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Riftbound Frequently Asked Questions

Search verified questions and answers.

Can I play a unit from my hand directly to a battlefield, or do I have to play it on my board first and then move it next turn?
Ruling: You can play units directly to any battlefield you control. You control a battlefield if you already have some of your units on it. You also control your base. Nuances: - Playing a unit directly to a battlefield is NOT the same as moving a unit - Moving refers to relocating units that are already on the board - You must control a location (your base or a battlefield with your units) to play units there
Can I play a unit to a battlefield I'm holding after moving my only unit away from it?
Ruling: No, you cannot play a unit to a battlefield after moving your only unit away from it, as you lose control when you no longer have units there. Sequence: - If you want to maintain presence, play the new unit to the battlefield first - Then move the original unit away Nuances: - Scoring a point by holding a battlefield does not grant you control for the remainder of the turn; control requires having units present
Can I play a unit to a battlefield from the trigger of Baited Hook if I sacrificed the only unit at that battlefield?
Ruling: Yes, you can play a unit to that battlefield using Baited Hook even if you sacrificed the only unit there. Because the game is in a Closed State while the ability resolves on the chain, you do not lose control of the battlefield when it becomes temporarily unoccupied. Sequence: - You activate Baited Hook by paying its costs and declaring a target friendly unit to kill - The ability begins to resolve (game enters Closed State with active chain) - The targeted friendly unit is killed and sent to the trash - You look at the top 5 cards of your Main Deck - You choose a unit with appropriate Might (up to 1 more than the killed unit's Might) and play it - You may place that unit at the now-vacant battlefield or any other battlefield you control - The chain resolves and the game returns to Open State Nuances: - The killing of the unit is not a cost but occurs during resolution of the ability - Battlefields only become uncontrolled when empty during an Open State, not during a Closed State - As long as a chain exists (ability or spell resolving), control of battlefields is locked - This same principle applies to other effects like Arcane Shift that temporarily vacate battlefields during resolution
Can I play a unit to a battlefield if from the trigger of Baited Hook if I sacrificed the only unit at that battlefield?
No, you cannot play the unit to that battlefield. According to **FAQ #4776**, **FAQ #4281**, and **FAQ #5231**, when you use Baited Hook to kill your only unit at a battlefield, you immediately lose control of that battlefield. Because you no longer control the battlefield by the time Baited Hook finishes resolving and you would play the new unit, it is no longer a legal target for placement. ### Sequence of Events 1. **Activation:** You activate Baited Hook by paying its costs (1 Energy, 1 Order Power, and Exhausting the Gear). You declare a target friendly unit at the battlefield. 2. **Resolution:** Baited Hook begins to resolve. It kills the targeted unit. 3. **Control Loss:** Because that was your only unit at that battlefield, you immediately lose control of the battlefield. 4. **Finalization:** Baited Hook continues to resolve, allowing you to look at the top 5 cards of your deck and choose a unit to play. 5. **Placement:** When you attempt to play the chosen unit, you must select a valid battlefield. Since you no longer control the battlefield where the original unit was killed, you cannot play the new unit there. As clarified in **FAQ #6563**, the unit you find with Baited Hook does not finalize until after the ability finishes resolving. By that time, the battlefield is already uncontrolled, making it an illegal destination for the new unit.
Can I play an Action spell like Rebuke in response to an opponent playing a unit with an ability (like Pit Rookie) on their turn?
Ruling: No, you cannot play an Action card on your opponent's turn in response to a unit ability. You can only play Action cards on your opponent's turn when you have focus during a showdown and the chain is empty. Nuances: - The unit ability does create a chain - Only Reaction cards can be added to chains - You may react with Reaction cards, but not Action cards during a chain
Can I play an action spell (like Challenge) at the end of my turn after Aurora triggers and puts a creature into play?
Ruling: No, you cannot play action spells during the End of Turn phase. Action spells can only be played during the Action phase, or when you have priority in a closed state during a chain. Sequence: - Aurora triggers during the End of Turn phase - Only Reaction cards can be played during End of Turn phase if/when a chain is created - You can use reactions in response to Aurora or in response to any on-play triggers of the unit played Nuances: - Playing cards are discretionary actions which can only be done during the Action phase or when you have priority in a closed state - During your Action phase outside of a showdown, only you have the ability to start a chain - Your opponent cannot play actions after your action spell resolves during your turn; they only get priority to play reactions when something goes onto the chain
Can I play it on the repeat on hard bargain to counter spell the deny?
No, you cannot use the *Repeat* execution of *Hard Bargain* to counter *Defy*. Here is why this interaction does not work as you described, based on the rules for **Repeat** and the **Chain**: ### 1. Repeat is decided when the card is played According to **Rule 820.1.c.1** and **Rule 820.1.d**, *Repeat* is an **additional cost** that you must choose to pay at the moment you play *Hard Bargain* from your hand. You cannot decide to pay it later, nor can you wait to see how the opponent responds to the first instance before deciding to activate the second. ### 2. The Chain is resolved LIFO (Last-In, First-Out) When you play *Hard Bargain*, it goes onto the chain. If your opponent then plays *Defy* in response, *Defy* is placed on top of *Hard Bargain*. * **Chain (bottom to top):** [Hard Bargain] → [Defy] Because *Defy* is on top, it resolves first. If *Defy* successfully counters *Hard Bargain*, *Hard Bargain* is removed from the chain and does nothing (**Rule 425.1.a**). It never gets a chance to resolve, so its effect (countering a spell) never happens. ### 3. Repeat does not create a second spell Even if you pay for *Repeat* when you first play *Hard Bargain*, it remains a single entity on the chain (**RiftJudge FAQ #10472**). If your opponent plays *Defy* to counter that spell, they are countering the entire instance of *Hard Bargain*, including the repeated effect. You cannot "split" the executions to use one against the spell you are targeting and one against the *Defy* that is countering you. *** **Summary:** You must choose to *Repeat* when you first play *Hard Bargain*. If your opponent plays *Defy* in response, it will resolve first and counter your *Hard Bargain* before it has the chance to resolve its own effects.
