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Riftbound Frequently Asked Questions

Search verified questions and answers.

If I move a unit to an empty battlefield but my opponent immediately uses Gust to send it back, do I still conquer the battlefield and score a point?
Ruling: You do not conquer the battlefield or score a point. You need to have units at the battlefield at the end of the showdown in order to conquer it and score a point. Sequence: - Move your unit to the battlefield - Opponent uses Gust (or similar spell) to remove your unit - At end of showdown, you have no units at the battlefield - You do not conquer the battlefield Nuances: - Even if there are no enemy units on the battlefield, the opponent can still use spells to prevent you from conquering - You can still conquer if you manage to get another unit to the battlefield before the end of the showdown
If I move a unit to an empty battlefield to conquer it, but my opponent plays Ride the Wind in reaction to bring their unit there, can I play Shen since I'm now the defender?
Ruling: No, you cannot play Shen because you remain the attacker. Even though you are now in a contested battlefield situation, you are still considered the attacker because your unit originally applied the contested status to the battlefield. Sequence: - Your unit moves to the empty battlefield and applies contested status - Opponent plays Ride the Wind to bring their unit to the same battlefield - You remain the attacker, opponent becomes the defender - This is called a "surprise defence" - The first showdown must fully resolve, then a second combat showdown would begin Nuances: - Being the defender does not mean you control the battlefield - Being a defender just means you're at a combat you didn't apply contested status to - The player whose unit first applied contested status is always the attacker in that combat
If I move a unit to an empty battlefield, but before I can conquer the opponent plays a lethal damaging spell, can I then play Arcane Shift on the unit and banish it, then play it back to the empty battlefield it attacked?
No, you cannot use **Arcane Shift** in this situation. According to the card text and established rulings, **Arcane Shift** requires you to target both a friendly unit AND an enemy unit at a battlefield to be played. If you have moved your unit to an empty battlefield, there are no enemy units present at that location for you to target. As stated in FAQ #592, "Arcane Shift requires targeting both a friendly unit AND an enemy unit at a battlefield - you cannot play it without valid targets for both." While you can play [Action] spells during a showdown, you must still satisfy all targeting requirements of the spell at the time it is played. Because there is no enemy unit at the empty battlefield to target, you cannot initiate the spell.
If I move a unit to an empty battlefield, is my unit considered an "attacking unit"?
No, your unit is not considered an "attacking unit." According to **RiftJudge FAQ #5513** and **Rule 437**, units are only designated as "attackers" or "defenders" during **Combat**. When you move a unit to an empty battlefield, you initiate a **Showdown** (Rule 429.1), not Combat. Because no opposing unit is present to create Combat, your unit does not receive the "Attacker" designation. Consequently, abilities that trigger "When I attack" will not activate, and passive abilities like **Assault** will not provide their might bonus because the unit is not an attacker (as confirmed in **FAQ #863** and **FAQ #2505**).
If I move a unit to an open battlefield (initiating a non-combat showdown) and then play Rengar at reaction speed to a different battlefield, can I tap Fresh Beans to draw a card?
Ruling: Yes, Fresh Beans will work in this scenario. When you move a unit to an open battlefield, you initiate a non-combat showdown. Because a showdown is now active, playing Rengar (or any unit) during that showdown satisfies Fresh Beans' trigger condition "When you play a unit during a showdown." Sequence: - You perform a Standard Move to an open battlefield - This creates a contested state and initiates a non-combat showdown - The showdown creates a window of opportunity where players can play cards and activate abilities - You play Rengar at reaction speed during this active showdown - Fresh Beans triggers because you played a unit during a showdown - You may exhaust Fresh Beans to draw 1 card Nuances: - Moving to an open (uncontrolled and unoccupied) battlefield initiates a non-combat showdown, not just combat showdowns - The showdown remains active as a window of opportunity, allowing reaction-speed plays - Fresh Beans can trigger on any unit played during any showdown, including non-combat showdowns
If I move a unit to an open battlefield and my opponent uses Ride the Wind to contest it, who becomes the attacker and defender? Also, does the defender score points if they win?
Ruling: The player who first moved to the battlefield and applied the contested status becomes the attacker. The player who used Ride the Wind to contest becomes the defender. If the defender wins, they score a point for conquering (since they did not previously control the battlefield) and will score again for holding if still there on their turn. Sequence: - Player A moves unit to open battlefield, battlefield becomes contested, showdown begins - During the showdown, Player B uses Ride the Wind to move their unit in - Showdown ends, control cannot be determined - Combat begins because opposing units are on the battlefield - Player A (who first applied contested status) is designated attacker - Player B (who used Ride the Wind) is designated defender - When I attack/defend triggers activate at start of combat showdown - If defender wins, they conquer and score a point - If defender is still there on their turn, they score again for holding Nuances: - During the initial showdown (before combat), attack/defend triggers do NOT activate yet - This means actions can be played during the initial showdown before any attack/defend triggers apply - The attacker/defender designation persists through the combat resolution - This interaction is colloquially called "active defense"
If I move a unit to an open battlefield and my opponent uses an Action speed removal spell on my unit, do I score the 1 point for conquering the battlefield?
Ruling: You will not conquer the battlefield or score the point. You need to still have a unit present when the showdown ends to conquer and score, so an Action spell that kills your unit will prevent you from scoring. Sequence: - You move your unit to the open battlefield, contesting control - A showdown starts - Both players can play actions and reactions following focus and priority rules - When both players pass focus in order, the showdown ends - Only then do you determine if you successfully contested and can conquer - If your unit was removed during the showdown, you do not conquer Nuances: - Your opponent can use Action speed spells during any showdown, including non-combat showdowns on your turn - Your opponent could even move a unit in during the showdown and then move your unit out to score on your turn
If I move a unit with Irresistible Faefolk, is that enemy unit attacking or defending?
When you use **Irresistible Faefolk** to move an enemy unit to the battlefield it just entered, the enemy unit becomes the **defender**. According to **RiftJudge FAQ #9581** and **#9423**, the determination of attacker and defender is based on who applied the "Contested" status to the battlefield first: 1. **You are the attacker:** When you move **Irresistible Faefolk** to an uncontrolled battlefield, you are the player who applies the "Contested" status. This makes you the attacker (**Rule 459.2.b.1**). 2. **The enemy is the defender:** When you subsequently use the ability to move an enemy unit to that same battlefield, that unit joins the combat as the defender. Even though your ability moved the enemy unit, you remain the attacker because you were the one who initiated the combat by applying the "Contested" status to the battlefield first.
If I move a unit with Stealthy Pursuer to a battlefield my opponent controls, do both Mask of Foresight and Stealthy Pursuer trigger?
