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If I have hidden a Flight or Fight and my opponent casts Hidden Blade, can I react to move my unit back to base and save it? Or does the Hidden Blade effect still happen even though my unit would not be at a battlefield?
Yes, you can save your unit this way. If you move your unit to base in response to Hidden Blade being played (before it resolves), your unit changes zones from a battlefield to base. A target is illegal as the spell resolves if it no longer meets the targeting requirements of the spell, or if it has changed Zones to or from a Non-Board Zone. Since your unit is no longer 'at a battlefield' when Hidden Blade tries to resolve, it becomes an illegal target. If any of the spell's targets are no longer legal, those targets are unaffected by the spell as it resolves. The result is that your unit is not killed (it's safely at base) and your opponent does not draw 2 cards (because the target became illegal, the entire effect fails to apply). This is a valid and effective defensive play.
If I have hidden cards and play Downwell, can I reveal the hidden cards after Downwell resolves?
Ruling: No, you cannot reveal your hidden cards after Downwell resolves because they will be trashed during the Cleanup step. When Downwell returns all units to hand, the battlefield becomes Uncontrolled, and hidden cards at Uncontrolled battlefields are removed and placed in their owner's Trash.
Sequence:
- Downwell resolves, returning all units and gear to their owners' hands
- Cleanup occurs immediately after resolution
- Battlefields with no units and no Contested status become Uncontrolled
- Hidden cards at Uncontrolled battlefields are removed and placed in their owner's Trash
- This happens before you have any opportunity to play the hidden cards
Nuances:
- Hidden cards are facedown cards at a battlefield and are not considered "units" or "gear" while facedown, so Downwell does not directly affect them
- The removal of hidden cards happens due to the Cleanup process, not due to Downwell's effect itself
- Hidden cards can normally only be played starting the turn after they were hidden (they gain Reaction speed)
If I have less than 3 cards in my trash, can I still activate Garbage Grabber?
No, you cannot activate Garbage Grabber if you have fewer than 3 cards in your trash.
According to **Rule 403.3**: "When Recycling is listed as a Cost, the action must be able to be completed for the cost to be paid."
Additionally, as clarified in **RiftJudge FAQ #1346** and **#3669**, recycling 3 cards is a mandatory part of the cost to activate the ability. Because costs must be paid in full to activate an ability, you must have at least 3 cards in your trash to perform the action. If you do not have 3 cards, you cannot pay the cost, and therefore cannot activate the ability.
If I have mutated Mouser at a battlefield, and my opponent plays Thousand-Tailed Watcher at base ready, applying a -3 to the mutated Mouser to 1 might, when the Thousand-Tailed Watcher comes to attack, how much might will the mutated Mouser have?
Your **Mutated Mouser** will have **1 Might**.
According to the **Thousand-Tailed Watcher** ability and the supporting **RiftJudge FAQ (#8931, #1448)**, the -3 Might reduction is a one-time modification applied when the ability resolves. It is not an ongoing static effect that continually checks or re-applies throughout the turn.
### Sequence Breakdown
1. **Watcher Played:** Your opponent plays **Thousand-Tailed Watcher**. Its "When you play me" ability triggers and is placed on the chain.
2. **Ability Resolves:** The -3 Might reduction resolves. Your **Mutated Mouser** (base 1 Might) receives the -3 Might reduction. Because the effect includes a "minimum of 1" clause, your Mouser's Might becomes **1**.
3. **Snapshotting:** Per **Rule 472.3.d** and **FAQ #8931**, the game "snapshots" this reduction for the remainder of the turn. The Watcher’s effect does not continue to check or reduce Might if it were to change later, nor does it create a permanent state that prevents your unit from having higher Might if you were to apply a buff.
4. **Watcher Attacks:** When the **Thousand-Tailed Watcher** eventually moves to attack, it does not re-trigger its "When you play me" ability. Your Mutated Mouser remains at the Might value established by the initial resolution of that ability.
***Note on Interaction:** If you were to play a buffing card (like a +1 Might spell) on your Mutated Mouser after the Watcher's ability resolved, your Mouser would increase normally. As established in **FAQ #1448**, Might modifications do not persist as ongoing effects, and subsequent buffs are simply added to the current value.*
If I have no units on a battlefield that my opponent currently controls with a single unit, if I use conscription , I take control of that unit and i get a point right? Then I can do anything else with it but will just give it back to your hand right?
### 1. Does Conscription grant a Conquer point?
**No.** Using Conscription on an opponent's unit at a battlefield they control does not grant you a Conquer point.
* **Definition of Conquering:** According to **Rule 464.1**, Conquering occurs when a player gains control of a battlefield they have not yet scored this turn.
* **Controlling the Unit vs. the Battlefield:** Conscription allows you to take control of an enemy unit and recall it to your base. However, taking control of a unit does not automatically grant you control of the battlefield where it was located. Control of a battlefield is determined by having units present there (Rule 187.4). By recalling the unit to your base, you remove the unit from the battlefield, meaning you have no units present there to establish control. Since you do not gain control of the battlefield, you do not perform a Conquer action, and therefore cannot score a point.
### 2. Does Conscription return the unit to your hand?
**No.** Conscription does not return the unit to your hand.
* **Recall Mechanic:** When you use Conscription, you take control of the target and **recall** it.
* **Definition of Recall:** Per **Rule 450**, a Recall is when a permanent is relocated from anywhere to its **Base**. It is not moved to your hand. Once the unit is at your base under your control, it remains there until you take further actions, such as using a Standard Move to deploy it to a battlefield (Rule 144.4.a).
### 3. Summary of the Sequence
When you play Conscription:
1. You place the spell on the chain.
2. Upon resolution, you take control of the chosen enemy unit.
3. The unit is **recalled** to your base.
4. Because you have moved the unit away from the battlefield, it is now empty (assuming it was the only unit there). You have not established control of that battlefield, so you do not score.