Can I play multiple reactions in a row (holding priority) before passing to my opponent, and how does the resolution work?
Ruling: Yes, you can hold priority to play multiple reactions in a row before passing priority to your opponent. Each spell will then resolve one by one, with both players passing priority between each resolution. Sequence: - Play an action spell (Chain 1) - Hold priority and play a reaction (Chain 2) - Hold priority and play another reaction (Chain 3) - Pass priority to opponent - If opponent passes back, Reaction (Chain 3) resolves - Pass priority, opponent passes, Reaction (Chain 2) resolves - Pass priority, opponent passes, Action (Chain 1) resolves Nuances: - Your opponent can react in-between resolutions - Focus = can start a chain; Priority = can add to a chain
Can I play multiple reactions to my own action before the action resolves?
Ruling: Yes, you can play reactions to your own action as many times as you like before the action resolves, as long as you have priority. Sequence: - Play an action - Play a reaction - Reaction resolves - The next link owner gets priority - Both players must pass for the next link to resolve - You can play another reaction before the action resolves - Repeat as many times as desired Nuances: - After each chain item resolves, the next link owner receives priority - Both players must pass priority in succession for a link to resolve
Can I play my hidden card after combat ends and I have no units on battlefield?
No, you cannot play your hidden card in that situation. According to **Rule 461.5.c** and related **RiftJudge FAQ #4944**, once combat ends and you have no units remaining on the battlefield, you lose control of that battlefield. At that point, any hidden cards remaining there are removed and placed in your trash. The sequence works as follows: 1. **Combat Resolution:** After combat damage is dealt, the game proceeds to the resolution step (Rule 461). 2. **Loss of Control:** If you have no units remaining at the battlefield during the combat cleanup/resolution, you lose control of that battlefield (Rule 461.5.b). 3. **Removal:** Rule 461.5.c specifies that hidden cards are removed from battlefields that you no longer control (or that do not share a controller with your units). Because this happens during the cleanup phase of combat, the window to play the hidden card closes the moment combat damage concludes and your last unit dies. You do not have an opportunity to react after the combat has fully resolved and you have lost control of the battlefield.
Can I play the Recruit tokens from Vanguard Armory to an open battlefield?
Ruling: No, you cannot play the Recruit tokens from Vanguard Armory directly to an open battlefield. The tokens must be played to valid locations, which are your Base or a Battlefield you already control. Nuances: - Vanguard Armory's text "You may play them to different locations" allows you to distribute the three tokens across multiple valid locations (e.g., one to your Base and two to a controlled Battlefield), but does not bypass the standard rules for where units can be played - An open battlefield is not a valid location because you do not control it yet - Playing a unit to an open battlefield would require specific permission that Vanguard Armory does not grant
Can I play two Stupefies in a row when my opponent attacks and passes priority, or does the first Stupefy resolving cause priority to pass and move to damage calculation?
Ruling: You can play multiple Stupefies (or other Reactions) in a row without passing priority. You can chain Actions and Reactions together before passing priority. Sequence: - Opponent moves unit to battlefield and passes priority - You gain Focus and play first Stupefy - You can immediately play second Stupefy without passing priority - After you pass priority, opponent gets priority again - Priority must be passed by both players consecutively to move to damage calculation Nuances: - You can chain Actions and Reactions in sequence (e.g., Action, React, React) before passing priority - The resolution of a card does not automatically pass priority - priority is only passed when a player explicitly passes or by the rules
Can I play unit cards directly from hand to a battlefield I already control?
Ruling: Yes, you can play units directly from hand to any battlefield you control. Nuances: - This applies immediately after conquering a battlefield (playing a unit to an open battlefield and scoring a point) - This also applies on subsequent turns if you still control the battlefield and your opponent hasn't attacked it
Can I re-add a Death Rocket I discarded with Zaun Warrens using the same conquer trigger?
Ruling: No, you cannot re-add Death Rocket with Zaun Warrens from the same conquer that triggered Death Rocket. Sequence: - Both Death Rocket and Zaun Warrens trigger simultaneously when you conquer - You choose the order to place them on the stack - By the time Zaun Warrens resolves to re-add Death Rocket, the conquer event has already passed - Death Rocket cannot trigger again from that same conquer event because it wasn't in the discard pile when the conquer occurred
Can I react to Holding Point Scoring?
No, you cannot react to holding a point for scoring. According to **RiftJudge FAQ #2429** and **RiftJudge FAQ #5620**, scoring a point from holding a battlefield at the beginning of your turn happens automatically and does not trigger an ability, nor does it create a priority window. Because there is no trigger to respond to and no chain is opened, you cannot play reactions or any other speed of card in response to the score occurring.
Can I react to Lonely Poro Deathknell trigger with an Ambush unit to send it to the battlefield and still draw the card from the Poro?
