the defending player has Zhonya's Hourglass, who chooses which unit is saved - does the attacker choose the first target hit, or does the defender choose which unit to save?
Ruling: The controller of Zhonya's Hourglass (the defender) chooses which unit to save.
Sequence:
- Unchecked Power deals damage to all units at all battlefields simultaneously
- All units would die at the same time
- Zhonya's Hourglass is a replacement effect that replaces a damage event that would kill a unit
- Since damage is dealt simultaneously, the Zhonya's controller chooses which kill event to replace
Nuances:
- Unchecked Power doesn't target units or battlefields since it affects all units at all battlefields
- Whether the spell targets or not doesn't matter for this interaction
- Zhonya's Hourglass replaces the event of damage that would kill a unit (not the event of being killed as the card text suggests)
When Unchecked Power kills an Immortal Phoenix on the battlefield, does the Phoenix's revival trigger occur before cleanup, allowing it to return?
Ruling: Yes, you can return your own Phoenix after Unchecked Power kills it. The Phoenix's ability checks after the spell resolves.
Sequence:
- Unchecked Power resolves and kills the Phoenix
- Phoenix's ability triggers and checks after the spell resolves
- Phoenix can return to the battlefield
Nuances:
- This works the same way as Hidden Blade killing your own Phoenix
- The Phoenix trigger is not a "when played" trigger, but rather checks after the effect resolves
When Unchecked Power would destroy multiple units including two Vicktor leaders and another non-token unit, do all units die simultaneously or can you order which units die one by one?
Ruling: Everything dies at the same time. Units don't see themselves dying, so you don't get any tokens if the Vicktors die alongside the other units.
Nuances:
- When multiple replacement effects (like Zhonya's) would apply to the same event, the controller of the object being acted on determines the order the replacement effects will apply
- If you have multiple Zhonya's effects, the controller decides which one unit to save
When Undercover Agent dies to combat damage and its Deathknell resolves to play Flame Chompers to the battlefield: (1) Can Flame Chompers be played during Deathknell resolution? (2) Does Flame Chompers arrive before healing? (3) Does a new combat start with Flame Chompers defending?
Ruling: Yes, Flame Chompers can be played to the battlefield during Deathknell resolution. Healing happens immediately after units die (before Deathknell), so Chompers arrives after healing. A new combat starts with Chompers as the defender because you retain control of the contested battlefield.
Sequence:
- Combat damage kills Undercover Agent
- Healing occurs immediately
- Combat cleanup completes fully
- Deathknell triggers and resolves, playing Flame Chompers to battlefield
- Because units are now present on both sides and the battlefield is still contested, a new combat starts
- You remain the defender in the new combat
Nuances:
- You retain control of the battlefield throughout because it remains contested
- The contested status is only cleared after cleanup, but Deathknell allows you to play a unit before that happens
- This prevents the step that would remove contested status and establish control
- This mechanic isn't specific to Deathknell - any effect that creates a reaction opportunity before losing control (like Imperial Decree triggering on combat damage) can achieve the same result by allowing reaction-speed units to be played
When Unit 1 enters a battlefield and Unit 2 uses Ride the Wind to contest Unit 1's battlefield, who is attacking and who is defending?
Ruling: Unit 1 will be attacking and Unit 2 will be defending, because Unit 1 applied contested to the battlefield when they moved there.
Sequence:
- First, the non-combat showdown that Unit 1 initiated must end
- When that non-combat showdown ends, it transitions to combat
- Unit 1 becomes the attacker and Unit 2 becomes the defender
When Viktor Innovator is played via Portal Rescue on opponent's turn, does he see himself being played and create a 1M Recruit?
Ruling: Viktor does not get a Recruit from Portal Rescue itself (since Viktor is played to pending while Portal Rescue is still resolving), but Viktor does see himself being played and creates a 1M Recruit from his own ability, similar to how red Darius works.
Sequence:
- Portal Rescue resolves and plays Viktor to pending
- Portal Rescue finishes resolving
- Viktor finalizes and resolves
- Viktor's ability becomes active and sees that a card (himself) was played
- Viktor creates a 1M Recruit
Nuances:
- Viktor's ability triggers from himself because it says "when you play a card" not "when you play a spell"
- Units with "when you play me" effects can see themselves being played
- You cannot resolve one card while another is resolving - cards go onto the chain as pending
When Viktor attacks and plays Siphon Power at his first opportunity, which is then Denied, who has the next opportunity to play an Action? Does it matter if a triggered ability triggered when attacking?
Ruling: After Viktor's Siphon Power is Denied and resolves, priority passes to Ahri since Viktor had priority on the previous chain.
Nuances:
- Viktor can cast Siphon Power in response to Ahri's legend trigger
- When attacking with Recruits, it's often better to wait and cast Siphon Power in response to Ahri's trigger rather than immediately, because Ahri's reduction only procs once - if a unit is already at 1 ATK from the reduction, then gets pumped by Siphon Power, it stays pumped for the turn
- If Siphon Power is cast before Ahri's reduction applies, Recruits would go from 2 ATK to 1 ATK (from Ahri) and stay at 1 ATK
When Volibear (Furious) attacks and triggers his ability to deal 5 damage distributed among units, can the defending player play hidden units in response and have those units become valid targets for the damage distribution?
Ruling: No, when Volibear's trigger is put on the chain, targets for the damage distribution must be chosen immediately and are locked in. By the time the defending player can respond to the trigger, the targets have already been selected.