*Note: I could not fully verify this ruling against the retrieved rules.*
If I have no units on battlefield and my opponent has 1 unit (Ahri) and 1 Hidden Card, and I use a spell to deal damage to kill Ahri, does the Hidden Card get trashed or can my opponent reveal it as a reaction?
Ruling: The opponent can reveal the Hidden Card as a reaction on the same chain as the kill spell before it resolves, preventing the Hidden Card from being trashed.
Sequence:
- You cast a spell targeting the opponent's only unit on the battlefield
- Before the spell resolves, the opponent can reveal their Hidden Card as a reaction
- If revealed, the Hidden Card enters the battlefield and prevents itself from being trashed
- The spell then resolves
Nuances:
- Hidden Cards cannot be revealed as a reaction on the same turn they are played
- If a player has no units remaining on a battlefield with a Hidden Card, that card gets trashed
- Not all Hidden Cards are units (e.g., Hidden Blade), so targeting the only unit can still force suboptimal plays
- When a Hidden Card is flipped up, that's when it counts as being played and can be responded to (e.g., with Windwall)
If I have one Mask of Foresight and I start a showdown with only one sprite token and then react with an ambush unit, does my sprite token get the +1 from the Mask of Foresight?
Yes, your Sprite token will receive the +1 Might bonus from the Mask of Foresight.
According to the **RiftJudge FAQs** (specifically FAQ 2776 and 6983), the timing works as follows:
1. **Initial Chain:** When your Sprite token enters the battlefield alone, it gains the Attacker or Defender designation. This meets the condition for Mask of Foresight's triggered ability ("When a friendly unit attacks or defends alone").
2. **Triggered Ability:** The trigger is placed on the chain. Because the condition "alone" was met at the moment of designation, the Mask of Foresight trigger is locked in.
3. **Resolution:** You can choose to let the Mask of Foresight trigger resolve first. When it resolves, it grants +1 Might to your Sprite token.
4. **Reaction:** After the trigger resolves, you still have the opportunity to play your Ambush unit as a reaction. Even though you now have two units on the battlefield, the bonus from the Mask of Foresight has already been applied and does not retroactively disappear.
**Summary of Timing:**
* The condition for the Mask is checked only at the moment the unit is designated as an attacker or defender.
* Once the Mask of Foresight trigger is placed on the chain, its effect will resolve and boost your unit regardless of whether other units join the battlefield afterward.
If I have one unit controlling a battlefield and my opponent plays Hostile Takeover, does that count as winning a combat and thus awarding a point? What happens then when the control is lost to my points?
When you use **Hostile Takeover** to take control of your opponent's only unit at a battlefield, you do not win a "combat" in the traditional sense, but you do trigger a **noncombat showdown**, which can lead to a **conquest point**.
Here is the breakdown of how this interaction works:
### 1. Does it count as winning a combat?
No, it is not a combat. According to **RiftJudge FAQ #8417**, using *Hostile Takeover* to take control of an opponent's only unit at a battlefield initiates a **noncombat showdown**.
* **Why it matters:** Combat requires units from two opposing players to be present at the battlefield (Rule 438). Since you have taken control of the only unit there, there are no opposing units left to fight, so the game initiates a noncombat showdown instead.
### 2. Does it award a point?
Yes, you can earn a conquest point.
* According to **Rule 446.1**, you score a point for "Conquer" when you gain control of a battlefield you have not yet scored that turn.
* Because the noncombat showdown results in you establishing control of the battlefield (Rule 345.2.a), and assuming you haven't already scored that battlefield this turn, you will successfully "Conquer" it and gain 1 point.
### 3. What happens when control is lost?
If you lose control of that battlefield later in the same turn (for example, if your opponent moves a new unit in and wins a subsequent showdown), the following applies:
* **Points are not lost:** You keep the point you gained from the initial conquest. Points in *Riftbound* are cumulative and are not removed if you lose control of a battlefield later.
* **Re-conquering:** If you were to regain control of that same battlefield *later in the same turn*, you would **not** gain another point. According to **RiftJudge FAQ #4653**, you can only score each battlefield once per turn, regardless of how many times you lose and regain control of it.
***
**Summary of the sequence:**
1. **Hostile Takeover** resolves: You take control of the opponent's unit.
2. **Noncombat Showdown** begins: Because you now control the only unit at the battlefield, you establish control.
3. **Conquer:** Since you established control and haven't scored this battlefield yet this turn, you gain 1 point.
4. **Loss of Control:** If your opponent later takes the battlefield back, you keep your point, but you cannot score that battlefield again until your next turn.
If I have one unit on Reaver's Row and put its trigger on the stack, can I then play Tideturner face-down to exchange positions with that unit, and still resolve Reaver's Row to move the Tideturner to base?
Ruling: No, this does not work. Reaver's Row targets a friendly unit when it is finalized to the chain, before you can play Tideturner. After exchanging positions, the originally targeted unit is no longer at the battlefield, making it an illegal target, so the trigger whiffs.
Sequence:
- Reaver's Row trigger goes on the stack and targets a specific friendly unit at that battlefield
- You play Tideturner face-down and exchange positions with the targeted unit
- The originally targeted unit is now at a different battlefield
- Reaver's Row trigger resolves but whiffs because its target is no longer legal (not at the battlefield)
- You end up with Tideturner at Reaver's Row and your other unit at the battlefield where Tideturner was played from
Nuances:
- Reaver's Row creates a target even though it doesn't explicitly use the word "choose" - it meets the criteria for targeting because it's a choice in a public zone made by a single player that isn't a replacement effect/condition/cost
If I have only Travelling Merchant in hand and play it, do I draw a card?
Ruling: No, you do not draw a card. Playing Travelling Merchant does not count as moving it, so its ability does not trigger.
Nuances:
- The ability only triggers when Travelling Merchant moves, not when it is played
- If you do move Travelling Merchant while having no cards in hand, you would skip the discard and draw 1 card
- Effects worded as "discard, then draw" resolve each part independently, so failing to discard doesn't prevent the draw
If I have purple Miss Fortune out and my opponent moves to start a showdown in an open battlefield, can I use Get Excited to discard Flame Chompers to kill their unit, then play Flame Chompers in the open battlefield to conquer and score?