Yes, you can play an *Ambush* unit while a *Lonely Poro*'s *Deathknell* trigger is on the chain, and you will still draw the card. ### The Ruling You will draw the card from *Lonely Poro*'s *Deathknell* because the "alone" condition is checked at the moment of death, not when the trigger resolves. Since the *Lonely Poro* met the criteria of being "alone" when it died, its *Deathknell* trigger is valid and will resolve successfully, regardless of whether you play a new unit to the battlefield later in the chain. ### Why this works 1. **"Alone" is a Historical Check:** According to **FAQ #373** and **Rule 808.1.d.3**, *Lonely Poro*'s "alone" condition is satisfied if there were no other friendly units at that location at the moment of death. Once the *Deathknell* trigger is created and added to the chain, it retains the information that the condition was met. 2. **Chain Resolution (LIFO):** Per **Rule 326.1** and **Rule 359.3**, the chain resolves in Last-In, First-Out order. Even if you play an *Ambush* unit as a reaction to the *Deathknell* trigger, the unit enters the battlefield before the *Deathknell* trigger resolves. Because the "alone" condition was already locked in at the moment of death, the arrival of this new unit does not retroactively invalidate the *Deathknell*. ### Sequence of Resolution 1. **Death Event:** *Lonely Poro* dies while "alone" (no other friendly units at its location). The *Deathknell* trigger is created and added to the chain. 2. **Reaction:** You play an *Ambush* unit in response to the *Deathknell* trigger, adding it to the chain. 3. **Resolution:** The chain resolves (LIFO). * First, the *Ambush* unit enters the battlefield. * Second, the *Lonely Poro*'s *Deathknell* trigger resolves. Because the condition was satisfied at the time of death, you draw your card. **Summary:** Your *Ambush* unit arriving at the battlefield does not invalidate the *Deathknell* because the "alone" check is based on the state of the board at the time of the *Lonely Poro*'s death, not the state of the board when the trigger resolves. Note: I could not fully verify this ruling against the retrieved rules.
Can I react to Mind Splitter with Star-Crossed?
Yes, you can react to **Mindsplitter** with **Star-Crossed**, but there is an important distinction regarding *what* you are reacting to. ### Ruling You cannot react to the act of playing the **Mindsplitter** unit itself, as it enters the battlefield immediately upon being played and does not use the chain (Rule 356.2). However, once **Mindsplitter** is on the board, its "When you play me" (WYPM) triggered ability is placed on the chain. Because this triggered ability uses the chain, it creates a **Closed State**, allowing you to play **Star-Crossed** as a reaction to that ability. ### Sequence of Events 1. **Opponent plays Mindsplitter:** The unit enters the battlefield immediately. 2. **Triggered Ability:** The "When you play me" ability is placed on the chain as a pending item, creating a **Closed State**. 3. **Your Reaction:** You play **Star-Crossed** as a [Reaction], adding it to the top of the chain. You must target both a friendly unit and an enemy unit (which can include the Mindsplitter itself). 4. **Resolution (LIFO - Last-In, First-Out):** * **Star-Crossed resolves first:** It returns the targeted friendly unit and the targeted enemy unit to their owners' hands. * **Mindsplitter's ability resolves second:** The ability attempts to resolve against its remaining targets. If the enemy unit targeted by the ability was returned to the hand by your *Star-Crossed*, that portion of the ability fails to execute. This is consistent with **RiftJudge FAQ #10299** and **#9017**, which clarify that while units cannot be countered upon entry, their triggered abilities placed on the chain are valid targets for reactions.
Can I react to Mushroom Pouch with revealing a Hidden card so it doesn't disappear when Sprite dies?
Ruling: Yes, this works. When Sprite's Temporary trigger and Mushroom Pouch trigger at the start of turn, you can order them so Sprite's Temporary goes on the chain first, then Mushroom Pouch. After Pouch resolves and you draw, you can react with your Hidden card before Sprite dies. Sequence: - Put Sprite's Temporary trigger on the chain first - Put Mushroom Pouch trigger on the chain second - Resolve Mushroom Pouch (draw a card) - React with your Hidden card (it turns face-up) - Resolve Sprite's Temporary trigger (Sprite dies) Nuances: - After Mushroom Pouch resolves, you get priority to add reactions because you control the next item on the chain (the Temporary trigger), not because you're the turn player - The Hidden card must have been placed on a previous turn to have the Reaction tag
Can I react to Spinning Axe's temporary with Angle Shot to protect it?
No, you cannot save Spinning Axe by reacting to its [Temporary] trigger with Angle Shot. According to the official FAQ regarding this interaction: * **Ruling:** Yes, the Spinning Axe will still die. When you respond to the trigger with Angle Shot, the trigger is already on the chain, so it will resolve and destroy the Spinning Axe even though it has been moved to a different unit. **Sequence:** 1. Spinning Axe's [Temporary] trigger goes on the chain at the start of your Beginning Phase. 2. You respond with Angle Shot, moving the Spinning Axe to a new unit. 3. Angle Shot resolves. 4. Spinning Axe's [Temporary] trigger resolves, destroying it on its new unit. As noted in the rules, [Temporary] triggers at the start of your Beginning Phase. Because the trigger is already on the chain, changing the attachment status of the gear after the trigger has been placed does not prevent the trigger from resolving and destroying the card.
Can I react to Teemo Strategist's trigger after the cards have been revealed, or only before?
Ruling: You cannot react after the cards are revealed but before damage is dealt - that all happens during resolution. You can only react before the trigger resolves or after it completely resolves (if there are still items on the chain or when you get priority/focus). Sequence: - Teemo is revealed and goes on the chain, resolves immediately (enters the board) - Teemo's trigger goes onto the chain, target is chosen at this point - Reaction opportunities available here (before trigger resolves) - Trigger resolves: reveals 5 cards and deals damage to the target - this all happens during resolution with no reaction window in between - If the chain is empty after resolution, the attacker gets focus and can play an action or reaction first - If there are still items on the chain, you can add reactions to the remaining chain Nuances: - If Teemo is removed before the trigger resolves, the top 5 cards are still revealed but no damage is dealt because the trigger can no longer locate "here" - Permanents (units and gear) resolve immediately after going to the chain with no reaction opportunity - The target is chosen when the trigger goes on the chain, not during resolution
Can I react to Wages of Pain with Moving to Base?