Ruling: Stealthy Pursuer triggers but Mask of Foresight does not. The move trigger from Stealthy Pursuer is added to the chain during cleanup, which prevents combat from beginning until it resolves. When the trigger resolves and moves the second unit to the battlefield, neither unit is attacking alone, so Mask of Foresight's condition is not met. Sequence: - Unit moves to opponent's battlefield, completing the move - Cleanup occurs, and Stealthy Pursuer's move trigger is added as a pending item on the chain - Combat is staged but cannot begin because there is an item on the chain - The Stealthy Pursuer trigger resolves, moving a second unit to the battlefield - Chain empties and another cleanup occurs - Combat begins with two units present, so Mask of Foresight does not trigger Nuances: - Since Stealthy Pursuer has a 'May' clause, you could choose not to resolve the move, allowing combat to begin with only one unit and triggering Mask of Foresight's bonus
If I move a unit with a 'When I move' trigger to a battlefield and react with another unit using Ambush before the trigger resolves, will an enemy unit's 'when I defend, if an enemy unit is alone here' trigger still activate?
Ruling: No. The enemy unit's trigger will not activate because the 'alone' condition is checked at the moment of defender designation, and by that time there will be two enemy units present at the battlefield. Sequence: - You move your unit (e.g., Irresistible Faefolk) to the battlefield, triggering its 'When I move' ability - While that trigger is on the chain, you play another unit (e.g., Rengar, Trophy Hunter) using Ambush as a reaction - The chain resolves: your second unit enters first, then the move trigger resolves and moves the enemy unit to the battlefield - Combat initiates and attacker/defender designations occur - When the enemy unit becomes the defender, there are two enemy units present, so the 'alone' condition fails and the trigger does not activate Nuances: - Combat does not start until the chain is empty, so you can react to your own move trigger before attacker/defender designations occur - This works whether the enemy unit was already at the battlefield or is being moved there by your trigger - The 'alone' condition must be true at the exact moment of designation for the trigger to activate
If I move an enemy unit to an open battlefield with blast cone then do they conquer?
Yes, if an effect moves an enemy unit to an open battlefield and that unit remains there at the end of the showdown, your opponent will establish control of that battlefield and potentially conquer it. ### The Ruling According to **Rule 461.5**, establishing control is determined by which player has units remaining at the battlefield at the end of the resolution step: * **Rule 461.5:** "If no Showdown or Combat is staged at this location, the player with Units remaining here Establishes Control." * **Rule 461.5.e:** "This does not have to be the player that applied Contested to the Battlefield." Therefore, even if you are the one who initiated the move, if an enemy unit is present and no other units are there to contest it, that opponent will establish control of that battlefield. ### The Conquer Condition Per **Rule 464.1**, a player performs a "Conquer" if they gain control of a battlefield they have not yet scored that turn. * **Rule 461.5.d:** "Establishing Control results in a Conquer if that player has not yet scored this Battlefield this turn." ### Summary of the Process 1. **Move:** An effect moves an enemy unit to an open (unoccupied/uncontrolled) battlefield. 2. **Contested Status:** The battlefield becomes contested (Rule 445). 3. **Establishment:** As there are no other units present, the player who controls that enemy unit establishes control at the end of the resolution step. 4. **Conquer:** Because they have now gained control of a battlefield they did not previously control (and assuming they have not already scored it this turn), they will perform a **Conquer** and gain the associated victory point. This is consistent with the general principle that conquering is triggered by gaining control of a battlefield you did not yet score that turn, regardless of how your units were placed there (or by whom). Note: I could not fully verify this ruling against the retrieved rules, as the draft contained inaccuracies regarding specific card abilities.
If I move another unit to a location with Tideturner, does it exhaust the unit?
Ruling: No, Tideturner does not exhaust the unit it moves. When a card ability moves a unit, it is not performing a Standard Move action, which has the cost of exhausting the unit. Sequence: - Standard Move Action: You exhaust the unit to move it (this is the manual process of moving a unit yourself) - Move Action (via ability): A unit moves through an ability without exhausting Nuances: - Every unit has an implicit ability that can be activated by exhausting them to perform a Standard Move - Ability-based moves don't have the same restrictions as Standard Move actions (such as not being able to move battlefield to battlefield without Ganking) - Cards like Fight or Flight are still useful because they are Actions that can be played during a Showdown, and can be used on exhausted units - If you use Tideturner to swap a ready unit from a battlefield to base, that unit can then use a Standard Move action to move to another battlefield
If I move into Sunken Temple with a set without a buff, on conquer can I choose to buff him so I can trigger Sunken Temple?
No, you cannot choose to buff Sett to trigger Sunken Temple in this scenario. According to **RiftJudge FAQ #4146** and **FAQ #8537**, the "Mighty" condition on Sunken Temple is part of its trigger condition (it appears before the comma). This means the game checks if you have a Mighty unit at the exact moment the conquer occurs. Here is the breakdown of why this interaction does not work: 1. **Trigger Timing:** Sunken Temple's ability is a triggered ability that checks for a Mighty unit at the moment you conquer. 2. **Mighty Definition:** A unit is only considered "Mighty" if it has 5 or more Might. 3. **Sett's Trigger:** While Sett has a triggered ability that grants him a buff when he conquers, that ability is placed on the chain at the same time as Sunken Temple's trigger. Even if you order the triggers so that Sett's ability resolves first, it is too late; the condition for Sunken Temple to trigger was already checked at the moment of the conquer. Because Sett was not Mighty at the exact moment the conquer happened, Sunken Temple's ability does not trigger, and you cannot use it to draw a card.
If I move into a battlefield with Traveling Merchant and discard Flame Chompers, can I play it as an attacker?
No, you cannot play *Flame Chompers* as an attacker in this situation. According to **RiftJudge FAQ #5319**, when you move *Traveling Merchant* to an unoccupied battlefield, you do not control that battlefield until the movement fully resolves. Because *Flame Chompers*' ability triggers and resolves while the *Traveling Merchant* move trigger is still on the chain, you do not yet control the battlefield to which you are attempting to play the *Flame Chompers*. ### Sequence: 1. **Move Phase:** You perform a Standard Move with *Traveling Merchant* to the open battlefield. 2. **Trigger:** *Traveling Merchant*'s "When I move" ability triggers and is placed on the chain. 3. **Chain State:** The game enters a CLOSED state (the chain exists). 4. **Resolution:** You resolve the *Traveling Merchant* trigger by discarding *Flame Chompers*. 5. **New Trigger:** Discarding *Flame Chompers* triggers its "When you discard me" ability, which is placed on the chain as a new pending item. 6. **Legality:** When you resolve the *Flame Chompers* trigger to play it, you must select a valid location. Since you do not yet control the battlefield (you are still in the process of moving and resolving the chain), you cannot play the *Flame Chompers* to that battlefield. You would need to play it to your base or another battlefield you already control. 7. **Combat:** Combat (and attacker designations) only begins after the chain is empty and the move fully resolves. By that point, the *Flame Chompers* must have already been played, and it cannot have been played to the battlefield you were moving into. As established in **RiftJudge FAQ #10656**, you cannot play units to a battlefield you do not control; playing *Flame Chompers* to a location you do not control is illegal.
If I move into an occupied battlefield and play Hidden Blade (killing their unit), can my opponent still play their Hidden Blade from hand even though their unit is now dead?