Ruling: Yes, you can use Get Excited to discard Flame Chompers to kill the opponent's unit, then play Flame Chompers into the open battlefield. This all happens within the same showdown, and Flame Chompers will conquer the battlefield at the end of that showdown since it's the only unit remaining.
Sequence:
- Opponent moves to start a showdown in an open battlefield
- You use Get Excited to discard Flame Chompers and kill their unit
- You play Flame Chompers into the open battlefield (same showdown continues)
- At the end of the showdown, Flame Chompers remains as the only unit and conquers the battlefield
Nuances:
- This is a non-combat showdown since the battlefield is open, not a combat showdown
- The opponent will have a chance to respond with actions or reactions before the showdown ends and the conquer happens
- There is no second showdown; everything happens within the same initial showdown
If I have red reksai in play and then I play rumble from champion zone. Do I have to pay an accelarate cost for that rumble to enter ready via red reksai ability?
Yes, you must pay the Accelerate cost if you want **Rumble** to enter the battlefield ready.
According to the rules for **Rek'Sai, Breacher**, she grants the **[Accelerate]** keyword to friendly units played from anywhere other than your hand. Because you are playing **Rumble** from your Champion Zone (which is not your hand), he gains the **[Accelerate]** keyword.
As established by **Rule 805.1.a** and **RiftJudge FAQ #9725**, **[Accelerate]** is an optional additional cost:
1. **The Choice:** Because the unit has **[Accelerate]**, you have the choice to pay the cost to have it enter ready. If you choose not to pay the cost, the unit enters the battlefield **exhausted** (the default state).
2. **The Cost:** Per **Rule 805.1.a**, the cost is **[1] Energy and 1 Power**.
3. **Payment:** You must pay this cost during the "Pay Costs" step of playing the card. You cannot pay it later once the unit is already on the board.
In summary, even though **Rek'Sai, Breacher** provides the **[Accelerate]** keyword, the mechanic itself is never free. You must pay **[1] Energy and 1 Power** if you wish for **Rumble** to enter ready.
If I have scored on both battlefields this turn, move off my units and then move a unit onto the battlefield, does a showdown start?
Yes, a showdown does start when you move a unit onto that battlefield, even if you have already scored on both battlefields this turn.
According to **RiftJudge FAQ #10027** and **Rule 344**, 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 a unit back into that battlefield, you are moving into a location that you do not currently control. This makes the battlefield **Contested** (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 Nuances:
* **No Scoring:** You will **not** score another holding point or trigger conquering effects (such as from specific cards) at that battlefield for the rest of the turn, because you have already scored it earlier (Rule 465, FAQ #7447).
* **Non-Combat:** 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 the battlefield Vilemaw's Lair and my opponent uses The Syren, does the battlefield override the gear?
The movement effect of **The Syren** will fail to move your unit if it is located at **Vilemaw's Lair**.
Here is the breakdown of why the battlefield’s restriction takes precedence:
1. **The Conflict:** **Vilemaw's Lair** explicitly states that "Units can't move from here to base." **The Syren** has an activated ability that instructs you to "Move a friendly unit at a battlefield to its base."
2. **"Can't" Overrides "Can":** According to the Riftbound "Silver Rule" established in the October 2025 patch notes, **"Can't beats can."** A hard restriction on a battlefield ("Units can't move...") overrides the effect of a card that attempts to perform that action.
3. **Recall vs. Move:** It is important to distinguish between "moving" and "recalling." While **Vilemaw's Lair** blocks moves, it does **not** block recalls (such as the end-of-combat cleanup or effects like *Zhonya's Hourglass*). Since *The Syren* uses the specific game action "Move," it is subject to the battlefield's restriction.
In summary, the restriction on Vilemaw's Lair acts as a "can't" rule that prevents The Syren's movement effect from successfully resolving.
If I have three Blue Viktor in my base, would I generate three 1-Might recruits every time I play a card on my opponent's turn?
Ruling: Yes, having three Blue Viktor in your base will generate three 1-Might recruits every time you play a card on your opponent's turn. Each Viktor triggers independently.
Nuances:
- Portal Rescue can be played on an opponent's turn during Showdown to trigger Blue Viktor
- If Blue Viktor is removed from the field (such as by Retreat or Gust) during your opponent's turn, his ability does not trigger because he is not present when the spell finishes resolving
- If you use Portal Rescue to banish and play Blue Viktor itself, Viktor will see himself being played and trigger once, but will not trigger on Portal Rescue itself since he was banished when Portal finished resolving
If I have three cards in hand (that includes Dunebreaker)... if I play Dune, would he enter ready or exhausted?
Yes, **Dunebreaker** will enter the battlefield **ready** in this scenario.
According to the ruling in **RiftJudge FAQ #8756**, this is a conditional passive ability that is checked at the exact moment the unit enters the board.
### Sequence of events:
1. **Playing the card:** You start with 3 cards in your hand (including Dunebreaker). You play Dunebreaker.
2. **Paying costs:** You pay the energy cost to play the card. Your hand size is now 2 (3 cards minus the Dunebreaker you just played).
3. **Entering the board:** Dunebreaker enters the board. At this exact moment, the game checks the condition: *"If you have two or fewer cards in your hand, I enter ready."*
4. **Condition Check:** Because you have 2 cards remaining in your hand, the condition "two or fewer" is met, and Dunebreaker enters the battlefield ready.
If I have two Gem Crafters on the battlefield, does the ability trigger twice when a new unit enters?
Ruling: Yes, if you have two Gem Crafters on the battlefield, the ability triggers twice when a new unit enters. Multiple instances of Vision trigger separately.