Yes, you can react to *Wages of Pain* by using an ability or spell that moves the targeted unit to your base. When you do this, the movement acts as a reaction, which is placed on the chain on top of the *Wages of Pain* spell. Because the chain resolves in **Last-In, First-Out (LIFO)** order, your move resolves first, relocating your unit to safety. When the *Wages of Pain* subsequently attempts to resolve, its target is no longer at the battlefield, making the target illegal and causing the damage effect to fail. ### The Sequence 1. **Playing the Spell:** Your opponent plays *Wages of Pain* and chooses your unit at a battlefield as the target. The spell is placed on the chain, and the target is locked. 2. **State becomes CLOSED:** Because an item is on the chain, you now have the opportunity to play a [Reaction]. 3. **Reacting:** You play a spell or activate an ability that moves your unit to your base. This reaction is placed on top of the chain (above *Wages of Pain*). 4. **Chain resolves (LIFO):** * **Your Reaction:** The move resolves first, successfully relocating your unit from the battlefield to your base. * **Wages of Pain:** The spell then attempts to resolve. Because its target is no longer at a battlefield, it is an illegal target. As per **RiftJudge FAQ #10170**, the damage cannot be dealt, and the spell is ignored regarding that instruction. ### Important Notes * **Gold Token:** Even though the damage effect fails, you should note that *Wages of Pain* will still create the Gold gear token. According to **RiftJudge FAQ #9344**, the Gold token generation is a separate instruction that does not reference the target, so it executes regardless of whether the target remains legal. * **Targeting:** Once *Wages of Pain* is on the chain, the opponent cannot choose a new target if the original becomes illegal; the spell simply fails to deal damage. *This is my interpretation based on the standard LIFO chain resolution and the cited FAQ regarding targeted damage spells.*
Can I react to Watcher ability?
Yes, you can react to the Thousand-Tailed Watcher's "When you play me" ability. According to **RiftJudge FAQ #93** and **FAQ #5127**, the Thousand-Tailed Watcher has a "When you play me" triggered ability that uses the chain, and players may respond to it using [Reaction] cards. ### How the timing works: 1. **Playing the Unit:** When you play Thousand-Tailed Watcher, it enters the board. This does not create a chain and cannot be reacted to (per **Rule 3722/7617**). 2. **Triggered Ability:** Once the Watcher is on the board, its "When you play me" ability triggers and is placed on the chain. 3. **Reacting:** Because the ability is now on the chain, players can play [Reaction] cards. * Per **Rule 406.4**, other players have an opportunity to play Reactions before the resolution of spells and abilities on the chain. * Following the **Showdown Timing Flowchart**, if this occurs during a Showdown, the chain resolves in reverse order (LIFO - Last In, First Out). **Important Notes:** * **No Actions:** You can only use [Reaction] cards to respond to this trigger; you cannot play [Action] cards. * **Effective Timing:** As noted in **RiftJudge FAQ #2236**, if you play a unit as a reaction to the Watcher's trigger, your new unit will be on the field when the chain resolves, meaning it will be affected by the Watcher's ability. If you play the unit *after* the trigger has already finished resolving, it will not be affected.
Can I react to Zaun Warren's Conquer trigger?
Yes, you can react to the **Zaun Warrens** conquer trigger. According to the **Riftbound** rules and related FAQs: 1. **Triggered Ability:** The ability "When you conquer here, discard 1, then draw 1" is a triggered ability (Rule 383). 2. **Chain Interaction:** When the condition is met (you conquer the battlefield), the ability is placed on the chain (Rule 383.3). 3. **Reaction Timing:** Because it is on the chain, players may play [Reaction] cards or activate [Reaction] abilities in response to it (Rule 813.1.c.1). **Important Nuances:** * **Conquer vs. Trigger:** Scoring the point for conquering happens as part of the conquer effect itself and does not use the chain. The Zaun Warrens trigger is placed on the chain *after* the conquer is complete (RiftJudge FAQ #7767). * **Discard/Draw:** As established in RiftJudge FAQ #1316 and #696, the discard and draw are separate effects. If you have no cards in hand, you simply skip the discard and proceed to draw the card. This is my interpretation based on the provided rules and FAQs.
Can I react to a Quickdraw Equipment being played and Gust the target before the Might addition resolves?
To answer your question: **No, you cannot react to the Gear card itself being played, but you can react to the "When you play this, attach it to a Unit you control" triggered ability.** If you use *Gust* to remove the targeted unit from the battlefield before that triggered ability resolves, the attachment will fail. ### The Sequence of Events 1. **Playing the Gear:** Your opponent plays a Gear with *Quick-Draw*. The Gear enters play at their base immediately. This action does not use the chain, and you cannot react to the Gear card being played (RiftJudge FAQ #8442). 2. **Triggered Ability:** The *Quick-Draw* keyword creates a "When you play this, attach it to a Unit you control" triggered ability. This ability is placed on the chain and targets a unit. 3. **Reaction Window:** Because this triggered ability is now on the chain, you gain priority and may play *Gust* as a reaction. 4. **Resolution:** * If you play *Gust* targeting the unit the Gear is attempting to attach to, *Gust* resolves first (LIFO). * The unit is removed from the battlefield and returned to its owner's hand. * When the *Quick-Draw* triggered ability attempts to resolve, its target is no longer on the battlefield. Because the target is now invalid, the instruction to attach cannot be followed. The ability "whiffs" (resolves with no effect), and the Gear remains unattached at the opponent's base (RiftJudge FAQ #8442, #3886). ### Important Clarifications * **Interrupting vs. Mistargeting:** You are not "interrupting" the resolution of the ability itself; you are using a reaction to change the game state (removing the target) before the ability resolves. Once the ability begins to resolve, it checks for its target. If the target is gone, the instruction to attach is ignored (Rule 359.3.e.6). * **Might Addition:** You mentioned "before the might addition resolves." Note that the Might bonus provided by an Equipment is a passive effect that applies only while the Equipment is attached (Rule 137.3.a). If the attachment fails, the Equipment never attaches, and therefore its Might bonus never applies. This is my interpretation based on the provided rules and FAQs. No official FAQ exists for this specific interaction beyond the established mechanics of *Quick-Draw* and targeting.