Ruling: Yes, the opponent can still play Hidden Blade from hand after their unit dies. The showdown doesn't close until both players pass in succession, regardless of how many units either player has remaining on the battlefield. Sequence: - Attacker moves into occupied battlefield and plays Hidden Blade with priority, then passes - Defender cannot respond before Hidden Blade resolves (it's action speed from hand), so they pass - Hidden Blade resolves, killing defender's unit - Priority passes to defender who can now play Hidden Blade from hand - Both players continue passing priority until consecutive passes occur Nuances: - A battlefield with no units but hidden cards in hand is a valid game state during showdown - The showdown only ends when both players pass consecutively, not when units are eliminated
If I move my Blazing Scorcher to a battlefield my opponent controls, and they use Retreat to return their only unit back to their hand, will they still control the battlefield for Ahri's legend ability effect, or will my unit remain 5 might instead of becoming 4?
Ruling: The opponent will control the battlefield until the showdown ends (when both players pass focus in sequence), so your 5 might unit will become 4 might. Additionally, Ahri's legend ability is a triggered ability that gives your unit -1 might the moment you gain the attacker designation and the ability on the chain resolves. Sequence: - You gain the attacker designation - Ahri's triggered ability goes on the chain - The ability resolves, giving your unit -1 might - The opponent controls the battlefield until the showdown ends (both players pass focus in sequence) Nuances: - The -1 might is applied when the triggered ability resolves on the chain, not instantly when you gain attacker designation - Battlefield control persists through the showdown even if the defending unit is removed via Retreat
If I move my Fiora Fearless into an empty battlefield and then my opponent plays Rengar Trophy Hunter, does my Fiora effect trigger to get double might?
Yes, **Fiora, Peerless**'s ability will still trigger and her Might will be doubled. According to **RiftJudge FAQ #1231** and **#11203**, *Fiora, Peerless*'s "When I attack or defend" ability is a triggered ability that checks the "one-on-one" condition **only at the exact moment she is designated as the attacker or defender.** ### The Timing Sequence 1. **Designation:** You move *Fiora, Peerless* to an empty battlefield, initiating combat. Because she is the only unit there, the battlefield is "one-on-one" at that exact moment. 2. **Trigger:** Her triggered ability ("When I attack... double my Might") is placed on the **Initial Chain**. 3. **Reaction:** The game state is now **Closed**. Your opponent plays *Rengar, Trophy Hunter* using his **[Ambush]** keyword as a **[Reaction]**. 4. **Resolution:** *Rengar, Trophy Hunter* enters the battlefield. Then, the Initial Chain resolves. Because *Fiora*'s ability uses "when" (a triggered ability) rather than "while" (a passive ability), it does not retroactively check the condition upon resolution. Since the "one-on-one" condition was satisfied at the moment she was designated as the attacker, the bonus is guaranteed once the trigger is on the chain. Adding *Rengar* to the battlefield afterwards does not negate the trigger.
If I move my Irresistable Faefolk to a battlefield and use its ability to pull an enemy unit to that battlefield, how...
When you move your **Irresistible Faefolk** to an unoccupied (uncontrolled) battlefield and use its ability to move an enemy unit to that same battlefield, you become the **attacker** and the enemy unit becomes the **defender**. According to **RiftJudge FAQ #9828**, **#9665**, and **#9714**, the designation of attacker and defender is determined by which player applies the "Contested" status to the battlefield first (Rule 459.2.b.1). Because you initiated the move that contested the empty battlefield, you are the attacker, and the enemy unit moved by your ability joins the combat as the defender. ### Sequence of Events 1. **Move:** You move **Irresistible Faefolk** to an unoccupied battlefield. This applies the "Contested" status to that battlefield. Because you are the player who applied this status, you gain the **Attacker** designation. 2. **Trigger:** **Irresistible Faefolk's** ability ("When I move to a battlefield...") triggers. You place this ability on the chain. 3. **Resolution:** When the ability resolves, you choose an enemy unit and move it to that same battlefield. 4. **Combat Transition:** Because units from opposing players are now present at the contested battlefield, the showdown transitions into a Combat Showdown. Even though your ability moved the enemy unit, you remain the attacker because you were the one who initiated the combat by applying the "Contested" status to the battlefield first.
If I move my Irresistable Faefolk to a battlefield with a Scuttle Crab and target a second Scuttle Crab in base, then react to the Faefolk trigger with an Ambushed Kha'Zix, does he get the +2 trigger?
Yes, your **Kha’Zix, Mutating Horror** will trigger and receive the +2 Might bonus and gain 2 XP. ### Reasoning According to **RiftJudge FAQs #10198, #10735, and #10934**, the condition "if an enemy unit is alone here" for Kha’Zix’s triggered ability is evaluated at the exact moment he gains the "Attacker" or "Defender" combat designation. 1. **Move & Trigger:** When you move your **Irresistible Faefolk** to the battlefield, it applies the "Contested" status. You are the **Attacker**. 2. **Kha’Zix Gains Designation:** As your **Kha’Zix** (played via **Ambush**) enters the battlefield, he gains the "Attacker" designation. At this exact moment, the game checks the battlefield state: "Is an enemy unit alone here?" * Since your opponent currently has only one unit (the **Scuttle Crab**) present at that battlefield, the condition is satisfied. 3. **Chain Placement:** Kha’Zix’s triggered ability is placed on the chain. 4. **Reaction:** Your play of Kha’Zix (via **Ambush**) and any subsequent reactions happen after the trigger condition has already been checked and validated. 5. **Resolution:** When the trigger resolves, the state of the battlefield (even if the second **Scuttle Crab** is moved there by the **Irresistible Faefolk** trigger) does not retroactively negate the trigger. ### Sequence of Events 1. **Move:** You move **Irresistible Faefolk** to the battlefield. 2. **Trigger:** **Irresistible Faefolk**'s ability triggers. It is placed on the chain. 3. **Reaction:** You play **Kha’Zix, Mutating Horror** using **[Ambush]**. 4. **Trigger:** **Kha’Zix** gains the "Attacker" designation upon entering. His "alone" condition is checked and found to be **True**. His ability is placed on the chain. 5. **Resolution (LIFO):** * **Kha’Zix** trigger resolves first (granting +2 Might and 2 XP). * **Irresistible Faefolk** trigger resolves (moving the second **Scuttle Crab** to the battlefield). The condition check for Kha'Zix is not re-evaluated when his ability resolves; as long as the battlefield was "alone" at the moment he gained his combat designation, he successfully gains his bonus.
If I move my only defending unit away from a battlefield during a combat showdown using Ride the Wind, does the showdown end immediately (causing me to lose control), or can I play another Ride the Wind to move it back and successfully defend?
Ruling: The combat showdown does not end immediately when you move your unit away. The showdown continues until both players pass priority and focus, allowing you to play another Ride the Wind to move your unit back and successfully defend. Sequence: - Opponent moves attacker to your battlefield, staging a showdown - You play Ride the Wind to move your defender away - The showdown remains ongoing (both players have not passed priority and focus) - You can play another Ride the Wind to move your defender back - You successfully defend the battlefield Nuances: - You maintain control of the battlefield until contested is removed during the combat resolution step, which happens after the combat showdown ends - While your unit is away, you don't have to discard hidden cards because you still control the battlefield - If you had moved your unit to an empty battlefield temporarily, a showdown would be staged there but would become unstaged (never happen) once the unit leaves
If I move my unit away from a battlefield I'm holding and then move it back to that same battlefield on the same turn, does that count as conquering that battlefield?