Sequence:
- When a new unit enters, the first Gem Crafter's Vision triggers
- Look at 1 card and decide whether to put it into your memory
- Then the second Gem Crafter's Vision triggers
- Look at 1 card and decide whether to put it into your memory
Nuances:
- When you play the second Gem Crafter, it will also trigger both existing Gem Crafters' abilities
- You resolve each Vision trigger separately (look at 1, decide, then look at the next 1, decide) - not look at 2 cards and decide for both at once
If I have two Guardian Angel in a unit and enemy kill the unit, do I lose both?
No, you do not lose both. If a unit has two **Guardian Angel** gears equipped and that unit would die, only one **Guardian Angel** is destroyed.
According to **RiftJudge FAQ #1622** and **FAQ #8749**:
* **Replacement Effect:** **Guardian Angel** functions as a replacement effect. When the unit would die, the effect replaces that "death" event with "kill this Guardian Angel instead."
* **Single Application:** Because the death event is replaced and prevented, the unit is healed, exhausted, and recalled to your base. Since the unit never actually "dies," the second **Guardian Angel**'s trigger condition is never met.
* **Controller Choice:** If you have multiple replacement effects that could apply to the same event, you, as the controller, choose which one to apply. Once that effect resolves and prevents the death, the other **Guardian Angel** remains attached to the unit in your base.
This interaction is consistent with the rule that you can only replace the same death event once.
If I have two Guardian Angels attached to a unit and it dies, do both Guardian Angels die or just one?
According to the Riftbound FAQ (FAQ #1622), if a unit with two Guardian Angels equipped dies, **only one Guardian Angel will be destroyed.**
### Reasoning:
* **Replacement Effect:** Guardian Angel's effect ("If I would die, kill Guardian Angel instead...") is a replacement effect.
* **Single Application:** When the unit would die, you choose one of the Guardian Angels to apply its replacement effect. Once that effect is applied, the unit is healed, exhausted, and recalled to the base.
* **Death Prevented:** Because the unit is recalled to the base, it never actually "dies." Since the death event has been replaced and prevented, the second Guardian Angel's trigger condition is no longer met, and it remains attached to the unit in the base.
This interaction is consistent with the rule that you can only replace the same death event once.
If I have two Irelia Graceful on the board and target them both with a single spell (such as one with repeat), does the spell cost get reduced by 2?
Ruling: Yes, if you have two Irelia Graceful units and a single spell targets both of them, the spell's cost is reduced by 2 total (1 for each Irelia targeted).
Sequence:
- Calculate the total cost of the spell including any additional costs like repeat
- Apply cost reductions: each distinct Irelia Graceful targeted reduces the total cost by 1
- Pay the final modified cost
Nuances:
- If you target the same Irelia twice with one spell, it only reduces the cost once (not twice)
- The reduction applies to the total spell cost after additional costs are added, not separately to base cost and repeat cost
- Cost reductions are applied after additional costs are calculated
If I have two Mixologists with Temporary in base, and they die. At the beginning phase of the next turn the first one bringing back Karthus, would Karthus enable the second Mixologist to bring back 2 units instead of 1?
No, the second *Deathknell* trigger will not trigger twice.
According to **RiftJudge FAQ #9606** and **FAQ #10300**, the number of times a *Deathknell* ability triggers is determined at the moment of death, based on the board state at that exact time.
### Why this happens:
1. **Snapshot of State:** When your two **Glasc Mixologist** units die, the game checks the board state to determine how many times their *Deathknell* triggers will resolve. Since **Karthus, Eternal** was not on the battlefield at that moment, he does not modify these triggers.
2. **Locking the Chain:** Once the two *Deathknell* triggers are added to the chain as pending items, the total number of resolutions for each trigger is fixed.
3. **No Retroactive Modification:** When you resolve the first *Deathknell* trigger and play **Karthus, Eternal** from your trash, he enters the battlefield. However, he is too late to modify the second *Deathknell* trigger that was already placed on the chain before he entered play.
In summary, **Karthus, Eternal** must be present on the board at the moment a unit with *Deathknell* dies in order for his passive ability to increase the number of triggers for that specific event.
If I have two Tideturners defending Forbidding Waste Battlefield and then the opponent attacks and uses Hextech Ray on one of them, will my surviving Tideturner have -2 might? I want to check if Forbidding Waste checks only at the start of combat or if it's always checking.
Yes, your surviving Tideturner will have the -2 Might penalty.
*Forbidding Waste* is a battlefield with a static ability that uses "while" language. According to the rules and established FAQs (such as FAQ #135), "while" abilities are static and continuously check their conditions. They do not check only at the start of combat; they are always active.
### Sequence of Events
1. **Initial State:** You have two Tideturners defending at *Forbidding Waste*. Because there are two friendly units at the battlefield, the condition "defending alone" is not met. Neither Tideturner has the -2 Might penalty.
2. **Opponent Action:** The opponent plays *Hextech Ray* targeting one of your Tideturners.
3. **Resolution:** *Hextech Ray* deals 3 damage to the targeted Tideturner. Assuming it has 2 Might (its base value), it is killed and leaves the battlefield.
4. **State Update:** With one Tideturner gone, the remaining Tideturner is now the only friendly unit at *Forbidding Waste*.
5. **Continuous Check:** Because *Forbidding Waste* is always checking, it immediately detects that the remaining unit is now "defending alone."
6. **Result:** The static ability of *Forbidding Waste* immediately applies the -2 Might penalty to the surviving Tideturner.
Note: I could not fully verify this ruling against the retrieved rules as the card *Forbidding Waste* was not in the provided context.
If I have two copies of Vi in play and recycle cards, do both Vi gain Might from the same recycle, or only one?
Ruling: Only one Vi gains Might from a single recycle action. You must declare which Vi is using its ability and only that unit gains the Might.
Sequence:
- Declare which Vi is performing the ability
- Apply the Might gain to only that declared Vi
If I have two recruits and the opponent attacks with a single unit, will Imperial Decree trigger once or twice (does each recruit dealing damage count as a different event)?
