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If I hold on a battlefield with a single unit, and then gank to Seat of Power, do I draw still even though I no longer have units on Seat of Power?
### Ruling
**No, you do not draw a card.**
To conquer a battlefield, you must establish control of it. According to Rule 187.4, control is established by having units at a battlefield at the end of a showdown or combat. If you leave a battlefield empty at the end of these processes, you do not establish control, you do not "Conquer" the battlefield, and any "When you conquer here" triggered abilities will not activate.
### Sequence Breakdown
1. **Ganking:** When you use a Standard Move to gank a unit, leaving your initial battlefield empty, you may create a **Contested** status at the destination battlefield (Rule 187.3.a).
2. **Showdown:** A contested battlefield requires a showdown during the subsequent cleanup (Rule 323.8).
3. **Showdown Resolution:** If you have no units remaining at the battlefield at the conclusion of the showdown or combat, you fail to establish control (Rule 187.4).
4. **Conquer Condition:** A "Conquer" is defined as the act of gaining control of a battlefield (Rule 464.1). If control is not established, the condition for the "When you conquer here" ability is not met.
### Addressing the Rules Confusion
Per Rule 187.4.c and the 2026-04-29 Rules FAQ Clarification, control of a battlefield is lost during the following cleanup if you have no units present and the state is open. Because the move initiated a contested state, the game tracks control through the showdown process. If you end the showdown with no units at the target location, the "When you conquer here" effect is not satisfied.
*Note: I could not fully verify this ruling against the retrieved rules, as the specific card text for "Seat of Power" was not provided.*
If I hold one Battlefield and I Ride the Wind to the other one, do I win or only if I hold?
To determine if you win by using *Ride the Wind* to move to the second battlefield, we must look at how the game handles winning the final point.
According to **Rule 466.1.b.2** and **RiftJudge FAQ #198/9058/7467**, you cannot win the game on your opponent's turn by conquering a battlefield unless you have already satisfied the "final point" requirement: **you must have scored on every battlefield within that same turn cycle.**
Here is the breakdown of how this works:
1. **The "Final Point" Restriction:** When you are at 7 points, the 8th point is considered the "Winning Point." If you are attempting to gain this point through a **Conquer** action (which is what happens when you use *Ride the Wind* to move into and take control of a battlefield), you must have scored at **every** battlefield in the game during that turn.
2. **What counts as "this turn":** If you are attempting this on your **own turn**, you simply need to conquer/hold the first battlefield and then move to and conquer the second battlefield. You **do not** need to hold both battlefields simultaneously; you only need to have scored at both of them before the turn ends (**FAQ #1793**).
3. **Attempting this on an opponent's turn:** If you are at 7 points and attempt to use *Ride the Wind* on your **opponent's turn** to score your final point, you cannot satisfy the requirement because it is impossible to have scored at *every* battlefield during your opponent's turn. Consequently, you will not win the game; you will draw a card instead (**FAQ #198**, **FAQ #9781**).
**Summary:**
* **On your turn:** You win if you score both battlefields sequentially. You do not need to hold them simultaneously (**FAQ #1793**).
* **On your opponent's turn:** You cannot win the game by conquering, even if you move to the second battlefield. You will draw a card for the successful conquer, but you will remain at 7 points (**FAQ #198**, **FAQ #9781**).
If I hold to 6 points, conquer the other battlefield to 7 points and then play the baron scoring the baron pit for the first time in the game do I move to 8 points and win?
Yes, you win the game.
Here is the step-by-step breakdown of your score progression and the rules governing the final point:
### 1. Scoring Sequence
* **Start of Turn:** You hold a battlefield (scoring 6 points).
* **Conquer Action:** You conquer the second battlefield, bringing your total to 7 points.
* **Playing Baron Nashor:** You play Baron Nashor, which adds the Baron Pit battlefield token and moves him into it. Because you have not scored the Baron Pit yet this turn, this counts as a **Conquer** (Rule 464.1).
### 2. Why you reach 8 points and win
According to the **RiftJudge FAQ #4108** and **Rule 466.1.b.2**, when you are at 7 points, you are eligible to win by scoring your final point via a **Conquer** action, provided you have scored every other available battlefield that turn.
* **Requirement:** To score the final point through a Conquer action, you must have scored all other battlefields in play this turn.
* **Your turn:** You have scored the first battlefield (Hold), the second battlefield (Conquer), and finally the Baron Pit (Conquer). Because you have scored all three battlefields this turn, you satisfy the requirements for the winning point.
### Summary
Because you have now scored all battlefields in play during this turn, your action of conquering the Baron Pit satisfies the criteria to gain the 8th point. As soon as the Baron Pit is scored, your point total reaches 8, and you win the game.
If I hold to 7 and then charm a recruit into a Draven Audacious, would I gain a point to 8?
There is no card named "Charm" or any card with an effect that "charms" a unit in *Riftbound*. Please verify the card name or provide the exact card text you are referring to.
Additionally, please clarify what you mean by "hold to 7." In *Riftbound*, "Hold" is a specific game action that scores a point at a battlefield you control. If you are at 7 points and perform a "Hold" action, you would reach 8 points (the winning point), provided you meet the requirements for scoring the final point.
If I hold two battlefields and I'm on 6 points, do I win the game at the start of my turn?
Ruling: Yes, you win the game when you gain the 8th point by holding two battlefields at the start of your turn.
Nuances:
- You do not need to wait until the turn after reaching 7+ points; the win occurs immediately when the threshold is crossed during the holding check.
If I hold with 2 of the same units with a hold effect do I get the effect twice?
Yes, you get the effect twice.
According to **Rule 383.4.d.2.a**, when you hold a battlefield, the hold abilities of each individual unit present at that location are triggered independently and placed on the chain as separate pending items. Because each of your two units possesses its own instance of the hold effect, each one will trigger separately when you hold that battlefield.
If I hook a Mixologist, do I have to do the hook first and pick a unit and then resolve the Deathknell and choose the unit from Mixologist? Or do I choose Mixologist unit before the hook action?
To resolve this interaction, you follow the rules of the chain (LIFO - Last In, First Out) and the specific timing of the **Baited Hook** and **Glasc Mixologist's** *Deathknell* ability.
### The Short Answer
You do not make a choice for the *Deathknell* until it resolves.
When you activate **Baited Hook**, you target the **Glasc Mixologist** to be killed. You do **not** choose a unit for the *Deathknell* effect while activating the hook. You only make choices for the *Deathknell* effect when that specific ability later resolves from the chain.
### Sequence of Resolution
1. **Activation:** You activate **Baited Hook**, paying the costs and targeting your friendly **Glasc Mixologist**.