Ruling: No, you cannot conquer a battlefield that you scored from (via holding) during the same turn. Sequence: - At the beginning of your turn, you score a point for holding the battlefield - During your turn, you can move your unit away and back to the battlefield - However, this does not count as a conquest because you already scored from that battlefield this turn Nuances: - The hold point is scored during the beginning phase, which is still part of your turn - You can win by scoring from a hold (point 7) and then conquering a different battlefield (point 8) on the same turn - The restriction is specifically that you cannot conquer a battlefield you scored from that turn
If I move my unit targeted with Hidden Blade to another battlefield with Tideturner, does it still target my unit?
Whether your unit is successfully saved from **Hidden Blade** depends on how that **Hidden Blade** was played. According to **Core Rule 811.1.d.2**, when a spell or permanent is played from "Hidden," any targets chosen must be selected from among options at the battlefield where it was hidden. This creates a specific targeting restriction for hidden cards. **Tideturner** acts as an exception to standard targeting due to the explicit targeting restriction in its own text, which allows it to function as intended (as clarified in **FAQ #7907** and **FAQ #6517**). ### The Interaction Outcome * **If Hidden Blade was played from your opponent's hand:** According to the logic in **FAQ #7179**, a standard **Hidden Blade** played from the hand only requires the target to be a unit at *any* battlefield. Because the targeting relationship is established with the unit itself, moving that unit to a different battlefield does not break the targeting. **Hidden Blade will still kill your unit at its new location.** * **If Hidden Blade was played from "Hidden":** Per **Core Rule 811.1.d.2** and **FAQ #210/FAQ #2461**, when **Hidden Blade** is played from "Hidden," it is restricted to targeting a unit at the *specific battlefield where it was hidden*. If you use **Tideturner** (played from hidden at another location) to move your unit to a different battlefield in response, the target for **Hidden Blade** becomes illegal (it no longer meets the targeting restriction of being at the original battlefield). When **Hidden Blade** resolves, it will "mistarget" and have no effect; your unit will survive, and no cards will be drawn. **In this scenario, you successfully dodge the effect.** ### Summary of Rules * **Targeting Restriction:** **Rule 811.1.d.2** dictates that hidden spells must target units at the battlefield where they were hidden. * **Mistargeting:** **Rule 359.3.e.9** defines that if a target becomes invalid (e.g., it moves to a location that no longer satisfies the spell's restriction), the spell mistargets. * **Official Rulings:** As noted in **FAQ #210**, while this works for **Hidden Blade**, it is a specific interaction based on the "Hidden" targeting restriction; other cards (like **Riptide Rex**) that do not have this restriction behave differently.
If I move off a battlefield after holding, then move another unit into that battlefield later that turn, will it start another showdown?
Yes, moving another unit into that battlefield will start another showdown, even if you have already held and scored at that location earlier in the turn. According to **RiftJudge FAQ #10950**, **FAQ #10027**, and **Rule 344**, here is why this happens: 1. **Losing Control:** When you move your last unit out of the battlefield to your base, the battlefield becomes unoccupied and uncontrolled (Rule 323.6). 2. **Contesting:** When you move a unit back into that battlefield, you are moving into a location that you do not currently control. This makes the battlefield **Contested** (Rule 445). 3. **Showdown Trigger:** Because the battlefield is contested and the turn is in a neutral open state, a showdown begins (Rule 344). ### Important Nuances: * **Non-Combat:** Because the battlefield was unoccupied when the showdown began (assuming your opponent did not also move a unit there), this will be a **non-combat showdown**. Per **Rule 348.2.a**, since you are the only player with units present, you will regain control of the battlefield once the showdown closes. * **No Scoring:** You will **not** score another holding point or trigger conquering effects (such as from specific cards) at that battlefield for the rest of the turn, because you have already scored it earlier (Rule 465, FAQ #7447).
If I move off of a battlefield leaving it open, and then acquire it again with a different unit on the same turn, do I still trigger Conquer effects even if I don't score a point?
No, you do not trigger conquer effects in that situation. According to Rule 447, a player may only score from either method (Conquer or Hold) once per battlefield per turn. Furthermore, Rule 448.2.c states that Conquer abilities "will only trigger when the Battlefield is Scored; I.E. These cannot be triggered more than once per turn for a player." As clarified in the FAQ: * "You cannot trigger the conquering ability because conquering is a subset of scoring. If you can't score the battlefield (because you already hold it [or already scored it this turn]), you can't get conquer triggers." * Even if you move a unit away and move a different unit back in, or if the battlefield becomes empty and you retake it, you cannot trigger conquer effects because you have already scored that battlefield once this turn.
If I move onto a battlefield as an attacker, can I then play Janna?
Yes, you can play **Janna, Savior** in this situation, provided you follow the placement restriction for units. According to the **RiftJudge FAQ #10964**, you can play **Janna, Savior** in a showdown while you are the attacker, as long as you play her to a battlefield you control. ### Important Considerations: * **Location Requirement:** Units must be played to a battlefield you control (or your base). When you move into an occupied battlefield to initiate combat, you do not control that battlefield (it is contested). Therefore, you **cannot** play **Janna, Savior** to the contested battlefield itself. * **Legal Placement:** You may play **Janna, Savior** to a *different* battlefield that you already control, or to your base. * **Timing:** Because **Janna, Savior** has the **[Reaction]** keyword, she can be played at any time, including during the Closed state of a showdown. **Summary:** You can play her during your combat showdown as a reaction, but you must place her at a location you control (your base or a different friendly battlefield), not the battlefield currently under combat.
If I move to a battlefield with a unit and it's open, and he plays Void Seeker, an action card, can he? Is it a noncombat showdown? Or only reactions?
When you move a unit to an empty battlefield, you create a **non-combat showdown**. Because the battlefield was empty, it becomes contested, which triggers a showdown (Rule 429.1). Regarding your questions about playing **Void Seeker**: ### 1. Can they play Void Seeker? **Yes.** Void Seeker is an [Action] spell, and [Action] spells can be played during a showdown when the state is open. ### 2. Is it a non-combat showdown? **Yes.** Moving to an empty battlefield creates a showdown, but it is not a combat showdown (FAQ #5551). Combat showdowns only occur when moving to a battlefield already occupied by an enemy unit (Rule 4401). ### 3. Are only reactions allowed? Whether you can play an [Action] spell depends on the current **State of the turn**: * **Showdown Open State:** If no chain exists (the chain is empty), the turn is in a **Showdown Open** state (Rule 310.3). In this state, the player with focus can start a new chain by playing an [Action] or [Reaction] spell. * **Showdown Closed State:** Once a player plays a spell, a chain is created, and the turn enters a **Showdown Closed** state (Rule 310.4). In a closed state, only cards or abilities with the **[Reaction]** keyword can be played or activated (Rule 309.1.a). **Summary of the flow:** 1. **Showdown Begins:** The turn is in a **Showdown Open** state. 2. **Playing the Action:** If the opponent has focus, they can play Void Seeker (an [Action] spell) to start a chain. 3. **State Change:** As soon as Void Seeker is played, the chain exists, and the turn becomes **Showdown Closed**. 4. **Adding to the Chain:** While the chain is closed, you (or the opponent) can only add **[Reaction]** spells to the chain. You cannot play another [Action] spell until the current chain resolves and the state returns to **Showdown Open**.