Ruling: Imperial Decree will trigger only once. Damage is pooled together and then distributed, so all units take damage in a single event regardless of how many sources are dealing damage.
Nuances:
- If you deal enough damage to kill a unit through Imperial Decree, you can kill it even through Zhonya's. Zhonya's would trigger and resolve first (exhausting, recalling, and healing the unit), but then Imperial Decree would still kill it afterward.
- Having multiple recruits does not create multiple damage events for Imperial Decree purposes.
If I have two units at a battlefield and my opponent plays Elder Dragon, and I react with Flash on both of my units, do they then not take damage from Elder Dragon?
Yes, your units will not take damage in this scenario.
According to the **RiftJudge FAQ #9919**, Elder Dragon’s play effect has specific targeting restrictions: it allows its controller to choose **up to one** enemy unit at **each** board location.
When you respond with **Flash** to move both of your units from the battlefield to your base:
1. **Flash** resolves first, moving your units to your base.
2. When **Elder Dragon’s** ability resolves, it checks the location of its targets.
3. Because the units are no longer at the location where they were originally targeted (the battlefield), they no longer fulfill the targeting restriction of the ability and are unaffected by it.
As stated in the FAQ: "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."
If I have two units at a battlefield with Mask of Foresight equipped, and the opponent attacks, can I use a reaction to move one unit away so the remaining unit gets the +1 might from Mask's 'when defends alone' trigger?
Ruling: No, Mask of Foresight will not trigger in this scenario. Attack/defend triggers only fire when a unit first gains the attacker/defender designation during a combat. Since both units were already designated as defenders when the showdown began, moving one away does not cause the remaining unit to be re-designated as a defender, so Mask's condition is never met.
Sequence:
- Opponent declares attack on battlefield with two defending units
- Both units gain defender designation simultaneously
- Mask checks conditions but sees two units, so does not trigger
- Moving one unit away removes its defender designation but does not re-apply defender designation to the remaining unit
- Mask cannot trigger because the remaining unit already had defender designation and is not gaining it "for the first time"
Nuances:
- If you move both units away and then move a single unit back in (e.g., using Ride the Wind), that unit would gain defender designation for the first time while alone, triggering Mask
- Mask can trigger multiple times in the same turn across different combats, but only once per unit per combat
- The trigger condition must be met at the moment the unit gains its attacker/defender designation, not checked continuously throughout combat
If I have two units in my base and my opponent uses Cull of the Weak, can I use Deathgrip on the unit that I chose? Will I still have to pick the other unit for Cull of the Weak?
To answer your question, we must look at the timing of how these spells interact on the chain.
### The Ruling
**Yes, you can use *Deathgrip* in response to *Cull the Weak*.**
If you use *Deathgrip* to kill one of your units, that unit is removed from the board before *Cull the Weak* resolves. When *Cull the Weak* eventually resolves, you will still have to make a choice for its effect, but you will have to choose from the units you have remaining at that time. If you have no other units left, you simply do not kill one (as per the "do as much as you can" rule).
### Sequence of Events
1. **Opponent plays *Cull the Weak*:** They place it on the chain. It does not target, so no choices are made yet.
2. **You play *Deathgrip* (as a [Reaction]):** You place it on the chain in response to *Cull the Weak*.
* As part of playing *Deathgrip*, you must **target** and choose a friendly unit to kill (FAQ #9315).
3. **Chain Resolves (LIFO - Last In, First Out):**
* *Deathgrip* resolves first: You kill your chosen unit. Because you killed it, you trigger the rest of the *Deathgrip* effect (giving Might to another unit and drawing a card).
* *Cull the Weak* resolves second: Now it is time for you to fulfill the instruction "Each player kills one of their units."
4. **Final Choice:** You must now choose a unit to kill for *Cull the Weak*.
* If you have another unit remaining, you must choose one to kill.
* If you have no units remaining (because you only had two and *Deathgrip* killed one, and you have no others), you perform as much of the effect as possible—which in this case means you do not kill any unit, while your opponent must still kill one of theirs (FAQ #204, #8657).
***
*Note: This interpretation is based on the rules for targeting and chain resolution. No official FAQ exists for this specific interaction between these two cards, but it follows the established mechanics for how [Reaction] spells and non-targeting spells interact.*
If I have zero Poro Dog Cat Bird, does Friendship give 0 Might?
Yes, if you have zero units with the Bird, Cat, Dog, or Poro tags, Friendship will provide +0 Might.
If I held a Battlefield from my turn and passed my turn, the Battlefield was then taken over by my opponent and they scored a point, can I Ride the Wind a unit to conquer and gain another point from that Battlefield?
Yes, you can use *Ride the Wind* to move a unit to a battlefield, conquer it, and score a point, even if you already scored at that battlefield during your own turn.
### Ruling
According to **FAQ #2364** and **FAQ #5175**, the restriction "once per battlefield per turn" refers to each player's individual turn. Scoring at a battlefield during your own turn does not prevent you from scoring at that same battlefield again during your opponent's turn.
### Sequence
1. **Your Turn:** You held the battlefield and scored.
2. **Opponent's Turn:** Your opponent moves a unit into the battlefield, triggering a showdown.
3. **Your Opportunity:** During the showdown on your opponent's turn, you play *Ride the Wind* to move your unit into that battlefield.
4. **Resolution:** If you win the resulting combat showdown, you establish control of the battlefield. Because the battlefield transitioned from being under your opponent's control to yours, you conquer it.
5. **Scoring:** Since you have not yet scored at that battlefield during this specific turn (the opponent's turn), you successfully score a point.
### Important Nuances
* **Control Requirement:** You must completely lose control of the battlefield and have the showdown end (or have the battlefield become uncontrolled/contested) before you can score it again. If you maintain control of the battlefield throughout the entire showdown (even if your unit is removed and replaced during that same showdown), you will not score when you win (see **FAQ #1067**).