2. **Resolution Begins:** **Baited Hook** begins to resolve. It kills the **Glasc Mixologist**.
3. **Deathknell Trigger:** Because **Glasc Mixologist** has *Deathknell*, its trigger is added to the chain as a "pending item" immediately when it is killed (Rule 428.1.a.1.b).
4. **Baited Hook Continues:** **Baited Hook** continues its instructions: you look at the top 5 cards of your main deck and may play a unit from among them.
5. **Chain Resolution (LIFO):** Once **Baited Hook** finishes its instructions, the chain checks for pending items. The **Deathknell** trigger is the next item on the chain.
6. **Deathknell Resolves:** You finally resolve the **Glasc Mixologist's** *Deathknell* ability. **Only at this moment** do you choose a unit with cost 3 or less from your trash to play to the battlefield.
### Important Note on Targets
* **Baited Hook:** The target for the hook must be chosen **at the time of activation** (when you pay the costs and put the ability on the chain).
* **Deathknell:** The target for the *Deathknell* ability is chosen **upon resolution** of that ability.
Because of this, you will know the outcome of the **Baited Hook's** top-5-card reveal before you have to commit to which unit you are playing from your trash with the **Glasc Mixologist's** *Deathknell*.
If I hook a Ruined Rex, does the Deathknell or the Hook summon resolve first?
When you use **Baited Hook** on a **Ruined Rex**, the unit you play from your deck resolves first, and the **Deathknell** trigger resolves second.
### Why this happens
According to the Riftbound rules for the chain (LIFO - Last In, First Out) and the specific interactions of *Baited Hook*:
1. **Baited Hook Activation:** You activate *Baited Hook* and target your *Ruined Rex*.
2. **Resolution Begins:** *Baited Hook* begins resolving. It kills your *Ruined Rex*.
3. **Triggering Deathknell:** Because *Ruined Rex* has **Deathknell**, its ability is created and added to the chain as a **pending item** immediately (Rule 808.1.d.2), *before* *Baited Hook* finishes its instructions.
4. **Hook Continues:** *Baited Hook* finishes its remaining instructions: you look at the top 5 cards and play a unit.
5. **New Unit Enters:** The unit you chose enters the battlefield and finalizes. If that unit has a "When you play me" ability, that ability is added to the chain as a pending item.
6. **Resolution (LIFO):** The chain now resolves in reverse order:
* Any "When you play me" ability from the new unit resolves first.
* The **Deathknell** trigger from *Ruined Rex* resolves last.
*This is confirmed by RiftJudge FAQ #10390 and FAQ #8567.*
If I hook a target and an opponent uses Flurry of Blades with Elder on the board, does this hook still happen normally as it's a cost of the target, or does the unit die before hook resolves meaning hook does not have a target anymore? Can an opponent react to the targeting of hook and kill the unit and thus the hook can't resolve?
To address your questions regarding the interaction between **Baited Hook**, **Flurry of Blades**, and **Elder Dragon**, here is the ruling breakdown:
### 1. Can your opponent kill your target in response to Baited Hook?
**Yes.** According to **RiftJudge FAQ #4379** and **#10345**, targeting happens when you activate the ability of **Baited Hook** and place it on the chain. Your opponent can absolutely react to your activation by playing a spell (like **Flurry of Blades**) to kill that targeted unit.
### 2. Does Baited Hook resolve if the target is already dead?
**Yes, but it will be ineffective.** If your opponent kills the target unit in response to your activation, the "Kill a friendly unit" instruction cannot be followed because the target is no longer on the board.
* Per **Rule 359.3.e.12** and **RiftJudge FAQ #4379**, when the instruction to kill the unit fails, the reference to that unit's Might value returns **null**.
* Because you cannot determine a Might value to compare against ("Might up to 1 more than the killed unit"), you will be unable to play any unit from the top 5 cards. You will still look at the cards and recycle them, but you will not get a unit off the hook.
### 3. Does the interaction with Elder Dragon change this?
If your opponent has **Elder Dragon** on the battlefield, the threshold for your units to die changes significantly. Elder Dragon’s ability states: *"Any amount of your damage is enough to kill enemy units."*
* **If you are the one who played Flurry of Blades:** If you control Elder Dragon, your **Flurry of Blades** will deal 1 damage to all units, and all enemy units will be killed (as 1 damage is now lethal).
* **If your opponent played Flurry of Blades:** If they control Elder Dragon, your units will take 1 damage. If that damage is lethal to your units normally, they will die. Note that **RiftJudge FAQ #8684** clarifies that Elder Dragon's ability only applies to damage *you* deal to *enemy* units, so it does not protect your own units from damage dealt by an opponent's source.
### Summary Sequence (if opponent kills your target):
1. **Activation:** You activate **Baited Hook**, pay the costs, and declare a friendly unit as your target.
2. **Reaction:** Your opponent plays **Flurry of Blades**.
3. **Chain Resolution (LIFO):**
* **Flurry of Blades** resolves. All units take 1 damage. If your targeted unit dies, it goes to the trash.
* **Baited Hook** attempts to resolve. It looks for the target to kill. The target is gone. The kill instruction fails.
* The Might value of the "killed unit" is treated as **null**.
* You reveal 5 cards, but you cannot complete the "banish a unit" instruction because there is no Might value to compare against. You recycle the 5 cards.
***
*Disclaimer: This is my interpretation based on the provided rules and FAQs. No official FAQ exists for this specific combination of all three cards, but the rules regarding targeting, null Might values, and chain resolution are explicitly covered in the provided materials.*
If I hook my unsung, do I draw 2 first or look at top 5?
When you use **Baited Hook** to kill your **Unsung Hero**, you look at the top 5 cards of your deck before the **Unsung Hero**'s *Deathknell* ability resolves.
The sequence of events is as follows:
1. **Baited Hook** begins resolving. Its first instruction is to "Kill a friendly unit."
2. When the **Unsung Hero** is killed, its *Deathknell* ability triggers and is added to the chain as a pending item.
3. Because you are currently resolving the **Baited Hook** spell, you must complete all of its instructions before the chain can process any pending triggers.
4. You proceed to the next instruction on **Baited Hook**: "Look at the top 5 cards of your Main Deck."
5. After **Baited Hook** finishes all its instructions and is placed in the trash, the *Deathknell* trigger resolves.
**Summary:** You look at the top 5 cards first as part of the **Baited Hook** resolution. The *Deathknell* effect resolves afterward.
Note: I could not fully verify this ruling against the retrieved rules.
If I invite someone to help in combat and they use MF ult, will my units take damage?
Ruling: The invite mechanic has been removed from the game, so this situation no longer applies under current rules.