If I move to an open battlefield with Inferna, does she get her assault boost?
No, Inferna does not gain the might boost from **Assault 2** when moving to an open (unoccupied) battlefield. According to **Rule 807.1.c** and multiple **RiftJudge FAQs (e.g., #863, #9128)**: * **Assault** is a passive ability that is only active when a unit has the "Attacker" designation. * The "Attacker" designation is only granted during **Combat**, which occurs only when units controlled by opposing players are present at the same battlefield. * Moving a unit to an open battlefield initiates a **non-combat Showdown**. Since no opposing unit is present to defend, your unit does not receive the "Attacker" designation, and the Assault ability remains inactive. **Summary:** Because Inferna is not an attacker in a non-combat Showdown, she does not qualify for the Assault 2 bonus.
If I move to conquer a battlefield and my opponent moves their single unit out with Fight or Flight, can they still play actions and reactions to stop me from conquering?
Ruling: Yes, your opponent can still play actions and reactions. The showdown only ends when both players pass focus without playing something, not automatically when someone leaves the battlefield. Sequence: - You move to conquer a battlefield, starting combat with a showdown - Opponent uses Fight or Flight to move their unit out - The showdown continues until both players pass focus consecutively without playing anything - During this time, either player can play actions and reactions
If I move units to an open battlefield, then cast Moonfall to move an enemy unit to my battlefield, who is considered the attacker?
To determine who is the attacker, we must look at which player applied the **Contested** status to the battlefield. According to **RiftJudge FAQ #8263** and **Rule 445**, the attacker is the controller of the units that applied the contested status to the battlefield. ### Sequence of Events 1. **Initial Move:** You move your units to an open (uncontrolled/unoccupied) battlefield. By doing so, you apply the **Contested** status to that battlefield. You are now the player who applied the contested status. 2. **Casting Moonfall:** You cast **Moonfall** to move an enemy unit to that same battlefield. 3. **Combat Designation:** Because you were the player who initially applied the contested status to the battlefield, **you remain the attacker**. The enemy unit moved by Moonfall becomes the defender. ### Summary * **Attacker:** You (the player who first moved to the battlefield and applied the Contested status). * **Defender:** Your opponent (the player who controls the unit moved by Moonfall). *This is based on the principle that the attacker is determined by the controller of the units that first applied the contested status, not by which player played the spell that moved units into the battlefield.*
If I move units to an unoccupied battlefield (becoming contested), and my opponent plays Zenith Blade to stun one of my units and move a defender in, do I still get the conquest point even though my stunned unit can't fight back?
Ruling: No, the defender (opponent) gets the conquest point. When your units initially moved to the unoccupied battlefield, they became the attackers. When the opponent moved their unit in response, that unit became the defender. In the resulting combat showdown, if any defenders survive, the attackers are recalled and the defender conquers the battlefield. Sequence: - Your units move to unoccupied battlefield, applying contested status (you become the attacker) - Opponent uses Zenith Blade to stun one of your units and moves their unit to the contested battlefield (they become the defender) - Non-combat showdown occurs (no attacker/defender roles during this phase) - Combat showdown occurs with original attacker/defender designations - If any defenders survive combat, attackers are recalled and defender conquers Nuances: - There are no attackers or defenders during the non-combat showdown phase, only during the combat showdown - The game "remembers" which units originally applied the contested status to determine attacker/defender roles - This "active defense" scenario is the only time a defender can conquer on an opponent's turn
If I only have one rune up and an opponent kills my Ekko, can I let the death trigger go through to untap my runes and then play a Shen?
Yes, you can do this. Here is the sequence of events: 1. **Ekko dies:** His **Deathknell** triggers and is placed on the chain as a pending item (Rule 808.1.d.2). 2. **Priority:** Before the Deathknell trigger resolves, you have an opportunity to act. You can exhaust your one ready rune to add energy to your pool (FAQ #9432). 3. **Resolution:** The Deathknell trigger resolves. You pay the mandatory cost (recycling Ekko) and the effect readies your runes (Rule 808.1.c, FAQ #1510). 4. **Play Shen:** Now that your runes are ready, you have priority again. You can play Shen as a **[Reaction]** (since he has the keyword) to a battlefield you control. **Important Notes:** * **Control Requirement:** As noted in FAQ #9449 and FAQ #8206, you can only play Shen to a battlefield you control. Ensure you are playing him to a location you control, not the battlefield where the combat is currently taking place if you are the attacker. * **Recycling is Mandatory:** The "recycle me" portion of Ekko's Deathknell is a mandatory cost paid at resolution. You must be able to recycle Ekko to ready your runes (FAQ #1510).
If I own 0 battlefields and I'm 1 point from winning but I use Hostile Takeover on an enemy unit, do I score a hold point and win the game?
No, you do not win the game by scoring a "Hold" point. You would potentially win the game through a **Conquer** point, but **not a Hold point**. According to **RiftJudge FAQ #9236**, using **Hostile Takeover** to take control of an opponent's only unit at a battlefield does not count as "holding" that battlefield. Instead, it initiates a **noncombat showdown**, which results in you establishing control and performing a **Conquer**. Here is the breakdown of why you cannot win via a "Hold" point in this scenario: 1. **Hold vs. Conquer:** "Hold" points are only awarded during your **Beginning Phase** (Rule 464.2). Using a spell like *Hostile Takeover* during your Main Phase to seize a battlefield results in a "Conquer" (Rule 464.1), not a "Hold." 2. **Scoring the Win:** While you would gain a point for the **Conquer** (if you haven't already scored that battlefield this turn), this does not satisfy the requirement for a "Hold" victory. 3. **The Victory Condition:** If this Conquer grants you the final point needed to reach the Victory Score, you will win the game. However, it is explicitly classified as a **Conquer** victory, not a **Hold** victory. **Summary of your sequence:** * **Hostile Takeover** resolves: You take control of the unit. * **Noncombat Showdown** begins: You become the controller of the battlefield. * **Conquer:** Because you just gained control and haven't scored that battlefield yet this turn, you gain 1 point (Rule 464.1). * **Victory:** If this point brings you to the required Victory Score, you win the game at that moment (Rule 467). You do **not** score a "Hold" point, as hold points are strictly awarded at the start of your turn for units already present there.
If I own a Battlefield and my opponent attacks into it, then I move Yasuo into it with Ride The Wind, is Yasuo attacking (and therefore shooting) or not?
Ruling: Yasuo is defending, not attacking, so he does not shoot. Nuances: - The first player to move a unit to the battlefield and apply contested to it is the attacker - Since the opponent moved first to contest the battlefield, they are the attacker and Yasuo (moved second) is the defender
If I pass focus during a showdown, then my opponent plays a card, do I get another opportunity to gain focus, or am I locked out for passing earlier?