Can I react to a battlefield's hold ability during the beginning phase even if there are no units at the battlefield?
No, you cannot. According to **Rule 383.4.d**, "Hold Effects are Triggered Abilities with a Condition of a Unit being present at a Battlefield during the Beginning phase when a player scores Victory Points from Holding." Furthermore, **Rule 383.4.d.2.a** specifies that the hold abilities of units are put on the chain only after the units they correspond to are present at a battlefield when a player maintains control and scores the point. If there are no units at the battlefield, you do not meet the criteria to score a point for "Holding" that location. Because you are not performing the "Hold" action, the triggered ability never meets its condition to be placed on the chain, and consequently, there is no trigger to react to.
Can I react to an opponent moving Traveling Merchant to an open battlefield and using their effect with ACTION spells, or does it need to be a REACTION?
Ruling: You cannot play ACTION spells in response to Traveling Merchant being moved and using its effect. You can only play REACTION spells during those chains. You can play an ACTION spell only after you get focus. Sequence: - Opponent moves Traveling Merchant (move trigger occurs BEFORE showdown) - During the move trigger chain, only reactions can be played - Showdown begins - If there is an initial chain, only reactions can be played - If opponent plays an action, only reactions can be played during that chain - THEN you get focus and can play an action Nuances: - Actions can only be played when you have focus, not during triggered chains or in response to opponent actions
Can I react to my opponent equipping a gear to a unit?
Yes, you can react if your opponent attaches a gear using an **Equip** ability. According to **Rule 818.1**, **Equip** is an activated ability. Activating an ability follows the same process as playing a card, which includes adding a pending item to the chain and creating a **Closed State** (Rule 150.2.a). Because the ability is placed on the chain, it creates a window for players to respond with reactions before the ability resolves. ### The Sequence: 1. **Activation:** Your opponent activates the **Equip** ability on their gear, choosing a target unit. 2. **Chain Starts:** The Equip ability is placed on the chain. 3. **Priority:** The state becomes **Closed**. You now have the opportunity to play a **[Reaction]** card or activate a **[Reaction]** ability. 4. **Resolution:** If you play a reaction (such as a spell to remove the target unit), your reaction will resolve first (LIFO - Last In, First Out). If the target unit is removed or the ability is countered, the Equip ability will fail to resolve on that unit. **Important Note:** This applies specifically to the **Equip** activated ability. If a gear is simply being played to the board (not using an Equip ability to attach), it enters the chain and resolves immediately, skipping the opportunity for reactions.
Can I react to my opponent's Divine Judgement by using a Hidden Blade (hidden at my battlefield) to kill my own unit?
Ruling: Yes, you can react with a hidden card at your battlefield to kill your unit in response to Divine Judgement. Nuances: - You cannot use the hidden card in the same turn it was hidden (though this is very unlikely to occur)
Can I react to my opponent's Quick-Draw on the stack?
Ruling: You can react to the Quick-Draw triggered ability, but not to the Gear card itself being played. The Gear enters play immediately, then its "When you play this, attach it to a Unit you control" triggered ability goes on the chain, which you can respond to with Reactions. Sequence: - Opponent plays the Quick-Draw Gear card (it has [Reaction] timing permission) - The Gear enters play at opponent's base immediately (does not use the chain) - Quick-Draw triggered ability is placed on the chain and targets a unit - You gain priority and can play Reactions to respond - Chain resolves in Last-In, First-Out order Nuances: - You cannot counter the Gear card itself since it doesn't use the chain to enter play - You can only counter the Quick-Draw triggered ability if your counter specifically targets abilities on the chain - If you remove the targeted unit before the ability resolves, the Quick-Draw ability fails and the Gear remains unattached at the opponent's base - Quick-Draw attachment is mandatory if a legal target exists (not optional) - During Showdown, playing Quick-Draw Gear doesn't end the opponent's focus; play continues after the chain resolves
Can I react to my temporary unit dying with a unit hidden card, and keep control of the battlefield?
Ruling: Yes, if you play a unit in reaction to the temporary trigger, you can keep control of the battlefield. Sequence: - Temporary unit trigger occurs - React by playing a unit from hidden - You maintain battlefield control because you still have a unit
Can I react to removal with Vi Hothead by paying its cost to double its might?
No, you cannot use Vi, Hotheaded's activated ability to "react" to a removal spell that is already on the chain. ### Why you cannot react this way: 1. **Speed/Timing Restrictions:** Vi, Hotheaded's activated ability (`[2] [C] : Double my Might this turn.`) does not have the `[Reaction]` keyword. All activated abilities without the `[Reaction]` keyword can only be activated on the controller's turn during an Open State (when the chain is empty). 2. **No "Response" to Chain Items:** When a removal spell (an `[Action]` card) is played, it creates a "Closed State" as it sits on the chain. Because Vi's ability lacks `[Reaction]`, it does not have the permission required to be activated during a Closed State. 3. **Conflict with FAQ:** Action-speed abilities (non-reaction) cannot be used in response to effects already on the chain. ### Understanding the correct timing: * **If you have priority in an Open State:** If the chain is empty (no spells are being played or resolving), you may activate Vi's ability. This action will start a new chain, and your opponent will then have the opportunity to respond with their own `[Reaction]` cards. * **If a removal spell is already on the chain:** You can only play `[Reaction]` speed cards to interact with the chain. Since Vi's ability is an action-speed activated ability, it cannot be added to the chain while a removal spell is already waiting to resolve. In summary, you must activate Vi's ability while the board is in an Open State before your opponent plays their removal, or you must rely on cards that possess the `[Reaction]` keyword to interact with spells already on the chain. Note: I could not fully verify this ruling against the provided rules or verify the specific card text provided.
Can I react to someone playing a unit to their base from their hand?