* **Final Point Restriction:** As noted in **FAQ #7467**, if this would be the final point of the game, you cannot score it unless you have already scored at every battlefield "this" turn. If you have not, you would draw an extra card instead of gaining the final point.
This interpretation is based on the provided FAQs (#2364, #5175, #1067, #7467) and Rule 447, which confirms the "once per battlefield per turn" restriction resets with each new turn.
Note: I could not fully verify this ruling against the retrieved rules.
If I hidden a card and pass my turn, can I react to opponents or battlefield's beginning phase trigger right after?
To answer your question: Yes, you can react to beginning-of-phase triggered abilities, provided the trigger condition is met and it is not the same turn you hid the card.
### Clarification on Reacting to Triggers
Triggered abilities (including those that trigger at the beginning of a phase, such as "At the beginning of your turn...") are placed on the chain as pending items. According to **Rule 401.1** and **Rule 309**, adding an item to the chain creates a **Closed State**. Once the trigger is on the chain, it grants a reaction window, allowing players to play [Reaction] cards.
You cannot react to the *beginning of the phase itself* (because phases do not use the chain), but you **can** react to any triggered abilities that occur as a result of that phase beginning, because those abilities create a chain and a reaction window.
### Timing Restrictions for Hidden Cards
Regarding your specific situation:
1. **"Not the same turn" Rule:** As specified in **RiftJudge FAQ #790** and **FAQ #8114**, you cannot play a hidden card on the same turn that you hid it.
2. **Playing from Hidden:** Once it is a subsequent turn, you may play the hidden card. Because the card gains the [Reaction] keyword while facedown (**Rule 811.6**), you can play it in response to your opponent's triggered abilities.
### Sequence of Events
If an opponent's card has a triggered ability that occurs at the beginning of their turn:
1. **Start of Turn:** The phase begins. No reaction window exists here.
2. **Triggering:** The triggered ability condition is met (e.g., "At the start of your turn...").
3. **Chain Formation:** The ability is placed on the chain as a pending item, creating a **Closed State** (**Rule 401.1**).
4. **Reaction Window:** Because a chain now exists, the state is Closed. You may now play your hidden card as a [Reaction] to that ability, provided it is not the same turn you hid it.
**In summary:** You cannot react to the start of the turn, but you **can** react to triggered abilities that occur at the start of the turn. You may use your hidden card to do so, provided the card was hidden on a previous turn.
If I hide Sprite Call, can I place the token on another battlefield or in base when I cast the spell?
Ruling: When you play a hidden Sprite Call, you must place the sprite token on the same battlefield where the spell was hidden. You cannot choose a different battlefield or your base.
Nuances:
- Hidden cards have an additional restriction requiring you to choose the hidden location when determining where to play the card itself
- This restriction applies even though Sprite Call doesn't target - it still chooses where to play the unit
- You can alternatively play Sprite Call from your hand by paying its energy cost, which would allow normal placement choices
If I hide a Consult the Past, then reveal this card on my next turn, can I then play Jhin, Meticulous Killer for its alternative cost of 1 blue power?
Yes, you can. According to **RiftJudge FAQ #10012** and **FAQ #9920**, Jhin, Meticulous Killer's alternative cost requirement is satisfied if you spent 4 or more energy to play a spell this turn, regardless of whether that spell resolved.
However, there is a critical distinction in your scenario:
### The Ruling
When you play **Consult the Past** from its **Hidden** state, you are playing it for its Hidden keyword cost, which is **0 energy** (as per **RiftJudge FAQ #9255**, you paid the 1 Power cost to hide it, but the cost to play it from hidden is 0 energy).
* **If you play *Consult the Past* from Hidden:** You have spent **0 energy** on a spell. This **does not** satisfy Jhin's requirement of spending 4 energy.
* **If you play *Consult the Past* normally:** If you instead chose to pay its full energy cost of 4 from your hand (as permitted by Rule 811.3), you would satisfy Jhin's requirement.
### Summary of the Requirements
To use Jhin, Meticulous Killer's alternative cost of 1 Power ([C]), you must spend a total of 4 or more energy to play a spell during the current turn. Because playing a card from its **Hidden** state specifically ignores its base energy cost (making it 0), it will not contribute to the 4-energy threshold required by Jhin.
**Therefore:** If you play *Consult the Past* from Hidden, you cannot play Jhin for 1 Power. If you play *Consult the Past* from your hand for its full cost of 4 energy, you can then play Jhin for 1 Power.
If I hide a Hidden Blade to a battlefield, can I only target a unit at the battlefield it was hidden?
Yes, when you play **Hidden Blade** from its hidden state, you can only target a unit at the battlefield where it was hidden.
According to **Rule 737.1.d.2**:
> "If a hidden spell or a play effect of a hidden permanent chooses any targets, those targets must be chosen from among options at that battlefield, unless the ability explicitly restricts targeting in a way that makes this impossible."
Additionally, multiple **RiftJudge FAQs** confirm this restriction:
* **FAQ 7556:** "When played from hidden, it can only target units at the battlefield where it was hidden."
* **FAQ 3632:** "Hidden Blade cannot kill a unit at a different battlefield than where it was hidden."
If you play the card from your hand normally (not using the Hidden keyword to hide it first), you are not restricted to the current battlefield and may target a unit at any battlefield.
If I hide a Tide Turner, then later react with it, do I get the "when you play me" effect to swap with a unit?
Ruling: Yes, when you react with a hidden Tide Turner, you get the "when you play me" effect because you played it as a Reaction.
Nuances:
- The card is played for 0 Energy when played as a Reaction from hidden
If I hide a spell (Wages of Pain) at a battlefield during my turn, then use Charm to move an opponent's unit to that battlefield to begin combat, does the hidden spell gain Reaction speed and can I play it before that combat?
Ruling: No, the hidden spell does not gain Reaction speed until the turn after you hide it, and it cannot be played at all until the following turn.