Sequence:
- Volibear attacks and his trigger goes on the chain
- The attacking player chooses targets to distribute the 5 damage among
- Targets are now locked in
- Priority passes to the defending player, who can now play hidden cards
- The trigger resolves with the previously chosen targets
Nuances:
- Hidden cards can be played at any time you have priority after the turn you hide them
- If a unit would die outside of a showdown (like from Falling Comet), you must respond to the effect before the unit dies to maintain battlefield control and prevent losing other hidden cards
- If you wait until after the unit is dead (outside of a showdown), it's too late to prevent losing battlefield control
When Volibear Furious attacks an enemy battlefield with Ahri, does his 'When I attack, deal 5 damage split among any number of enemy units here' ability kill Ahri before she can deal damage back, or does she get to deal her might back to Volibear?
Ruling: Ahri deals her damage to Volibear first, then Volibear's ability kills Ahri.
Sequence:
- When you attack, your "when attacking" abilities get added to the chain
- Then your opponent's "when defending" abilities get added to the chain
- The chain resolves backwards, so Ahri's ability resolves first (dealing -2 to Volibear)
- Then Volibear's ability resolves (killing Ahri)
When Volibear Furious attacks and triggers its 'when I attack' ability, can players play actions or reactions before the damage is dealt?
Ruling: When an attack trigger like Volibear's creates a chain, no player can play action speed effects until the chain fully resolves. However, both players can play reactions while the chain is open.
Sequence:
- Volibear attacks and its trigger creates a chain
- The attacking player gets first chance to play reactions
- The opponent gets a chance to play reactions
- The attacking player can play more reactions (players retain priority when adding to the chain until they pass)
- When both players pass priority in a row, the topmost reaction resolves
- After each resolution, both players get another round of opportunities to play reactions
- This continues until the entire chain resolves
- Only when everything on the chain is resolved and the chain closes can the attacking player play action or reaction speed effects
Nuances:
- Fight or Flight can be played from hidden (as a reaction) to avoid damage, but cannot be played from hand (action speed)
- Ride the Wind cannot save a unit because it is always action speed
- A player can play multiple reactions in a row before passing priority
When Volibear Imposing triggers ('When an opponent moves to a bf other than mine'), if a player moves 4 units all at once to a different battlefield, does the opponent draw 1 card or 4 cards?
Ruling: The opponent draws 1 card when multiple units move simultaneously to a different battlefield, because the trigger is templated per player, not per unit.
Nuances:
- If units are moved one at a time as discrete separate moves, each move would trigger a separate draw
When Volibear and Kayn fight and Kayn triggers his ability to not take damage, what happens to the showdown if neither unit dies?
Ruling: At the end of combat, if units from both sides remain, the attacker's units are recalled to base.
Sequence:
- Combat occurs between Volibear and Kayn
- Kayn triggers his ability and does not take damage
- Neither unit kills the other
- At end of combat, attacker's units are recalled to base
When Volibear attacks Vi in Reaver's Row, does Vi's player get a chance to react before Volibear's attack trigger resolves?
Ruling: When Volibear attacks Vi in Reaver's Row, both triggers go on the initial chain with attack triggers placed before defend triggers. The defend trigger resolves first, allowing Vi to escape before Volibear's attack trigger resolves.
Sequence:
- Showdown starts and creates an initial chain
- Attack triggers (Volibear's effect) are placed on the chain
- Defend triggers (Reaver's Row effect) are placed on the chain after attack triggers
- Either player may react with reaction cards
- Chain resolves in reverse order, so defend trigger resolves first
- Vi can escape using the Reaver's Row defend trigger
- Then Volibear's attack trigger would resolve
Nuances:
- This interaction works the same regardless of whether the battlefield is Reaver's Row or not - the defending player can always react to Volibear's movement with reaction cards during the chain
When Volibear attacks a battlefield, does his damage trigger resolve before Grand Stratagem can be played?
Ruling: Volibear's damage trigger resolves before Grand Stratagem can be played. Grand Stratagem has action speed, meaning it can only be played when there is no chain. By the time the chain is empty and you can play Grand Stratagem, Volibear's trigger will have already dealt its damage.
Sequence:
- Volibear attacks and his trigger goes on the chain
- Volibear's trigger resolves, dealing damage to units
- Chain becomes empty and you gain focus
- Grand Stratagem can now be played for any surviving units
Nuances:
- Grand Stratagem can only affect units that survive Volibear's initial damage
When Volibear, Furious attacks into Reaver's Row, what is the order of trigger resolution?
Ruling: Reaver's Row's "When you defend" trigger resolves first, allowing the defender to move a unit to base before Volibear's "When I attack" trigger resolves and deals damage.
Sequence:
- Volibear moves to Reaver's Row to initiate combat
- Volibear's "When I attack" trigger is placed on the chain first (attacker places triggers before defender)
- Reaver's Row's "When you defend" trigger is placed on the chain second (defender places triggers last)
- Both players may play reaction cards
- Chain resolves in Last-In, First-Out (LIFO) order:
- Reaver's Row resolves first: defender chooses whether to move a unit back to base
- Volibear's trigger resolves second: deals 5 split damage to remaining valid targets
Nuances:
- Targets must be chosen when triggers are placed on the chain, before any resolution occurs
- If Volibear targeted a unit that was moved to base by Reaver's Row, that unit is no longer a valid target when Volibear's damage resolves and takes no damage
- The key principle is that while attackers place triggers on the chain first, defenders' triggers resolve first due to LIFO resolution order