No, you cannot react to an opponent playing a unit to their base. According to **RiftJudge FAQ #7317** and **Rule 359.3**, when a player plays a unit, it is placed on the chain as a pending item, but it is removed from the chain immediately upon finalization. Because units resolve immediately and do not linger on the chain, players never gain priority to respond to the act of playing the unit itself. **Key points:** * **No Reaction Window:** There is no opportunity to play a [Reaction] spell or activate an ability in response to the unit being played. * **Triggered Abilities:** While you cannot react to the unit being played, if that unit has a "When you play me" triggered ability, that ability *will* go on the chain after the unit enters the battlefield. You **can** react to that triggered ability once it is on the chain.
Can I react to someone trying to buff their unit to send it to their hand before the buff resolves?
Ruling: Yes, you can respond with any reaction to a buff being played on a unit before the buff resolves. Sequence: - Opponent plays buff targeting their unit - You can respond with a reaction (like Gust) to return the unit to hand - The reaction resolves before the buff
Can I react to the Effect of Dazzling Aurora?
Yes, you can react to the triggered ability of Dazzling Aurora. According to the RiftJudge FAQ (ID 2639), Dazzling Aurora's ability is a triggered ability, and you can use reactions in response to that trigger. However, you cannot react to the gear being played itself. **Important Timing Nuances:** * **Triggered Ability:** Because it is a triggered ability, it uses the chain, allowing players to respond with [Reaction] cards. * **No Reaction to Playing:** You cannot react to the act of playing the Dazzling Aurora gear itself. * **End of Turn:** If Dazzling Aurora triggers at the end of a turn, the trigger is added to the chain, and players receive priority to respond with reactions before it resolves (FAQ 4615). * **Resolution:** Once the trigger resolves and plays a unit, you cannot react to the unit being played, but you can react to any triggered abilities that unit might have upon entering play (FAQ 6408).
Can I react to the Grand Plaza checking each turn if there are 7 units holding it, even if there aren't?
No, you cannot react to The Grand Plaza's check. According to **RiftJudge FAQ #10151** and **Rule 383.3.e**, The Grand Plaza's ability is a triggered ability that only enters the chain if you have 7 or more units present at the battlefield at the exact moment you perform the "hold" action during your Beginning Phase. If you have 6 or fewer units at the battlefield when you hold, the condition is not met, the ability does not trigger, and it is never placed on the chain. Because no item is added to the chain, no priority window is created for players to react or add units to the battlefield.
Can I react to the Navori Fighting Pit trigger even if the units holding are already buffed?
Yes, you can react to the **Navori Fighting Pit** "Hold" trigger, even if the units at the battlefield already have a buff. ### Why you can react: According to the **Showdown Flow** and the **Chain Rules**, triggered abilities (like "When you hold...") are placed on the chain. Placing an item on the chain creates a "Closed State," which allows both players to play [Reaction] cards. Even if the units holding the battlefield are already buffed, the trigger condition ("When you hold here...") has been met. The ability is placed on the chain and becomes a valid target for reactions. ### Important Note on Targeting and Resolution: While you can react to the trigger, keep in mind how the buffing mechanic and timing work in Riftbound: 1. **Buff Mechanic (Rule 426.1.b.1):** A unit can only have one buff counter at a time. If you target a unit that is already buffed, the effect will not grant it another buff. 2. **Target Selection (FAQ #9501 / #7655):** Triggered abilities like the one on Navori Fighting Pit select their targets when the trigger **finalizes** on the chain (before anyone has a chance to react). If your goal is to react to the trigger to give a specific hidden unit a buff, you cannot do so, because the target for the Navori Fighting Pit trigger will have already been locked in before you gain priority to play your reaction. **Summary:** You can play [Reaction] cards in response to the trigger being on the chain, but because the ability targets during the finalization process, you cannot change the target of the Navori Fighting Pit's buff once it has been placed on the chain.
Can I react to the buff from Karma when my opponent recycles a card with her Vision ability?
Ruling: Yes, you can react to Karma's buff ability when your opponent recycles a card due to her Vision ability. Sequence: - Playing Karma triggers Vision - When Vision resolves, if a card was recycled, Karma's buff ability triggers - The buff ability goes on the chain - There is a priority window where players can respond, first to the player who controls Karma, then to other players in turn order
Can I react with Gust to my opponent entering a battlefield they already conquered?
Ruling: No, you cannot react to movements between two controlled locations. Movements between controlled locations do not create a reaction window. Nuances: - If a player conquered a battlefield, then left it (making it uncontrolled), and then moved back in, that would cause a showdown because control is changing from uncontrolled to controlled - If a player has a unit in a battlefield they're controlling and moves another unit into it, that doesn't contest control so no showdown occurs - A player's base is always considered controlled by its owner
Can I react with Star Crossed to Elder Dragon's played ability when my opponent plays it?
Yes, you can react to the Elder Dragon's "When you play me" ability with **Star-Crossed**. ### Why this works: 1. **Chain Rules:** When you play a unit with a "When you play me" (WYPM) triggered ability, the unit enters the battlefield immediately, and then the ability is placed on the chain. Placing this ability on the chain creates a **Closed State**, which allows players to play [Reaction] cards. 2. **Star-Crossed as a Reaction:** Because Star-Crossed has the **[Reaction]** tag, it can be played while the chain is in a Closed State to target abilities already on the chain. ### Sequence of Events: 1. **Opponent plays Elder Dragon:** The unit enters the battlefield. 2. **Triggered Ability:** The "When you play me" ability is placed on the chain. This creates a **Closed State**. 3. **Your Reaction:** You play **Star-Crossed** as a [Reaction], adding it to the top of the chain, targeting a friendly unit and an enemy unit (which can include the Elder Dragon itself, if you choose). 4. **Resolution (LIFO - Last-In, First-Out):** * **Star-Crossed resolves first:** It returns the targeted friendly unit and the targeted enemy unit to their owners' hands. * **Elder Dragon's ability resolves second:** The ability attempts to resolve against its remaining targets. If the targeted enemy unit was returned to the hand by Star-Crossed, that specific portion of the effect fails to execute because the target is no longer available. According to the rules regarding chain interaction, any ability placed on the chain is a valid target for reactions unless it is a passive ability (which does not use the chain) or a permanent entering the board. Since the "When you play me" effect is a triggered ability on the chain, it is perfectly legal to react to it.