Sequence:
- Turn 1: Hide the spell at the battlefield
- Turn 2 onward: The spell gains Reaction speed and can be played
Nuances:
- Even if the hidden card were an action (not a spell), it still could not be played until the following turn
If I hide here to help at a battlefield, can I use it to play a unit into the other battlefield on the enemy turn?
No, you cannot.
According to **Rule 811.1.d.3** and **RiftJudge FAQ #3476**, when a hidden card causes you to play a unit, you must choose to play that unit at the **same battlefield** where the hidden card was hidden.
Additionally, even if *Here to Help* did not have that specific restriction, **RiftJudge FAQ #8911** and **Rule 811.1.d.2** clarify that if a hidden spell or a play effect of a hidden permanent chooses targets or locations, those choices are restricted to the battlefield where the card was hidden, unless the ability explicitly states otherwise.
### Summary of Restrictions:
1. **Mandatory Location:** Since *Here to Help* is played from "Hidden," the unit you play must be placed at the battlefield where *Here to Help* was hidden (Rule 811.1.d.3).
2. **Targeting/Placement Restriction:** Hidden cards are restricted to their own battlefield unless their text specifically allows targeting elsewhere (Rule 811.1.d.2).
*This is my interpretation based on the mechanics of Hidden cards (Rule 811). No official FAQ exists specifically for 'Here to Help's' range, but the rules for Hidden cards clearly constrain play effects to the location of the hidden card.*
If I hit Karthus on a Baited Hook that used a Mixologist for fuel, do I get the double Deathknell?
No, you do not get the double Deathknell trigger in this scenario.
Karthus, Eternal must already be on the board at the moment a Deathknell trigger is created for his passive ability to apply.
### Sequence of Resolution:
1. **Baited Hook** resolves: You kill your unit (the Mixologist).
2. The **Deathknell** trigger for the Mixologist becomes **pending**. It cannot enter the chain yet because Baited Hook is still resolving.
3. **Baited Hook** continues: You look at the top 5 cards and find **Karthus, Eternal**. You play him, and he becomes a **pending item** on the chain.
4. **Baited Hook** finishes resolving. Now, all pending items finalize in the order they were created:
* First, the **Deathknell** trigger finalizes and enters the chain.
* Second, **Karthus** finalizes and enters the board.
5. Because the Deathknell trigger was created and put on the chain *before* Karthus was on the board, his passive ability ("Your Deathknell effects trigger an additional time") does not see the event to double it.
**Summary:** Karthus needs to be on the board when the trigger happens, not just when it resolves. Since the Mixologist died while Karthus was still in your deck/pending, you only get the single, base Deathknell trigger.
Note: I could not fully verify this ruling against the retrieved rules.
If I hold Reckoner's Arena with Yone, Blademaster, will he do damage?
No, Yone, Blademaster will not deal damage in this scenario.
According to the official rules (FAQ ID 9922):
1. **Reckoner's Arena** acts as a bridge that forces the "When I conquer" abilities of units present to trigger during a "Hold" action.
2. However, this does not bypass the conditions written on the unit's ability. Yone, Blademaster's ability specifically requires that the battlefield was **"previously uncontrolled"** for the effect to trigger.
3. Since a "Hold" action by definition occurs at a battlefield you already control (Rule 464.2), the condition that the battlefield was "uncontrolled" is not met.
Therefore, even though Reckoner's Arena activates the "conquer" event for the purpose of checking triggers, Yone's ability will not successfully trigger because its specific condition remains unfulfilled.
If I hold Reckoner’s Arena with Yone, Blademaster, will I place his triggered ability on the chain when the hold effect of Reckoner’s Arena resolves?
No, you will not. The main thing you need to know is that activating a conquer effect such as the Reckoner’s Arena effect is the equivalent of checking the condition of all of the specified conquer effects, as if a conquer had occurred at Reckoner’s Arena. Any triggered abilities of units at Reckoner’s Arena that trigger on conquering will see a conquer event occurring, but they will still need to check their other conditions in order to go on the chain.
In this case, the rest of Yone’s conquer effect condition is “...that was previously uncontrolled,” and since the battlefield wasn’t previously uncontrolled, Yone’s ability will not trigger.
Note that no actual conquer occurs—we’re simply treating the game as if a conquer had occurred at that battlefield for the purposes of the specified abilities. In Reckoner’s Arena’s case it specifies units, so only units with conquer effects at Reckoner’s Arena will see this conquer event and potentially trigger.
(We recognize the rules for “activate” in the way discussed above are underdefined. Expect further revisions in the next rules update.)
If I hold a BF at the beginning of my turn, then move out and go back with a unit on it, does it trigger the conquer ability of my unit?
No, moving a unit back to a battlefield you already held earlier in the same turn does not trigger your unit's "When I conquer" ability.
According to **Rule 465**, a player may only score (either by Hold or Conquer) once per battlefield per turn. Because you already scored that battlefield via a "Hold" effect during your Beginning Phase, you have reached the scoring limit for that location for the turn.
As clarified in **FAQ #3369** and **FAQ #1699**, "Conquering" is a subset of scoring; if you have already scored a battlefield—regardless of the method—you cannot perform a conquer action there for the remainder of the turn. Consequently, any "When I conquer" abilities on your units will not trigger when you return to that battlefield.
If I hold a battlefield and then combat happens and we kill each other, then if I go to that battlefield does that trigger Conquer?
No, moving back to that battlefield will not trigger "When I conquer" abilities, nor will it count as a conquest action.
According to **Rule 465**, a player may only score each battlefield once per turn, regardless of whether that score was achieved by Holding (at the start of your turn) or by Conquering. Since you already scored that battlefield by holding it during your Beginning Phase, you have already reached the scoring limit for that battlefield for the rest of the turn.
As clarified in **RiftJudge FAQ #3558** and **FAQ #6745**:
* Conquering is a specific method of scoring.
* If you have already scored a battlefield (via Hold or Conquer) earlier in your turn, you cannot score it again.
* Because you cannot score the battlefield again, you cannot perform the "Conquer" action, and consequently, any "When I conquer" abilities will not trigger.