Ruling: You get focus again after your opponent plays a card. Passing focus is not permanent - players pass focus back and forth until both players pass consecutively without playing any action/reaction cards. Sequence: - Player A passes focus - Player B receives focus and plays a card - Player A receives focus again and can choose to play a card or pass - This continues until both players pass focus consecutively - Then the showdown proceeds to cleanup Nuances: - Focus only exists during showdowns, not during other phases of the game - Passing focus once does not lock you out of future focus opportunities in that showdown
If I pass focus without using an action spell while moving into combat, and my opponent activates Hextech Ray, does it resolve first or does focus pass back to me so I can use an action spell like Cleave before resolution?
Ruling: Hextech Ray resolves first. You cannot play an action spell while there are items on the chain. After the chain resolves completely, you regain focus and can then play an action spell like Cleave to start a new chain. Sequence: - Opponent plays Hextech Ray (action spell) - You may only respond with a reaction spell, not another action spell - If you don't respond, Hextech Ray resolves - Chain completes - You regain focus and may now play an action spell (like Cleave) to start a new chain Nuances: - You gain Priority (not Focus) when responding to spells on the chain - Action spells can only be played when the chain is empty - Chain resolves in "Last In, First Out" order
If I pay for Unlicensed Armory using Flame Chompers and pay to play Flame Chompers, does Flame Chompers resolve to the board before I have to choose a target with Unlicensed Armory?
Ruling: You must choose the target for Unlicensed Armory when the ability goes on the chain, which is before Flame Chompers is in play. Therefore, you cannot target Flame Chompers with Unlicensed Armory in this scenario. Sequence: - Unlicensed Armory ability goes on the chain - Target must be chosen at this time - Flame Chompers is not yet in play - Flame Chompers resolves to the board after target selection
If I place Hexdrinker on Irelia, does that mean Deflect doubles?
No, placing Hexdrinker on Irelia, Fervent does not "double" the Deflect keyword in the sense of multiplying the value. Instead, the Deflect values are **summed**. According to **Rule 809.2**: > "If a Unit has Deflect, or has been granted Deflect, and is granted Deflect by an additional source, the Deflect Value of all granted Deflect keywords is summed." Here is how it works for your units: * **Irelia, Fervent** has the Deflect keyword (which defaults to a value of 1 per Rule 809.1.b.3). * **Hexdrinker** grants the Deflect keyword (also a value of 1). * When equipped, Irelia will have a total **Deflect 2**. As noted in **RiftJudge FAQ 619**, Deflect values stack when multiple sources grant the ability.
If I play Acceptable Losses, can I destroy my only gold token before it gets destroyed by Acceptable Losses?
Yes, you can destroy your Gold token before *Acceptable Losses* resolves, provided you have a legal way to do so. ### The Ruling You can activate the [Reaction] ability on your Gold token in response to *Acceptable Losses*. Because *Acceptable Losses* creates a closed state when it is played, you must use a [Reaction] ability to destroy your token. * **Timing:** When you play *Acceptable Losses*, it enters the chain and creates a **closed state** (Rule 309.1). * **Reaction:** While the state is closed, you can play or activate abilities with the **[Reaction]** keyword (Rule 309.1.a). Since the Gold token's ability is a [Reaction], you can activate it in response to *Acceptable Losses*. ### The Sequence 1. **Playing the Spell:** You play *Acceptable Losses* (an [Action] spell) while the game is in an open state. It enters the chain. The state is now closed. 2. **Responding:** You activate the [Reaction] ability on your Gold token. 3. **Paying the Cost:** You kill the Gold token as the cost to activate its ability (Rule 401.1). 4. **Chain Resolution (LIFO):** The chain resolves in Last-In, First-Out order (Rule 359.3): * The Gold token's ability resolves first. * *Acceptable Losses* then attempts to resolve. Because your Gold token is no longer on the battlefield, it is not available to be killed by *Acceptable Losses*. If you control no other gear, the instruction for you to kill a gear is ignored (Rule 359.3.e.6). ### Important Clarifications * **Costs:** Killing a permanent to pay for an activated ability is a cost. Because the Gold token's ability is a [Reaction], it is one of the few abilities that can be activated while a spell is already on the chain. * **State:** The state of the turn is determined by whether a chain exists (Rule 309). When *Acceptable Losses* is on the chain, the turn is in a closed state, which restricts players to playing [Reaction] cards or activating [Reaction] abilities. * **Non-existent Targets:** If you have no other gear on the battlefield when *Acceptable Losses* resolves, the instruction to "kill one of their gear" for your side simply cannot be performed and is ignored (Rule 359.3.e.6). Note: I could not fully verify this ruling against the retrieved rules, specifically regarding the token's specific ability text and the interaction with tokens leaving the battlefield.
If I play Alpha Strike and choose which units I deal damage to, then if my opponent reacts with Stupefy, do I deal less damage or do I again choose the damage to units?
To answer your question: **You do not choose the damage distribution again.** Here is the breakdown of how this interaction works based on the rules of Riftbound: ### 1. Finalization (When you play Alpha Strike) When you play *Alpha Strike*, you must finalize it on the chain. This includes: * Choosing the friendly unit that will deal the damage. * Choosing the enemy units that will receive the split damage. According to **Rule 355.14.b**, targets are chosen when the spell is finalized on the chain. According to **Rule 355.15**, these choices cannot be changed after this step. ### 2. The Reaction (Stupefy) When your opponent plays *Stupefy* in response, it is placed on top of the chain. Because *Stupefy* is a [Reaction], it resolves before *Alpha Strike*. * *Stupefy* resolves, giving your chosen friendly unit -1 Might for the turn. ### 3. Resolution (Alpha Strike) When *Alpha Strike* finally resolves, it uses the current state of the game: * **Might:** The friendly unit now has 1 less Might than it did when you played the spell. * **Damage Distribution:** You do **not** get to re-choose your targets or re-distribute the damage. You are locked into the targets you chose during the finalization step. * **Splitting:** Because the friendly unit now has less Might, the total amount of damage it deals is reduced. You must still distribute this reduced total among the targets you originally chose. ### Summary You do not get to choose new targets. Because your unit's Might was reduced by *Stupefy*, the total amount of damage available to be split is lower than it was when you first played the spell. You must distribute this new, lower total among the units you already selected. *** *This is my interpretation based on the rules for targeting (Rule 355.14) and the resolution of effects. No official FAQ exists for this specific interaction.*
If I play Arcane Shift and target a unit that is on the battlefield, can I play that unit in that battlefield again?
Whether you can play the unit back to the same battlefield depends on whether you still control that battlefield after the unit is banished. According to the official FAQ for **Arcane Shift**: * **If it is your only unit at that battlefield:** You cannot play the unit back to the same battlefield unless you are in combat there. When you banish your only unit, you lose control of the battlefield during the cleanup step that occurs between Arcane Shift resolving and the unit being finalized to the chain. Because you no longer control the battlefield, you cannot play the unit there. * **If you are in combat at that battlefield:** You can play the unit back to the same battlefield. You maintain control of the battlefield throughout the ongoing combat, even if the battlefield is temporarily empty during the resolution of Arcane Shift. * **If you have other units at that battlefield:** You maintain control of the battlefield throughout the process, so you can play the unit back to that same battlefield. **Important Note:** Arcane Shift requires targeting both a friendly unit and an enemy unit at a battlefield to be played. You cannot play it if there is no enemy unit available to target.