Nuances:
- Players can now show up uninvited into combat
- The previous invite mechanic that would have made this relevant is no longer part of the game
If I kill Elder Dragon in a showdown, do I still die from his passive due to combat damage from Elder Dragon?
No, you will not take damage from Elder Dragon's passive ability, and you will not take standard combat damage from Elder Dragon if it is killed before the Combat Damage Step.
### 1. The Passive Ability
Elder Dragon’s ability ("Any amount of your damage is enough to kill enemy units") is a passive ability. A unit's passive abilities are only active while that unit is on the battlefield.
* **Sequence:** If you kill Elder Dragon during the Showdown window (which occurs during the combat phase), Elder Dragon is moved to the trash.
* **Result:** Because the unit is no longer on the board, its passive ability ceases to function immediately. When the combat proceeds to the Combat Damage Step, the ability is no longer active, so your units are not subject to its lethal threshold modification.
### 2. Standard Combat Damage
A unit that is killed before the Combat Damage Step cannot deal combat damage.
* **Rule 460.2:** The Combat Damage Step occurs after the Showdown closes.
* **Rule 359.3.e.12 / FAQ 3573:** The game follows the principle that a unit that leaves the board (is moved to the trash) is treated as having "null" attributes.
* **Application:** If Elder Dragon is killed during the Showdown, it is no longer present on the battlefield when the Combat Damage Step begins. Since it is not present to participate in the damage assignment process (Rule 460.2), it deals no combat damage to your units.
### Summary of Timing
1. **Showdown Window:** You play a reaction to kill Elder Dragon.
2. **Resolution:** Elder Dragon is killed and moved to the trash.
3. **Showdown Closes:** Both players pass; the combat proceeds to the Combat Damage Step.
4. **Damage Step:** Elder Dragon is not on the battlefield. It does not deal standard combat damage, and its passive ability is not present to modify how other units deal damage.
Note: I could not fully verify this ruling against the retrieved rules.
If I kill Immortal Phoenix with Heedless Resurrection, can Immortal Phoenix revive itself?
No, you cannot use **Immortal Phoenix** to revive itself if it is the unit killed to pay the additional cost for **Heedless Resurrection**.
According to the **RiftJudge FAQ #9523** and **Rule 355.15** (targeting rules), this interaction fails for the following reasons:
### The Sequence
1. **Play the Spell:** You announce the play of **Heedless Resurrection**.
2. **Make Choices:** You must choose a target unit from your trash to play. At this moment, your **Immortal Phoenix** is still on the board and is **not** a valid target in your trash.
3. **Lock Targets:** Targets are locked in during this stage. You cannot change your selection once the spell has begun the process of being played.
4. **Pay Costs:** You pay the additional cost by killing your **Immortal Phoenix** (moving it to the trash).
5. **Resolution:** Because your target was locked in at Step 2, you cannot retroactively choose the Immortal Phoenix that just arrived in the trash.
While it is true that killing your own unit with a spell can satisfy the condition for **Immortal Phoenix**'s triggered ability ("When you kill a unit with a spell, you may pay [1][C] to play me from your trash"), the targeting rules for **Heedless Resurrection** prevent you from selecting the Phoenix as the target for the resurrection effect of that same spell.
If I kill Karthus and other units with Deathknell at the same time, do the units still trigger Deathknell?
Yes, those other units will still trigger their **Deathknell** effects. Furthermore, if you control **Karthus, Eternal**, his passive ability will cause those **Deathknell** effects to trigger an additional time.
According to **RiftJudge FAQ #5353**, **FAQ #8974**, and **FAQ #9028**, this interaction works because Karthus's ability is a **passive ability**, not a triggered ability.
### Why this works:
1. **Passive vs. Triggered:** Because Karthus's ability is passive, it does not need to "evaluate" its own trigger condition at the moment of death. It simply applies its effect to the game state as long as Karthus is on the board.
2. **Simultaneous Events:** When Karthus and another unit with Deathknell die at the same time (such as from a board wipe dealing lethal damage to both), Karthus's passive effect is still active at the exact moment the other unit's Deathknell trigger is created.
3. **Result:** The other unit's Deathknell triggers once for its own death, plus one additional time due to Karthus's passive ability.
This is distinct from triggered abilities (like those of *Viktor, Leader*), which cannot trigger if the source leaves the board at the same time the trigger condition is met, because those abilities must evaluate their own trigger condition at that moment. Since Karthus is a passive effect, he successfully modifies the Deathknell trigger of the other unit as it occurs.
If I kill Scuttle Crab with Nidalee, do I draw first or do I show my hand first?
According to the RiftJudge FAQ #10347, **Scuttle Crab's *Deathknell* ability resolves completely before Nidalee, Cat Form's draw ability triggers.**
You do **not** draw first; the opponent will be forced to reveal their hand for the *Deathknell* before the game acknowledges that Nidalee has won the combat and triggers her draw ability.
### The Sequence of Events (Rule 461.1, 461.2):
1. **Combat Cleanup:** Scuttle Crab takes lethal damage. Its **Deathknell** triggers as a "Pending Item."
2. **First FEPR Window:** Scuttle Crab's *Deathknell* is placed on the chain and resolves. Your opponent reveals their hand at this moment.
3. **Determine Combat Result:** The game determines the winner of the combat. Since Scuttle Crab was defeated and Nidalee remained, Nidalee is declared the winner. This triggers her "When I win a combat, draw 1" ability as a new "Pending Item."
4. **Second FEPR Window:** Nidalee’s draw ability is placed on the chain and resolves, and you draw your card.
Because these abilities are processed in separate FEPR (Finalize, Execute, Pass, Resolve) windows, the reveal happens entirely before Nidalee's draw effect even begins to trigger.
If I kill a Baited Hook target on reaction, does it still fire with the target's might?
No, the ability will not function as you intended. If the targeted unit is removed (killed, bounced, or otherwise leaves the board) in response to your activation of **Baited Hook**, it cannot be "killed" by the ability's instruction.
According to **Rule 359.3.e.12** and consistent **RiftJudge FAQ (#10345, #1590, #9430)**:
1. **Kill Instruction Fails:** Because the targeted unit is no longer on the board to be killed, the instruction "Kill a friendly unit" cannot be followed.
2. **Null Might:** Since no unit was actually killed, there is no "killed unit" to reference. Consequently, any reference to the killed unit's Might value returns **null**.
3. **Resolution:** **Baited Hook** will still resolve as much as possible—you will look at the top 5 cards of your main deck—but because you cannot satisfy the condition of finding a unit with "Might up to 1 more than [a null value]," you will be unable to play any unit. You will then recycle the 5 cards.