Can I react with a hidden card at one battlefield when a showdown starts at a different battlefield?
Ruling: You can play a hidden card as a Reaction whenever you have priority to play a Reaction, but hidden cards can only target the battlefield they are hidden at. Nuances: - You can only hide cards at battlefields you control, one per battlefield - You can only play hidden cards starting the turn after you hid them - Hidden cards cannot be played at your base, only at battlefields
Can I react with retreat as my temporary unit is vanishing at the start of my beginning phase? Would it channel one rune exhausted before readying runes and I would have essentially one more channeled ready rune this way?
Yes, you can react to a *Temporary* trigger with *Retreat*. The rune channeled by *Retreat* will not ready until your next turn's Awaken Phase. ### Ruling You can play *Retreat* in response to the *Temporary* triggered ability. When *Retreat* resolves, it will return the unit to your hand and you will channel 1 rune exhausted. Because this happens during the Beginning Phase (after the Awaken Phase has already concluded), that rune will remain exhausted until your next turn's Awaken Phase. ### Sequence of Events 1. **Awaken Phase:** You ready all your currently exhausted game objects (Rule 315.1.a). 2. **Beginning Phase (Beginning Step):** The *Temporary* ability triggers and is placed on the chain (Rule 742.1.b). 3. **Reaction:** You play *Retreat* in response to the *Temporary* trigger. 4. **Resolution:** * *Retreat* resolves first (LIFO): The unit is returned to your hand, and you channel 1 rune exhausted (Rule 417.2). * *Temporary* trigger resolves: Since the unit is no longer on the board, the instruction to "kill this" cannot be executed and is ignored (Rule 356.3.e.6). ### Why the Rune does not Ready According to **Rule 315.1.a**, the Awaken Phase—where you ready your game objects—occurs at the very start of your turn, before the Beginning Phase. Because the *Temporary* trigger and your *Retreat* reaction occur during the Beginning Phase (after the Awaken Phase has already passed), the rune you channel enters the board exhausted and will not be readied until the Awaken Phase of your *next* turn. You do not gain an additional ready rune during the current turn.
Can I ready Irelia during Showdown when targeting?
Yes, you can ready **Irelia, Fervent** during a showdown when targeting her, provided you have an effect that allows you to do so. ### Interaction Breakdown When you play a spell or ability that targets (chooses) Irelia, Fervent, her triggered ability ("When you choose or ready me, give me +1 Might this turn") is placed on the chain. If that same spell or ability also readies her, or if you use a separate effect to ready her in response, she will trigger her ability for each event. ### Key Rulings and Mechanics * **Triggering on "Choose":** According to **RiftJudge FAQ #8823**, choosing Irelia as a target for a spell triggers her ability, granting her +1 Might. This stacks with any other triggers she receives in the same turn. * **Triggering on "Ready":** According to **RiftJudge FAQ #8590**, readying Irelia triggers her ability, granting her +1 Might. * **Distinction between "Choose" and "Ready":** It is important to note that not all effects that ready a unit count as "choosing" it. For example, the **Blade Dancer** (Irelia's Legend) ability readies a unit, but it does not "choose" or "target" that unit, so it does not trigger the "choose" portion of Irelia's ability (**RiftJudge FAQ #8590**, **#6528**). * **Stacking:** If you use a spell that chooses her (triggering +1 Might) and then use an effect to ready her (triggering another +1 Might), she will gain a total of +2 Might for the turn. ### Sequence during a Showdown When you play a spell that targets Irelia during a Showdown, the following sequence occurs: 1. **Play the Spell:** You play a spell and choose Irelia as the target. 2. **Trigger:** Irelia’s triggered ability ("When you choose... me") is added to the chain on top of your spell. 3. **Resolution:** Because the chain resolves in **LIFO (Last-In, First-Out)** order (Rule 336.1), Irelia’s ability resolves first, granting her +1 Might. 4. **Spell Resolution:** Your spell then resolves, applying its effects to Irelia. If you then use an effect to ready her (e.g., in response to the spell or after it resolves), that readying event will place another trigger on the chain, which will resolve and grant her an additional +1 Might. *Note: I could not fully verify the ruling regarding whether a single effect that simultaneously chooses and readies a unit triggers the ability twice.*
Can I reattach an already attached equipment if I control Forge of the Fluft?
Yes, you can use the ability granted by the **Forge of the Fluft** battlefield to move equipment that is already attached to a unit. According to **RiftJudge FAQ 9046**, while standard "Equip" abilities on equipment cards cannot be activated while the equipment is attached (because the equipment's rules text becomes inactive), the ability granted by **Forge of the Fluft** is a separate ability provided by the battlefield itself. Because this ability exists on the battlefield and not on the equipment card, it remains active and can be used to target and re-attach equipment that is currently attached to another unit. To use this ability, you must follow standard timing and cost rules: * **Cost:** You must exhaust your legend. You cannot activate this ability if your legend is already exhausted (Rule 401.1.b). * **Timing:** You must have priority to activate this ability. If you are in a **Showdown**, you must have **Focus**. If you are in the **Main Phase**, the chain must be empty (or you must be responding to an existing chain item). * **Restriction:** Per **FAQ 8705**, you cannot use this ability to reattach an equipment to the same unit it is already attached to, as that has no effect. You must target a different unit.
Can I rebuke a unit my opponent tries to move into an open battlefield?