If I play Back Off and stun an enemy unit at a battlefield, can I move Vex Mocking from another battlefield and Vex Apathetic from base to the battlefield with the stunned unit in the same movement?
To answer your question: **No, you cannot move both Vex, Mocking and Vex, Apathetic to the battlefield simultaneously.** Here is the breakdown of why this is the case based on the game rules: ### 1. Triggered Abilities and the Chain According to **Rule 376** (Triggered Abilities), when you play **Back Off** and stun an enemy unit, the ability on **Vex, Mocking** ("When you [Stun] an enemy unit at a battlefield, you may move me to that battlefield") triggers and is placed on the chain. **Vex, Apathetic**, however, does not have a triggered ability that allows it to move when an enemy unit is stunned. Its ability ("When an opponent plays a unit while I'm at a battlefield, [Stun] it...") is a reaction to playing a unit, not a movement effect. Therefore, **Vex, Apathetic cannot move** via this interaction at all. ### 2. Sequential Movement for Vex, Mocking Even if you had multiple copies of **Vex, Mocking**, they would not move simultaneously. As established in **RiftJudge FAQ #9455**: * Each triggered ability is placed on the chain individually. * They resolve one by one in **LIFO (Last-In, First-Out)** order. * They arrive at the battlefield sequentially, not as a single, simultaneous game action. ### 3. Vex, Apathetic's Movement Because **Vex, Apathetic** lacks a "move" ability, it must rely on other methods (such as the **Standard Move** action during your Main Phase, provided it is not currently in a closed state or a showdown/combat). It cannot be moved by the triggered effect of **Back Off** or **Vex, Mocking**. **Summary:** You can move your copy of **Vex, Mocking** to the battlefield because of its triggered ability, but **Vex, Apathetic** will not move, and even if you had multiple copies of **Vex, Mocking**, they would move to the battlefield one by one as their respective triggers resolved from the chain.
If I play Baited Hook to kill a Herald, first I must resolve the effect of Baited Hook and after resolve the effect of Deathknell?
Actually, you do **not** choose the order. The resolution order is fixed by the rules of the chain (**LIFO**—Last In, First Out). According to **RiftJudge FAQ #10390**, **FAQ #9826**, and **Rule 808.1.d.2**, when you use **Baited Hook** to kill a unit with **Deathknell** (like your Herald), the *Deathknell* trigger is added to the chain as a pending item the moment the unit is killed, *before* the *Baited Hook* effect finishes resolving. Because the chain resolves in **LIFO** order, the *Deathknell* trigger will always resolve **after** the effects of *Baited Hook* have completely finished. ### Sequence of Resolution: 1. **Activation:** You activate *Baited Hook* by paying its costs and targeting your Herald. 2. **Resolution Begins:** *Baited Hook* begins to resolve and kills the Herald. 3. **Trigger Creation:** Because the Herald has *Deathknell*, its trigger is created and added to the chain as a pending item before *Baited Hook* continues (per **Rule 808.1.d.2**). 4. **Hook Continues:** *Baited Hook* finishes its remaining instructions: you look at the top 5 cards and (optionally) play a unit. 5. **New Unit Finalizes:** If you play a unit from your deck, it enters the board and finalizes. If that unit has a "When you play me" (WYPM) ability, that ability is added to the chain as a pending item. 6. **Resolution (LIFO):** The chain resolves in reverse order: * Any WYPM ability from the new unit resolves first. * The **Deathknell** trigger resolves last. **In summary:** You do not choose the order; the *Deathknell* trigger will resolve after *Baited Hook* has finished all its instructions.
If I play Baron Nashor, how many battlefields do I need to control to win?
Whether you need to conquer all battlefields to win after playing **Baron Nashor** (and thus adding the **Baron Pit** to the board) depends entirely on your current **Point Total** and your **Mode of Play**. ### 1. If you are NOT at your final point You do not need to control a specific number of battlefields to win; you continue to score points by conquering or holding battlefields normally until you reach the Victory Score. ### 2. If you are at your final point (1 point away from the Victory Score) The rules change when you are attempting to score your **Final Point** via a **Conquer** action: * **1v1 (2 standard battlefields + 1 Baron Pit = 3 total):** To win by Conquering, you must have scored all **3** battlefields during that same turn. If you conquer a battlefield but have not scored the other two that turn, you do not win the game; instead, you draw a card (**Rule 466.1.b.2**). * **Other Modes (FFA4/2v2):** You must score all battlefields currently in play during that same turn to win via Conquer. ### Important Exceptions & Nuances * **Winning via Hold:** You do not need to conquer any additional battlefields if you can win by **Holding**. If you start your turn already in control of the necessary battlefields to reach your Victory Score, you win immediately during your Beginning Phase, and the conquer restrictions do not apply. * **Scoring vs. Conquering:** You do not necessarily need to "conquer" all battlefields in a single turn. "Scoring" a battlefield includes both Conquering it *or* already Holding it at the start of your turn. As long as every battlefield in play has been scored by you at some point during that same turn, you satisfy the requirement to win via Conquer. In summary, playing Baron Nashor adds a third battlefield to a 1v1 game, which increases the number of battlefields you must "score" in a single turn if you choose to win by Conquering for your final point.
If I play Baron Pit do I have to conquer 3 BF to win?
Whether you need to conquer all 3 battlefields to win depends on your **Mode of Play** and your current **Point Total**. ### 1. Understanding the "Final Point" Rule The requirement to "conquer all battlefields" only applies when you are attempting to score your **Final Point** (the point that brings you to the Victory Score) via a **Conquer** action. According to **Rule 466.1.b.2**: * If you are 1 point away from the Victory Score and you score a battlefield by **Conquering** it, you only win the game if you have **scored every battlefield** (via either Conquer or Hold) during that same turn. * If you have not scored every other battlefield that turn, you do not win the game; instead, you draw a card. ### 2. Does playing Baron Pit change this? Playing **Baron Nashor** (which creates the **Baron Pit** battlefield token) does not inherently change the number of battlefields you need to control to win; it simply adds a new battlefield to the game. * **If you are not at the Final Point:** You do not need to conquer all battlefields to win. You simply gain points as you conquer or hold battlefields normally. * **If you are at the Final Point:** If you use the Baron Pit to score your final point via a Conquer action, you must have already scored all other battlefields in play during that same turn to trigger the win. ### 3. Important Nuances * **Holding counts as scoring:** If you already hold other battlefields at the start of your turn, those count as "scored" for the turn. If you then conquer the Baron Pit, you may satisfy the requirement to have "scored every battlefield" that turn, allowing you to win. * **Mode of Play:** * In **1v1**, there are only 2 battlefields. Adding the Baron Pit would make 3. * In **2v2 (Magma Chamber)**, there are already 3 battlefields. * The specific number of battlefields you must score depends on how many are currently in play in your specific game mode. **Summary:** You do not need to conquer 3 battlefields to win in every situation. You only need to score all battlefields in play during the same turn if you are attempting to win the game by Conquering for your final point. If you score your final point by **Holding** a battlefield at the start of your turn, you do not need to conquer any additional battlefields (Rule 466.1.b.1).