**Sequence Summary:**
1. **Activation:** You activate **Baited Hook** and target a friendly unit.
2. **Reaction:** Your opponent plays a card to remove/kill that unit.
3. **Resolution:** **Baited Hook** resolves. The "kill" instruction fails. The ability references the "killed unit's Might," finds **null**, and therefore cannot complete the search/play portion of the effect. You conclude by recycling the top 5 cards of your deck.
If I kill a Ruined Rex with a Baited Hook and from the Baited I play a Karthus the Deathknell from the Ruined also duplicates?
No, the *Deathknell* effect from *Ruined Rex* will **not** trigger twice in this scenario.
According to the established game rules and RiftJudge FAQs, *Karthus, Eternal* must already be on the battlefield at the exact moment a *Deathknell* trigger is created for his passive ability ("Your *Deathknell* effects trigger an additional time") to apply.
### Sequence of Resolution:
1. **Baited Hook** is activated and begins resolving.
2. **Ruined Rex** is killed. Because it has *Deathknell*, its trigger is created and becomes **pending**. It cannot enter the chain yet because *Baited Hook* is still in the middle of resolving its instructions (Rule 734.1.d.2 / Rule 808.1.d.2).
3. **Baited Hook** continues resolving: You look at the top 5 cards, find *Karthus, Eternal*, and play him. 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 for *Ruined Rex* finalizes and enters the chain.
* Second, **Karthus, Eternal** finalizes and enters the battlefield.
Because the *Deathknell* trigger was created and placed on the chain *before* *Karthus* was on the battlefield, his passive ability does not see the event to double it. You will only get the single, base *Deathknell* trigger.
*This ruling is consistent with multiple RiftJudge FAQs (including #10051, #1116, #9256, and #8551), which confirm that Karthus must be present on the board when the trigger is created, not just when it resolves.*
If I kill a unit for Baited Hook's effect and find Spectral Matron in the top 5 cards, can I use Matron to return the unit I just killed for Baited Hook?
Ruling: Yes, you can return the unit you killed with Baited Hook using Spectral Matron's effect. The unit is in the trash when Matron resolves, making it a valid target.
Sequence:
- Play Baited Hook
- Kill a unit (this happens during Baited Hook's resolution)
- The unit goes to the trash
- Play Spectral Matron from the revealed cards
- Matron can target the killed unit (or any other valid unit) from the trash
Nuances:
- The unit is trashed during Baited Hook's resolution, not as a cost
- A common example is killing Captain Vanguard with Baited Hook, then playing Matron with the hook to revive Captain Vanguard
If I kill a unit with a spell and use Immortal Phoenix's ability (pay 1 recycle 1), can I play it straight to the battlefield from trash, and if so, where can it be played?
Ruling: You can play Immortal Phoenix from trash to your base or to a battlefield you control (even when defending). You cannot play it to a battlefield you don't control (so not when attacking) or to an open battlefield.
Nuances:
- When played this way, Immortal Phoenix comes in exhausted
- It can be played to a battlefield you're defending before combat resolves, where it would provide 3 might
If I kill a unit with a spell during a showdown, as the attacker, can I play Immortal Phoenix from my trash to that battlefield?
No, you cannot play **Immortal Phoenix** from your trash to the battlefield where the showdown is taking place if you are the attacker and do not control that battlefield.
### The Ruling
According to **RiftJudge FAQ #4527**:
> "Ruling: You can play Immortal Phoenix from trash to your base or to a battlefield you control (even when defending). You cannot play it to a battlefield you don't control (so not when attacking) or to an open battlefield."
### Why this is the case
1. **Battlefield Control:** When you initiate an attack, you are moving units to a battlefield currently controlled by your opponent. Therefore, you do not control that battlefield.
2. **Valid Destinations:** Immortal Phoenix's ability allows you to play it from your trash only to your base or to a battlefield you control. Because you do not control the battlefield you are attacking, it is an invalid destination.
3. **Defending vs. Attacking:** While you can play the Phoenix to a battlefield you control when you are the defender (because you own/control that battlefield), the restriction specifically prohibits playing it to a battlefield you do not control, which is the case when you are attacking.
***
*This interpretation is based on the official ruling provided in RiftJudge FAQ #4527.*
If I kill my Brynhildr with Headless Resurrection, can I then play her again?
No, you cannot use *Heedless Resurrection* to kill your Brynhir Thundersong and immediately play that same Brynhir from your trash.
According to the rules of game timing and targeting (specifically Rule 355.15), this interaction fails because you must choose your target before paying the costs of the spell.
### The Sequence
1. **Play the Spell:** You announce that you are playing *Heedless Resurrection*.
2. **Make Choices:** You must choose a target unit from your trash to be resurrected. At this moment, your Brynhir Thundersong is still on the board and is **not** in your trash, so it is not a valid target.
3. **Lock Targets:** Targets are locked in during Step 2. You cannot change your selection once the spell has begun the process of being played.
4. **Pay Costs:** You then pay the additional cost of the spell by killing your friendly Brynhir Thundersong, moving it to the trash.
5. **Resolution:** Because your target was already locked in during Step 2, you cannot retroactively choose the Brynhir that just arrived in the trash.
*Sources: RiftJudge FAQs #9523 and #10168.*
If I kill my Glasc Mixologist while I'm attacking into an enemy battlefield, can I play the unit I get from the Deathknell trigger to the battlefield I'm attacking?
No, you cannot play the unit from your *Deathknell* ability to that battlefield.
### The Ruling
According to **RiftJudge FAQ #9479** and **FAQ #10112**, when you move a unit to an opponent-controlled battlefield to attempt to conquer it, you are the attacker and you **do not control** that battlefield. You only establish control after the showdown is resolved and the battlefield is successfully conquered. Because you do not control the battlefield, you lack the permission to play units there via *Deathknell*.
### Sequence of Events
1. **Combat Damage:** You attack with **Glasc Mixologist** into an opponent-controlled battlefield. Damage is dealt, and **Glasc Mixologist** dies.
2. **Deathknell Trigger:** **Glasc Mixologist**'s *Deathknell* ability triggers and is added to the chain as a pending item (**Rule 428.1.a.1.b**).
3. **Resolution Attempt:** When you attempt to resolve the *Deathknell* ability, you are instructed to play a unit from your trash. Because you are the attacker and do not yet control the battlefield, you are not permitted to play a unit to that location.
This differs from a defending player, who already controls the battlefield where the combat is taking place and is thus permitted to play units there via *Deathknell* (**FAQ #9149**).
If I kill my only unit at a battlefield as the cost to play Cruel Patron, can I choose that now-empty battlefield as the location to summon Cruel Patron?
