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Riftbound Frequently Asked Questions

Search verified questions and answers.

If I play Bone Skewer can my opponent react with Not So Fast to it?
No, your opponent cannot use **Not So Fast** to counter **Bone Skewer**. According to the card text for **Not So Fast**, it can only counter an enemy spell or ability that "chooses a friendly unit or gear." **Bone Skewer** does not target or choose any unit or gear when it is played. When you play **Bone Skewer**, you choose a battlefield, but you do not choose a target unit at that time. The selection of the unit happens *during the resolution* of the spell, when the opponent chooses a unit from their hand to play. Because the spell does not choose a unit or gear at the time it is played (the moment it is placed on the chain and becomes a valid target for a counter), it does not meet the necessary criteria for **Not So Fast**.
If I play Bone Skewer, my opponent reveals their hand and I choose their Thousand Tail Watcher, playing it to a battlefield that I control, does the ability of the Thousand Tail Watcher give -3 to all my units, or does the ability not do its effect because I'm playing it?
When you play **Thousand-Tailed Watcher** via the effect of **Bone Skewer**, its "When you play me" triggered ability **will** activate, and it **will** reduce the Might of your units. According to the **RiftJudge FAQ (ID #10720)**, here is the breakdown of why this interaction functions this way: 1. **Controller vs. Owner:** Even though you are using **Bone Skewer** to force the play and choosing the location, your opponent remains the **controller** of the **Thousand-Tailed Watcher** as it enters the battlefield. 2. **Referencing "Enemy":** When a triggered ability uses the terms "enemy" or "friendly," these are checked from the perspective of the **controller** of that ability (your opponent). 3. **Application:** Because the Watcher is controlled by your opponent, its "enemy units" are **your units**. Therefore, when the ability resolves, your units receive the -3 Might penalty. ### Sequence of Events: 1. You resolve **Bone Skewer**. You choose a battlefield and your opponent chooses **Thousand-Tailed Watcher** to be played there. 2. The **Thousand-Tailed Watcher** enters the battlefield under your opponent's control. 3. Its triggered ability ("When you play me, give enemy units -3 might...") is placed on the chain. 4. The chain resolves (LIFO). When this ability executes, it checks the battlefield for units controlled by your opponent's enemy (you) and applies the -3 Might reduction to them.
If I play Brawler Sett, he gets a +1 buff and then 2 turns later I move him to an empty battlefield, does he get a +2 from the buffs or do they not stack?
In Riftbound, buffs **do not stack** on a single unit. According to **Rule 702.3**: "There can only be one Buff on a Unit at a time." Furthermore, **Rule 702.3.a** specifies: "If a Buff is added, or instructed to be added, on a Unit that already has a Buff, it is not placed instead." For **Sett, Brawler**, his ability specifically includes a reminder of this rule: *"When I'm played and when I conquer, buff me. (If I don't have a buff, I get a +1 might buff.)"* **The Scenario:** 1. **Played:** When you play Sett, he gains a +1 Might buff. His total Might becomes 5. 2. **Moving/Conquering:** Two turns later, when you move him to an empty battlefield and he conquers it, his ability triggers again. 3. **Resolution:** Because he already has a buff from when he was played, the new buff from conquering is **not** added. He remains at +1 Might (Total 5). To get the most value out of Sett, you should **spend** his current buff (activating his ability to give him +4 Might for the turn) *before* the conquer trigger resolves. This way, he is no longer buffed when the "When I conquer" ability resolves, allowing him to gain a fresh +1 buff.
If I play Brynhir Thundersong, and my opponent reacts with Discipline, can he resolve Discipline to draw a card, and continue to react on the chain that Brynhir Thundersong started?