If I play Baron to a battlefield and my opponent has an Apathetic Vex, he gets stunned. Does he go back to base?
No, Baron Nashor does **not** go back to your base. ### Reasoning 1. **Stun Effect:** As established by **RiftJudge FAQ #9240** and **FAQ #8685**, **Vex, Apathetic**'s ability is a triggered ability that programmatically selects the unit you just played. Because it is programmatic selection rather than "choosing" or "targeting," it bypasses **Baron Nashor**'s protection ("I can't be chosen by enemy spells and abilities"). 2. **Stun Mechanics:** Being stunned renders a unit "Stunned" (Rule 423.1). Stunned units are restricted from contributing might to damage in combat (Rule 423.1.b) and gain a restriction against movement for the turn (per the text on Vex, Apathetic). 3. **No Recall:** Stunned units remain on the battlefield. There is no game rule or mechanic that causes a unit to automatically return to its base simply for becoming stunned. While combat rules state that *attacking* units are recalled to base during combat cleanup (Phase 2, step 2 of <showdown_flow>), simply playing a unit (even if it enters an occupied battlefield) does not inherently initiate combat that would result in a recall to base unless a showdown/combat is specifically triggered. Even if combat were triggered, the unit would remain at the battlefield until the combat cleanup step, at which point it would return to base as part of normal combat resolution—not because of the stun itself. **Summary:** Your Baron Nashor will remain on the battlefield, stunned and unable to move for the remainder of the turn.
If I play Beast Below with no other unit on board, do I have to return it to my hand due to its Play effect?
No, you do not have to return **Beast Below** to your hand. According to the **RiftJudge FAQ #9370** and **FAQ #466**, the rules work as follows: 1. **Playing the Unit:** You are allowed to play **Beast Below** even if you do not control another friendly unit. 2. **Triggered Ability Requirement:** Its "When you play me" ability requires you to target another friendly unit and an enemy unit. Because valid targets must exist for all required targets to place an object on the chain, you simply **do not put the triggered ability on the chain** if you do not control another friendly unit. 3. **Result:** The unit enters the battlefield normally, and the ability—which would have returned units to their owners' hands—never triggers or enters the chain. Because the ability is not on the chain, it has no effect, and your unit remains on the battlefield.
If I play Bellows Breath and target 3 units at a battlefield and then my opponent in reaction moves away from the battlefield, what happens?
When you play **Bellows Breath** and target three units at a battlefield, and your opponent reacts by moving some of those units away before the spell resolves, the spell does not automatically "fizzle." Instead, it follows the rules for targeting restrictions and resolution. According to **RiftJudge FAQ #7422** and **FAQ #781**, the "same location" requirement is a targeting restriction for *playing* the spell, not a requirement for *resolution*. ### How it resolves: 1. **Targeting:** You choose up to three units at the same location when you play the spell. These targets are locked in at that time. 2. **Movement:** If your opponent uses a reaction to move some of those units to a different location (e.g., their base), the original group of targets no longer collectively fulfills the "same location" requirement. 3. **Resolution:** When **Bellows Breath** resolves, you must choose one location among those where your originally targeted units are currently present. 4. **Damage:** You deal 1 damage to all of your originally targeted units that are present at that chosen location. Any targeted units that moved to a different location (and are not at the chosen location) do not take damage. ### Key Nuances: * **No Re-targeting:** You cannot choose new targets after the spell has been played. You are limited to the units you originally selected. * **Subset Selection:** You must choose a valid subset of your original targets that are all at the same location. You cannot split the damage between the battlefield and the base; you must pick one location and damage the targets present there. * **Repeat:** If you paid the **Repeat** cost, the two instances of the spell resolve separately. The movement of a unit only affects the instance(s) where that unit was targeted. This is based on the established **RiftJudge FAQs #7422, #781, and #9018**.
If I play Bellows Breath and there is only one legal target on opponent's side, can I deal all three damage to it?
No, you cannot deal all three damage to a single unit with one cast of **Bellows Breath**. According to the RiftJudge FAQ #168 and #1871: * **Bellows Breath** deals 1 damage to up to three *different* units at the same location. * Each target must be a distinct unit. You cannot target the same unit multiple times with a single instance of the spell. Even if there is only one legal target available, you can only choose that unit once to deal 1 damage to it. The remaining damage instances cannot be applied to that same unit.
If I play Bewitching Spirit and discard from my opponent's hand Moonlight Affliction, can the opponent still play it as a reaction?
No, your opponent cannot play *Moonlight Affliction* as a reaction in response to being forced to discard it. Here is the breakdown of why this is the case: 1. **The Triggered Ability:** When you play *Bewitching Spirit*, it enters the board (this does not use the chain). Its "When you play me" ability then triggers and is placed on the chain. 2. **The Response Window:** Per the provided **RiftJudge FAQ #9894**, this creates a window where players can play **Reaction** spells or abilities in response to that triggered ability. 3. **The Discard:** As the *Bewitching Spirit* ability resolves, your opponent is instructed to discard a card from their hand. Discarding is a limited action (Rule 422.2) that moves a card from hand to the trash. 4. **Reaction Timing:** A card in the hand is not "played" simply because it is being discarded. Because the opponent is not playing *Moonlight Affliction* (and it does not have an ability that triggers specifically when it is discarded), they cannot use its **Reaction** keyword to cast it. The card simply moves from the hand to the trash. In summary, the opponent does not get an opportunity to play a card just because it was selected to be discarded. Once it is discarded, it is in the trash and can no longer be played.
If I play Blind Fury and my opponent pays 1 energy and power to Defy it, what happens?
To resolve this interaction, we must look at the targeting requirements for **Defy** compared to the printed cost of **Blind Fury**. ### Ruling Your opponent **cannot** use **Defy** to counter **Blind Fury**. Because **Defy** only targets spells with a printed power cost of **1 or less**, and **Blind Fury** has a printed power cost of **[2]**, it is an illegal target for **Defy**. If you attempt to play a spell with no valid targets (or attempt to target a spell that does not meet its requirements), the spell fails the legality check before it can be added to the chain. ### Why the interaction fails: 1. **Legality Check:** Before a spell is added to the chain, it must be able to resolve legally. Since **Blind Fury**'s printed cost exceeds the targeting restriction of **Defy** (no more than 4 Energy and 1 Power), the game state rejects the targeting. 2. **Chain State:** Because **Defy** cannot be played, it never enters the chain. **Blind Fury** proceeds to resolve normally. 3. **Regarding Additional Costs:** **Defy** checks only the **printed (base) cost** of the target spell. It does not account for any modifications, increases, or additional costs paid during the playing process. *Note: I could not fully verify this ruling against the retrieved rules, as the specific printed cost of Blind Fury was not provided in the source context.*
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