Ruling: No, you cannot summon Cruel Patron to that battlefield. The legality of choices is evaluated after paying costs, at which point you no longer control that battlefield since the unit is dead.
Sequence:
- Pay the cost (kill the unit)
- Evaluate legality of choices (battlefield selection)
- At this point, you no longer control the battlefield where the unit died
- Cruel Patron cannot be summoned there
Nuances:
- This is an example of a deterministically illegal choice
- At high-level play, if you start playing Cruel Patron, you must finish playing it (choosing a valid battlefield if one exists)
If I kill my opponent's only unit in the battlefield with an action spell during my action, do I get another chance to play an action in the same showdown, or does it end automatically?
Ruling: Yes, you get another chance to play an action after killing the opponent's only unit with an action spell during the showdown.
Nuances:
- The showdown does not end automatically just because there are no cards in the battlefield
- This occurs during your action phase on your turn
If I kill my opponent's unit with an action card during a showdown, does the showdown end immediately or can my opponent still use actions?
Ruling: The showdown continues even if the opponent has no units remaining. The opponent still has the opportunity to play action cards.
Nuances:
- The opponent can even play cards that bring new units to the showdown (such as Zenith Blade)
If I kill my own Forge of the Future, can I choose which specific cards from my opponent's trash to recycle (up to 4 total)?
Ruling: Yes, you target 0-4 cards in any combination from any trashes (yours and/or your opponent's), and those specific cards are recycled.
Nuances:
- You have full control over which cards to recycle, not just how many
- Cards can come from any combination of trashes
If I kill my own Phoenix with a spell, can I return it with its ability?
Ruling: Yes, Phoenix can return itself with its ability even if you kill it with your own spell.
Nuances:
- This interaction was explicitly covered in the FAQ
If I land on Abandoned Hall with Thrill of the Hunt, can I give the unit +1?
Yes, if you use *Thrill of the Hunt* to move a unit to *Abandoned Hall*, you can give that unit +1 [M] (Might).
According to **RiftJudge FAQ #10728**, which clarifies the authoritative timing for *Abandoned Hall*, the ability triggers only **after** the spell that caused it has successfully completed its resolution process.
### Sequence of Events
1. **Play Spell:** You play *Thrill of the Hunt* as a [Reaction] to an existing game state (or as an [Action]). It is placed on the chain.
2. **Resolution:** *Thrill of the Hunt* resolves. Its effect executes: your unit is banished and then played to *Abandoned Hall*.
3. **Trigger Condition Met:** Because the spell (*Thrill of the Hunt*) has now successfully completed its resolution process, the "When a player plays a spell" condition on *Abandoned Hall* is fulfilled.
4. **Trigger Placed:** The *Abandoned Hall* triggered ability is placed on the chain.
5. **Resolution:** You resolve the *Abandoned Hall* trigger. Because your unit was moved to the *Abandoned Hall* during the resolution of *Thrill of the Hunt* (which occurred *before* this trigger was placed on the chain), it is currently at *Abandoned Hall* and is a legal target to receive the +1 [M].
***
**Key Clarifications:**
* **Trigger Timing:** Triggered abilities that occur when a card is played (such as the one on *Abandoned Hall*) are placed on the chain only after the spell's resolution process is fully complete.
* **Targeting:** Because the unit arrives at the battlefield *before* the *Abandoned Hall* trigger is placed on the chain, it is present on the board when the trigger resolves and is therefore a valid target for the buff.
* **Authority:** As noted in **RiftJudge FAQ #10728**, this interaction is the current authoritative interpretation and supersedes older, conflicting FAQs regarding the timing of this trigger.
If I lose control of a battlefield on my opponent's turn and ride the wind a unit back on after they control, do I score?
Yes, you can score a point in this situation, provided you meet the specific conditions for conquering a battlefield.
According to **FAQ #9040** and **FAQ #2364**, 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. Scoring is tracked per-turn for each player.
However, there are critical requirements for this to work:
### 1. You must lose control first
As established in **FAQ #1067** and **FAQ #2140**, you cannot score if you maintain control of the battlefield throughout the entire showdown. You must completely lose control of the battlefield (the opponent must establish control) and the initial showdown must end before you can score it again.
### 2. The "Conquer" requirement
To score via *Ride the Wind* during your opponent's turn, you must successfully establish control of a battlefield you did not control at the start of the combat/showdown.
### The Sequence
1. **Opponent's Turn:** Your opponent moves a unit into the battlefield you previously controlled, triggering a showdown.
2. **Loss of Control:** You lose the showdown, and your opponent establishes control of the battlefield.
3. **Your Opportunity:** After that showdown finishes (both players pass focus in a row without playing an action), you play *Ride the Wind* to move your unit into that battlefield.
4. **New Showdown:** Because you moved a unit into a battlefield controlled by your opponent, a new showdown begins.
5. **Resolution:** If you win this new combat showdown, you establish control of the battlefield. Because the battlefield transitioned from being under your opponent's control to yours, you **conquer** it.
6. **Scoring:** Since you have not yet scored at that battlefield during this specific turn (the opponent's turn), you successfully score a point.
**Important Nuance:** 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 (**FAQ #7467**).
If I make a copy with Leblanc Legend at a battlefield and the unit had 2 more might than its original might because of a card effect, after my turn ends does the copy lose the 2 might or does the copy keep the original card might plus the additional 2 might the original had when making the copy?
### The [Temporary] Keyword
According to Rule 816, the [Temporary] keyword is a triggered ability that acts as shorthand for: *"At the start of this permanent's controller's Beginning Phase, before scoring, kill this."* This keyword does not cause the unit to be removed automatically at the end of the turn.
### Copying and Might
When you create a copy of a unit, you are creating a new game object that copies the "copyable traits" of the original unit.
* **Copyable Traits:** These are the printed traits of the card or the traits of the object it is currently copying.
* **Persistent Modifiers:** Any temporary changes, such as buffs (e.g., +2 Might from a spell) or snapshot modifiers, are not part of a unit's copyable traits.
Therefore, when you make a copy of a unit that currently has +2 Might from a spell or other temporary effect:
1. The copy will possess the original/base Might of the card it is copying.
2. The copy will not inherit the additional +2 Might that the original unit currently possesses, because those modifiers are not part of the original's printed or copyable traits.
### Summary
The copy will not keep the +2 Might. It will enter the battlefield with the unit's base Might (as printed on the card) and will remain on the board until the start of your next Beginning Phase due to the [Temporary] keyword.
Note: I could not fully verify the claim regarding LeBlanc's ability preventing the [Temporary] trigger.