Yes, you can play **Rebuke** to target a unit your opponent is moving into a battlefield, provided you have the opportunity to play it. ### Timing and Legality * **Rebuke** is an [Action] spell. According to Rule 732.1.c.1, the [Action] keyword allows a spell to be played during your turn or during a showdown on any player's turn. * When a player moves a unit to a battlefield, if that move causes the battlefield to become contested, a **showdown** is opened (Rule 429.1). * Because a showdown is now in progress, you have the permission to play [Action] spells like Rebuke, provided you have the opportunity to do so (i.e., you have focus and the chain is empty). ### Important Considerations * **Chain State:** If your opponent's move triggers other effects (such as "When I move" or "When I attack" triggered abilities), those effects will be placed on the chain first. While those items are on the chain, the state is "closed," and you can only play spells with the **[Reaction]** keyword (Rule 309.1.a). You must wait for the chain to resolve and the state to become "open" before you can play an [Action] spell like Rebuke. * **Focus:** During a showdown, players alternate focus. You can only play an [Action] spell when you have focus and the chain is empty (FAQ 4805). * **Targeting:** Rebuke targets a unit at a battlefield. If the unit is successfully moved to the battlefield and the move is complete, it is a legal target for Rebuke. In summary, you can play Rebuke against a unit being moved into a battlefield, but you must ensure the game state allows for an [Action] spell to be played (i.e., it is your turn to act in the showdown and no other effects are currently on the chain). Note: I could not fully verify this ruling against the retrieved rules.
Can I reconquer a battlefield I already lost and get its conquer affect in the turn if I already scored?
No, you cannot. According to Rule 465, a player may only score a battlefield once per turn, regardless of the method used (Hold or Conquer). As clarified in multiple RiftJudge FAQs (such as FAQ #3484, #6578, and #9691), once you have already scored a battlefield during your turn—whether by holding it at the start of your turn or by conquering it earlier—you have reached the scoring limit for that location for the remainder of the turn. Because conquering is inherently tied to the act of scoring a battlefield (Rule 464.1), you cannot trigger conquest effects if you are unable to score the battlefield. Moving your units away and returning to regain control later in the same turn does not reset this restriction, and therefore will not allow you to trigger its conquer effects again.
Can I recycle a mech from my hand to activate Rumble Hotheaded?
No, you cannot recycle a Mech from your hand to activate the ability of **Rumble, Hotheaded**. According to RiftJudge FAQ #3053, the term "unit" without further specification refers only to units on the board (base or battlefield). Units in your hand are in a non-board zone and are not considered "units" for the purpose of Rumble's ability. Additionally, Rumble's ability specifically requires you to recycle a unit to play a Mech **from your trash**, not from your hand.
Can I respond after an enemy vanilla is played, like with Rebuke?
Ruling: No, when a vanilla is played, it goes onto the chain and immediately resolves and leaves the chain as a permanent, with neither side having priority for reactions. Nuances: - Rebuke is action speed, so you cannot react with it anyway
Can I respond to Aurora's end phase trigger with reactions?
Ruling: Yes, you can respond to Aurora's trigger in the end phase with reactions. However, you cannot respond after it resolves its ability. Sequence: - Aurora's end phase trigger goes on the stack - Players can respond with reactions at this point - Once the ability resolves, you cannot respond to it anymore
Can I respond to the temporary to return Karthus to the hand before the Deathknell is applied?
Yes, you can respond to the *Temporary* triggered ability. According to **RiftJudge FAQ #6422** and **FAQ #9384**, the *Temporary* keyword is a triggered ability that creates a chain. Because a chain is created, the game enters a **Closed State**, allowing players to play [REACTION] speed cards in response to the *Temporary* trigger. ### Sequence of Events: 1. **Trigger:** The *Temporary* ability triggers at the start of your Beginning Phase. 2. **Chain Creation:** The *Temporary* trigger is added to the chain as a pending item. The state is now **Closed**. 3. **Reaction:** You can now play a [REACTION] card (such as a spell that recalls a unit to hand) to target *Karthus, Eternal* while he is still on the battlefield. 4. **Resolution:** * Your reaction resolves first (due to LIFO - Last-In, First-Out), returning *Karthus, Eternal* to your hand. * The *Temporary* trigger then resolves, which instructs you to kill the unit (assuming it is still there or if the instruction is applicable). **Note on Passive Abilities:** If *Karthus, Eternal* is returned to your hand *before* the *Temporary* effect resolves, his passive ability ("Your [Deathknell] effects trigger an additional time") will **no longer be active** on the board. Therefore, if other units you control with *Deathknell* are also triggered to die during this sequence, they will **not** benefit from his passive bonus because he is no longer on the battlefield at the time their *Deathknell* triggers are processed.
Can I respond to the trigger of Frigid Jewel with Gust when my opponent goes to showdown with a 3 might unit and then draws a 2nd card?
Yes, you can respond to the *Frigid Jewel* trigger with *Gust*. ### The Sequence 1. **Triggered Ability:** When your opponent draws their second card, *Frigid Jewel*'s ability triggers. It is placed on the chain, creating a **Closed State**. 2. **Priority:** Because a triggered ability is on the chain, the state is closed, and you receive priority to play a **[Reaction]**. 3. **Your Response:** You play *Gust* as a **[Reaction]**, targeting your opponent's 3-might unit. ### Resolution (LIFO - Last-In, First-Out) According to **Rule 359.3.e.7** and the **Showdown Timing Flowchart**, the chain resolves in reverse order: 1. **Gust Resolves:** It checks the target. Since the unit is currently at 3 might, it is a legal target. *Gust* returns the unit to your opponent's hand. 2. **Frigid Jewel Resolves:** It attempts to resolve its effect ("give a friendly unit +2 [S]"). Since the unit that was targeted is no longer on the battlefield, the ability cannot apply the bonus. It resolves with no effect. This interaction is consistent with the established mechanics for responding to triggered abilities as confirmed by **RiftJudge FAQ #10323** and **Rule 383**.
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