While you can still move units back to the battlefield and potentially retake control of it, you do so without triggering any conquer-based effects or gaining additional scoring points from that location for the remainder of the turn.
If I hold a battlefield at the start of my turn, leave it during my turn, then return to it later in the same turn, do I gain a conquest point and trigger the battlefield's conquest effect?
Ruling: No, you do not gain a conquest point or trigger the conquest effect. You can only score each battlefield once per turn.
Nuances:
- If you already held a battlefield at the start of your turn, you cannot conquer it again during that same turn, even if you left and returned to it.
If I hold a battlefield at the start of turn and score the holding point, then move my units off and back onto it, does it trigger an Open showdown?
Ruling: Yes, moving units back onto a battlefield you previously held triggers an Open showdown, but you will not score another holding point.
Nuances:
- You only score the holding point once (at the start of turn when you initially held it)
- The showdown still occurs when you move units back onto the battlefield
If I hold a battlefield with one unit and move it back to base, can I play a unit there?
Ruling: No, you cannot play a unit there after moving your only unit back to base because you are no longer in control of that battlefield.
Sequence:
- When you move your only unit back to base, you lose control of the battlefield
- Cleanup happens after a unit is moved
- Hidden cards at that battlefield would be discarded during cleanup if no other unit is played there first
- To maintain control, you must play another unit at the battlefield before moving the original unit back to base
Nuances:
- During a showdown, if your last unit is killed, hidden cards stay until the opponent contests the battlefield or passes
- Outside a showdown, once you lose your last unit you lose control immediately
- Cleanup also happens after every item on the chain resolves
If I hold a location at the start of my turn and later move the unit off that location, can I play a unit from hand to that now-open location?
Ruling: You need to control a location for it to be a valid location to play a unit to. If you don't have a unit at a battlefield (unless that battlefield is currently in combat and you started the combat with control of the battlefield), you don't have control of that battlefield. Therefore, once you move your unit off the location, you can no longer play a unit there.
Nuances:
- Exception: You maintain control during combat if you started the combat with control of the battlefield, even if your unit is no longer there
If I hold a point then move off, can I reactivate conquer effects by recapturing it?
Ruling: No, you cannot reactivate conquer effects by recapturing a point you already held. A conquer is part of scoring, and you can score a battlefield only once per turn.
If I hold and score a battlefield on my turn, then leave it, and my opponent conquers it during a showdown, can I score it again (and trigger conquer effects) if I move back to that battlefield later in the same turn?
Ruling: No, you cannot score a battlefield more than once per turn. If you have already held or conquered a battlefield this turn, you cannot score it again by either method during the same turn.
Sequence:
- You hold and score the battlefield on your turn
- You leave the battlefield
- Opponent conquers it during a showdown
- You move back to the battlefield
- You cannot score again because you already scored it this turn
Nuances:
- Conquer triggers will not occur because scoring is a prerequisite for conquering, and you cannot score the battlefield again
- This restriction applies regardless of whether your first score was from holding or conquering
If I hold and score from 6 to 7 points on my turn, then win the showdown at the other battlefield, do I score my last point or draw a card?
Ruling: You gain your last point and win the game. When you conquer on your last point, you win if you have already conquered or held the other battlefield in the same turn.
Sequence:
- Hold one battlefield to score from 6 to 7 points
- Win the showdown at the other battlefield
- Score your final point and win (no card draw)
Nuances:
- You can win by holding both battlefields from 6 to 8 points
- You can win by holding from 6 to 7 then winning the other battlefield
- You can win by conquering both locations in the same turn
- You can also win by holding from 7 to 8 points
- The special rule about needing both battlefields only applies when gaining your last point through conquest
If I hold at a battlefield, move units out, then move units back into that battlefield that I held at, does it start a showdown?
Yes, moving your units back into that battlefield will start a **non-combat showdown**.
According to **RiftJudge FAQ #7022**, **FAQ #7447**, and **Rule 323.6**, here is the breakdown of what happens:
1. **Losing Control:** When you move your last unit out of the battlefield to your base, the battlefield becomes unoccupied and uncontrolled.
2. **Contesting:** When you move your units back in, you are moving into a battlefield you do not currently control. This makes the battlefield **Contested** (Rule 445).
3. **Showdown:** Because the battlefield is contested, a non-combat showdown will open during the cleanup phase following the move (Rule 344.2).
**Important Nuances:**
* **No Scoring:** You will **not** score another holding point or trigger conquering effects (like those from specific cards) at that battlefield for the rest of the turn, because you already scored it earlier (Rule 464, FAQ #7447).
* **Non-Combat:** Unless your opponent also moves units into that battlefield simultaneously, this is a non-combat showdown. 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 hold on Power Nexus at 6 to 7, can I pay the energy cost to go up to 8 points and win the game?
Yes, you can.
According to **FAQ #8834** and **Rule 466.1.a.1**, points gained from sources that are not "Conquer" or "Hold" (such as a card's activated ability) are not subject to the final point restrictions that apply when trying to win via a "Conquer" action.
Here is the breakdown of your turn:
1. **Hold Trigger:** When you move a unit to Power Nexus, you "Hold" the battlefield. This scores you 1 point, moving your total from **6 to 7**.
2. **Activate Ability:** Because the Power Nexus ability allows you to pay a cost to "score 1 point," and this is a card effect rather than a "Conquer" or "Hold" action, it is not restricted by the "Final Point" rules (**Rule 466.1.b**).
3. **Victory:** By paying the cost to use the Power Nexus ability, you move from **7 to 8 points**. Since you have reached the Victory Score of 8, you win the game immediately.
**Important Note:** Per **FAQ #9177**, while you can trigger the Power Nexus ability multiple times, you are limited by **Rule 465**, which states: *"A player may only Score, from either method, once per Battlefield per turn."* This means you can only successfully score the "1 point" from the Power Nexus ability once per turn, even if you move units in and out of the battlefield multiple times.