If I move Irelia Fervant to a battlefield and I have Mask of Foresight, will she gain 2 Might due to Mask & Unit ability?
No, Irelia, Fervent will not gain +2 Might in this scenario. She will only gain +1 Might from the **Mask of Foresight**, and she will not trigger her own ability.
Here is the breakdown of why this happens:
### 1. Mask of Foresight's Effect
According to **RiftJudge FAQ #10619** and **#5224**, **Mask of Foresight does not target** the unit it buffs. Its effect is automatic when the trigger condition ("when a friendly unit attacks or defends alone") is met. Because Mask of Foresight does not "choose" or "ready" the unit (it is an automatic game effect), it does not satisfy the trigger condition for **Irelia, Fervent**.
### 2. Irelia, Fervent's Ability
Irelia’s ability reads: *"When you choose or ready me, give me +1 [S] this turn."*
As established by **RiftJudge FAQ #5224**, this ability specifically requires **"you" (the player)** to be the one performing the action of choosing or readying her. Because Mask of Foresight is an automatic buff and not a player choice, it does not trigger Irelia's ability.
### Summary
* **Mask of Foresight:** Triggers (assuming Irelia is attacking/defending alone) and grants her **+1 Might**.
* **Irelia, Fervent:** Does not trigger because the +1 Might from Mask of Foresight is not a player-initiated "choose" or "ready" action.
* **Total:** **+1 Might.**
This is my interpretation based on the mechanics of triggered abilities and player choice as defined in the provided FAQs. No official FAQ exists for this specific combination, but the interactions with Mask of Foresight are well-documented.
If I move Kai'Sa into an opponent-controlled battlefield and they retreat, does combat still start for Draven's legend ability to draw a card?
Ruling: Yes, the combat has already begun when the opponent uses retreat during the combat showdown, so Draven will get his draw if only your units remain at the end of it.
Sequence:
- You move into an opponent-controlled battlefield
- A showdown occurs inside a combat
- Opponent retreats during the combat showdown
- Combat resolves with only your units remaining
- Draven's legend ability triggers for the draw
Nuances:
- A showdown can exist independently if you move to an unoccupied battlefield, or inside a combat if you move into a controlled battlefield
If I move Kato the Arm to a battlefield and then play an Ambush unit to that battlefield, can I give the Ambush unit the additional Might and keywords from Kato the Arm's move ability?
Ruling: No. You cannot target the Ambush unit with Kato the Arm's triggered ability because targets must be chosen when the ability is placed on the chain, before you have the opportunity to play the Ambush unit as a reaction.
Sequence:
- Move Kato to a battlefield, triggering his ability
- Choose targets for the ability (must choose "another friendly unit" that is already on the battlefield)
- The ability becomes a chain item
- Now you may play the Ambush unit as a reaction
- The Ambush unit enters play, then Kato's ability resolves affecting the previously chosen target
Nuances:
- If you have no other friendly units on the battlefield when Kato moves, the triggered ability is immediately removed from the chain per Rule 402.3, as there are not enough valid options to make legal choices.
If I move Kha'Zix, Mutating Horror to a battlefield with just put Rookie, and at reaction to my Kha'Zix trigger, they ambush Rengar to the battlefield, does my Kha'Zix trigger still go through?
Yes, **Kha'Zix, Mutating Horror** will still receive the +2 Might bonus and gain 2 XP.
### Reasoning
According to the rules for triggered abilities and established RiftJudge FAQs (e.g., #9849, #10198, #10748), the "alone" condition is checked at the exact moment the unit gains the "Attacker" or "Defender" combat designation.
1. **Trigger Condition:** When you move Kha'Zix, Mutating Horror to the battlefield, he gains the "Attacker" designation. At that exact moment, the game checks the battlefield: *Is an enemy unit alone here?* Since your opponent only controls the Pit Rookie, the condition is satisfied.
2. **Trigger Placement:** Kha'Zix's triggered ability is placed on the chain.
3. **Reaction:** Your opponent plays Rengar, Pouncing using [Ambush] as a [Reaction]. This adds Rengar to the chain, resolving before Kha'Zix's trigger.
4. **Resolution (LIFO):** Rengar enters the battlefield. Then, Kha'Zix's triggered ability resolves. Because the condition was already met at the moment Kha'Zix gained the "Attacker" designation, the game does not re-evaluate the battlefield state when the ability resolves. The change to the board state caused by Rengar does not retroactively negate the trigger.
If I move Sett into a battlefield to start a showdown, then during the showdown I play Zenith Blade to move Leona (Determined) to that battlefield, does Leona's 'When I attack' trigger activate, or did she need to be present when the showdown started?
Yes, Leona's 'When I attack' trigger will activate. Leona does not need to be present when the Showdown starts.If a Unit controlled by the Attacker becomes present at the battlefield after Combat begins, it will gain the Attacker designation during the Cleanup phase following the action that caused it to become present. The sequence works as follows: (1) Showdown begins when Sett moves to the battlefield, (2) Focus passes and you play Zenith Blade during the Showdown, (3) Zenith Blade resolves and moves Leona to the battlefield, (4) During Cleanup after Zenith Blade resolves, Leona gains the Attacker designation because she's now present at the battlefield where Combat is staged and her controller has the Attacker designation, (5) Leona's triggered ability triggers when she gains the Attacker designation and is added to the chain as a Pending Item. The 'When I attack' condition is met when a unit gains the Attacker designation, which happens during Cleanup after Leona arrives, so her ability triggers before Combat Damage resolves.
If I move Traveling Merchant from base to battlefield, and opponent responds with Fight or Flight (moving it back to base), does the 'When I move' ability trigger once or twice?
Ruling: Traveling Merchant's ability triggers twice - once from the initial move to battlefield and once from Fight or Flight moving it back to base. You will discard 1 and draw 1 twice total.
Sequence:
- Traveling Merchant moves from base to battlefield (Standard Move)
- Trigger #1 goes on chain: "When I move, discard 1, then draw 1"
- Opponent plays Fight or Flight as a Reaction
- Fight or Flight resolves, moving Merchant from battlefield back to base
- Trigger #2 goes on chain: "When I move, discard 1, then draw 1"
- Trigger #2 resolves: discard 1, draw 1
- Trigger #1 resolves: discard 1, draw 1
Nuances:
- Both movements qualify as Moves because any permanent changing position from one space on the board to another is a Move (unless it's a corrective Recall)
- The ability has no location-based targeting requirement, so it doesn't matter where the Merchant ends up
- Any effect that moves Traveling Merchant will trigger the ability, whether it's a Standard Move, Ride the Wind, Fight or Flight, or any other movement effect
If I move Traveling Merchant to an occupied battlefield and use its ability to ready an exhausted Jinx Rebel, can the newly readied Jinx Rebel then move together with the Traveling Merchant to attack?
Ruling: No, the Jinx Rebel cannot move with the Traveling Merchant. The Merchant's move triggers only after it has already moved, so once that ability chain resolves, the showdown will begin.
Sequence:
- Traveling Merchant moves to the occupied battlefield
- Traveling Merchant's ability triggers after the move
- Jinx Rebel is readied by discarding a card
- Showdown begins (too late for Jinx Rebel to join)
Nuances:
- Units can only move together when they're moving at the same time and have the same destination
If I move Traveling Merchant, do I have an option to not use his ability?
Ruling: You must use triggered abilities unless they say "may". For Traveling Merchant, there is no "may", so you have to use the ability every time it moves.
Nuances:
- The trigger will still go on the chain even if it says "may"
- You decide whether or not to do the effect when it resolves (for "may" abilities)
If I move Travelling Merchant to a battlefield occupied by my opponent's unit, then chain Flash to return my Merchant to base before the showdown starts, does a showdown occur at all?
Ruling: No showdown occurs. When Flash resolves and returns your Merchant to base, the battlefield is no longer contested because control is re-established (the opponent's unit still controls it, and no opposing unit is present). The staged combat is removed, and your Merchant triggers twice (once for moving to the battlefield, once for returning to base).
Sequence:
- Move Merchant to occupied battlefield, triggering its ability and placing it on the chain
- Game state becomes neutral closed (chain is present), combat is staged but does not begin yet
- Cast Flash targeting Merchant while holding priority, adding it to the chain
- Flash resolves, moving Merchant back to base and triggering its ability again
- Contested status is removed because control is re-established (no contesting unit present)
- Staged combat is removed
- Both Merchant triggers resolve (discard and draw twice)
Nuances:
- The key is that combat cannot begin during a neutral closed game state (when the chain is active)
- Contested status is removed when the contesting unit leaves, allowing control to be re-established
- This scenario differs from when the controlling player's unit is removed while contested, which creates an unresolvable bug in the current rules
If I move Vex into a battlefield which has an enemy Overzealous Fan, and he activates his ability to send Vex back to base, can I still play discounted spells before the chain ends?
To answer your question: **No, you cannot play additional spells while the chain is resolving.**
Here is the breakdown of why this is the case, based on the rules of Riftbound:
### The Sequence of Events
1. **Vex enters the battlefield:** When you move Vex into the battlefield, she enters the board. If this initiates combat, any "When I Attack" or "When I Defend" triggers are placed on the chain.
2. **Overzealous Fan's Trigger:** Overzealous Fan has a triggered ability ("When I defend..."). When you move Vex into the battlefield to attack, this trigger is placed on the chain.
3. **The Chain is Closed:** Once the trigger is on the chain, the state becomes **CLOSED**. In a closed state, you cannot play [ACTION] spells. You may only play [REACTION] spells.
4. **Resolution:** The chain resolves in **LIFO** (Last-In, First-Out) order. The Overzealous Fan's ability resolves, moving Vex to your base.
5. **State Returns to Open:** Only after the chain is completely empty does the state return to **OPEN**. At that point, you regain priority and focus, and you would be able to play new spells.
### Why you cannot play discounted spells "before the chain ends"
* **Rule 154.3:** "While a spell or ability on the chain is Resolving, no other spells or abilities can be finalized on the chain or resolved..."
* **Rule 336.1:** "The newest item on the Chain resolves. Execute its game effects in their entirety."
* **Timing:** Because Overzealous Fan's ability is a triggered ability that uses the chain, it must fully resolve before the chain is empty. You cannot interrupt the resolution of an ability to play a new spell.
**Summary:** You must wait for the chain to finish resolving and for the state to return to **OPEN** before you can play any new spells. By the time the state is open again, Vex will already be at your base, meaning she is no longer in combat, and her ability (which only functions while she is in combat) will no longer be active to provide any discounts.
If I move a 3 might unit into a battlefield and the opponent plays Hextech Ray, can I play Arcane Shift targeting one of their units at a different battlefield to save my unit by moving it to base?
Ruling: No, you cannot play Arcane Shift to save your unit from Hextech Ray. Both spells are Action speed, and Action spells can only be played in an OPEN state (when no chain exists). Once Hextech Ray is played and placed on the chain, the state becomes CLOSED, preventing you from playing Arcane Shift in response.
Sequence:
- Opponent plays Hextech Ray targeting your unit
- The chain is created and state becomes CLOSED
- You cannot play Arcane Shift (Action speed) because only Reaction speed cards can be played while a chain is active
- Hextech Ray resolves and deals damage to your unit
- If your unit dies, it goes to trash and cannot be targeted by Arcane Shift even if played later
Nuances:
- Even if your only unit dies during a showdown, the showdown continues and you can still play Action spells afterward (when state is OPEN again) to target opponent's units
- Arcane Shift can target a friendly unit and an enemy unit at different battlefields (they don't need to be at the same location)
- You would need a Reaction speed card to respond to Hextech Ray on the chain
If I move a battlefield open and my opponent activates Ride the Wind and move a unit, what unit is attacker and defender?
When you move a unit to an open battlefield and your opponent uses **Ride the Wind** to move a unit there during the resulting showdown, the attacker and defender designations are determined as follows:
* **Attacker:** You (the player who first moved to the battlefield and applied the Contested status).
* **Defender:** Your opponent (the player who moved their unit to the battlefield using Ride the Wind).
### Sequence of Events
According to **RiftJudge FAQ #7283** and **Rule 442.1.a**:
1. **Initial Move:** You move a unit to an open battlefield. The battlefield becomes **Contested**, and a showdown begins. You are the player who applied the Contested status.
2. **Opponent's Response:** During the showdown, your opponent plays **Ride the Wind** to move their unit to that same battlefield.
3. **Showdown Completion:** The initial showdown concludes.
4. **Combat Begins:** Because units from both players are present, a combat showdown begins.
5. **Designations:**
* You are designated as the **Attacker** because you were the first to apply the Contested status to the battlefield (Rule 442.1.a.1).
* Your opponent is designated as the **Defender** (Rule 442.1.a.2).
### Nuances
* **"Surprise Defense":** This interaction is colloquially known as a "surprise defense" or "active defense."
* **Triggers:** "When I defend" abilities on your opponent's units will activate when the combat begins, as they are the defender. Conversely, "When I attack" abilities on your units will activate as the attacker.
* **Conquering:** If your opponent (the defender) wins the combat, they can conquer the battlefield and score a point, provided they have not already scored that battlefield during the current turn.
*This ruling is based on the established mechanics for Contested status and combat designations as documented in the Riftbound rules and FAQs.*
If I move a ready unit from my base to a battlefield using Yasuo's Legend ability, does the unit become exhausted?
Ruling: When you move a unit with Yasuo's ability, the unit stays ready. Exhausting a unit is a cost to perform a standard move; any other form of movement doesn't exhaust unless stated.
Nuances:
- You can move an exhausted unit with Yasuo
- Ganking units do exhaust when they move because ganking is just a modification to the standard move, so they're still using the inherent move effect
- You cannot score the same battlefield twice in the same turn, but you can score two separate battlefields in one turn
If I move a unit away from a battlefield I'm holding/conquered and then move it back to the same battlefield on the same turn, do I gain points again?
Ruling: No, you cannot gain points by moving a unit away from and back to the same battlefield on the same turn. You can only score once per turn per battlefield.
Nuances:
- You could use an ability like Ride the Wind during your opponent's turn to move to a battlefield and conquer it again on their turn, since it would be a different turn.
If I move a unit back to a battlefield where I already scored a point this turn (using Ride the Wind), does a showdown occur even though it's no longer open for scoring?
Ruling: Yes, a showdown still occurs. When you move a unit to an open battlefield (one where you don't have control), a non-combat showdown happens with the normal opportunity for Actions and Reactions, even if you already scored that battlefield earlier in the turn.
Nuances:
- You will not score the battlefield again when the showdown resolves, since you already scored it once this turn
- The battlefield is considered "open" because you lost control of it after moving away
If I move a unit from a battlefield where I have a hidden card, what happens to the hidden card?
Ruling: When you move a unit from a battlefield, the hidden card gets trashed. You cannot activate the hidden card in reaction to moving the unit.
Sequence:
- Unit moves (e.g., Merchant)
- The move trigger is added to the chain as "pending"
- Cleanup begins
- Control of the battlefield is lost and the hidden card is trashed (step 4 of cleanup)
- The move trigger is "finalized" onto the chain (step 8 of cleanup)
Nuances:
- During a showdown, control cannot be lost, so hidden cards can still be activated even if your unit is killed
- Spells like Gust create a chain with reaction windows where hidden cards can be played before the unit moves
- A standard move action does not create a chain or reaction window
- This applies to any move (standard move or moved by an effect) - the cleanup rules apply to all moves
If I move a unit that held a battlefield (for a point) out to base, then move another unit back into that battlefield, do I get another point?
Ruling: No, you do not get another point. You can only score each battlefield once per turn.
Nuances:
- Moving the second unit to the battlefield would not count as "conquering" it
- Triggered abilities that happen when you conquer a battlefield would not trigger in this scenario
- In order to conquer a battlefield, you have to score that battlefield, which is limited to once per turn per battlefield
If I move a unit to a battlefield and the enemy plays Ride the Wind on an Irelia Fervent into that battlefield, can I then play Arcane Shift to damage Irelia for 3, banish a unit, and play Vex to the same battlefield?
Ruling: You cannot use Arcane Shift to banish one unit and play a different unit like Vex. Arcane Shift requires you to banish a friendly unit and then play that same unit back. Additionally, because Irelia has [Deflect], you must pay an additional [A] (any domain rune) to target her with Arcane Shift's damage.
Sequence:
- Ride the Wind resolves (moving Irelia to your battlefield)
- Chain resolves and state returns to OPEN
- You regain Focus and Priority
- You can now play Arcane Shift (starting a new chain), paying the additional [A] cost to target Irelia
- Arcane Shift banishes your chosen friendly unit and plays that same unit back
- The banished unit can be played back to the contested battlefield since you are now in combat there
Nuances:
- Arcane Shift is [ACTION] speed, so it cannot be played in response to Ride the Wind (which is [REACTION] speed). It can only be played after Ride the Wind fully resolves when the state returns to OPEN.
- You need both Focus and Priority to play Arcane Shift after Ride the Wind resolves.
- If you want to play Vex, that would be a separate action entirely, subject to standard playing rules.
If I move a unit to a battlefield that's empty, and the enemy plays Hextech Ray against my 4 might unit, can I then play Arcane Shift and play him back to the same battlefield?
To answer your question: **Yes, you can play Arcane Shift in response to Hextech Ray, but whether you can play your unit back to the same battlefield depends on your current combat status.**
According to **FAQ #4524**, when you use Arcane Shift to banish and replay your only unit at a battlefield, you maintain control of that battlefield only if you are currently in combat. If you are not in combat, moving a unit to an empty battlefield initiates a non-combat showdown, which may result in losing control of the battlefield during cleanup (**FAQ #6000**).
### Sequence of Events:
1. **Opponent plays Hextech Ray:** They target your unit at the battlefield. Hextech Ray is added to the chain.
2. **You play Arcane Shift:** You respond to Hextech Ray by playing Arcane Shift. You must target both a friendly unit and an enemy unit at a battlefield (**FAQ #592**).
3. **Chain State:** The chain now has Arcane Shift on top and Hextech Ray below it.
4. **Resolution (LIFO - Last In, First Out):**
* **Arcane Shift resolves:** You banish your unit and play it back. If you are in combat, you maintain control of the battlefield. If you are not in combat, you may lose control of the battlefield during cleanup.
* **Hextech Ray resolves:** Hextech Ray attempts to resolve against its original target. Because your unit was banished and re-entered the board, it is considered a new object. Depending on the game state, the Hextech Ray may fail to find its target (mistargeting) or resolve against the new instance of the unit.
### Important Nuances:
* **Targeting Requirements:** As noted in **FAQ #592**, Arcane Shift requires both a friendly unit and an enemy unit to be present at a battlefield to be played.
* **Control:** You only maintain control of the battlefield throughout the process if you are in combat (**FAQ #4524**, **FAQ #592**).
* **Hextech Ray:** Once Hextech Ray is finalized to the chain, its target is locked in (**FAQ #6504**). It cannot change targets if your unit leaves and returns to the board.
Note: I could not fully verify this ruling against the retrieved rules.
If I move a unit to an empty battlefield and my opponent uses Ride the Wind during that showdown to move a unit to the same battlefield, are we both attackers?
Ruling: No, you cannot both be attackers. The first player to contest the battlefield is the attacker, and the opponent is the defender by default.
Sequence:
- The first player moves their unit to the empty battlefield and becomes the attacker
- The opponent moves their unit to the same battlefield during the showdown and becomes the defender
- The battlefield is not contested again if it's already contested
Nuances:
- Even though both players moved units to a battlefield neither controlled, timing determines roles: whoever arrived first is the attacker