Yes, your opponent can resolve *Discipline* and continue to react to the chain. According to the rules of chain resolution and the specific interactions with *Brynhir Thundersong*: ### The Sequence 1. **You play *Brynhir Thundersong*:** She resolves immediately to the battlefield. Her "When you play me" triggered ability goes on the chain. 2. **Opponent reacts with *Discipline*:** Your opponent adds *Discipline* to the chain on top of *Brynhir's* triggered ability. 3. **Chain Resolution:** The chain resolves in LIFO (Last-In, First-Out) order. * *Discipline* resolves first: The unit gets +2 might, and your opponent draws a card. * **Window of Opportunity:** After *Discipline* resolves, there is a window to react before the next item on the chain (*Brynhir's* ability) resolves. If your opponent drew a reaction card from *Discipline*, they may play it now. 4. **Final Resolution:** Once all reactions are played and the chain is empty of other items, *Brynhir's* triggered ability resolves. ### Important Nuance * **The "Shut-off" Timing:** Your opponent can continue to react to the chain *until* *Brynhir's* triggered ability fully resolves. Once that ability resolves, the restriction "opponents can't play cards this turn" takes effect, and they will no longer be able to play any further cards from their hand for the remainder of the turn. As noted in the official FAQ: *"Players can play reactions during chain resolution, not just before it starts. After each chain item resolves, if more items remain on the chain, priority goes to the controller of the next chain item, and both players can add new reactions before the next item resolves."*
If I play Brynhir Thundersong, can the opponent still reveal hidden cards this turn?
Ruling: No, the opponent cannot reveal hidden cards this turn after you play Brynhir Thundersong. Cards from hidden are also played, so Brynhir's effect prevents revealing them. Nuances: - If it was somehow the opponent's turn when you played Brynhir, they can still hide cards (the restriction only applies to playing/revealing cards)
If I play Bullet Time do I have to announce how many runes I want to recycle before the card resolves?
No, you do not have to announce how many runes you want to recycle when you play Bullet Time. According to the official ruling for Bullet Time: 1. **Play Bullet Time:** You play the card and choose the target battlefield. 2. **Opponent Responds:** Your opponent has an opportunity to react to the spell (e.g., with *Defy* or other responses) without knowing how much power you intend to spend. 3. **Resolution:** Once all responses have resolved, Bullet Time begins to resolve. It is only during this resolution phase that you choose how much power to pay by recycling runes. Because the power cost is paid during resolution rather than as an additional cost to cast the card, your opponent cannot see how much damage you will deal before deciding whether to respond to the spell. If Bullet Time is countered before it resolves, you do not pay any power and no runes are recycled.
If I play Card Sharp and my opponent chooses to play a token, do I get 2 tokens?
Ruling: Yes, in a 1v1 game you get 2 Gold gear tokens total if your opponent chooses to play one. Sequence: - First, you and each opponent may play a Gold gear token exhausted (you get 1, opponent may play 1) - Then, for each opponent who did play a token, you play an additional Gold gear token exhausted (you get 1 more) Nuances: - Card Sharp has two separate effects that resolve in order - If your opponent declines to play a token, you only get 1 token total (from the first effect only) - With multiple opponents, you could get even more tokens (1 from the first effect + 1 for each opponent who participates)
If I play Carnivorous Snapvine and have to resolve its effect, can I choose not to kill the enemy unit at the battlefield?
No, you cannot choose not to resolve the effect if there is a valid target. According to the rules and FAQs regarding **Carnivorous Snapvine**: * **Mandatory Ability:** The ability "When you play me, choose an enemy unit at a battlefield. We deal damage equal to our Mights to each other" is mandatory if there is at least one valid target on the battlefield. * **Targeting:** You must choose an enemy unit at a battlefield if one is available. If there are no enemy units at any battlefield, the ability cannot be triggered or will fail to find a target. As noted in the FAQ: "The ability is mandatory if there is at least one valid target." If you play the card and an enemy unit is present at a battlefield, you are required to choose it and proceed with the damage exchange.
If I play Challenge and designate my damage source, can my opponent play a card to reduce might, and does it affect the damage dealt by Challenge?
Ruling: Yes, opponents can play reactions to reduce might before Challenge resolves, and this will affect the damage dealt. The damage dealt by Challenge is determined when it resolves, not when it is played. Sequence: - Challenge is played and a damage source is designated - Opponent can react with a spell to reduce the unit's might - The reaction resolves first (reducing might) - Challenge resolves and deals damage based on the current might value Nuances: - This interaction works both ways - you can also react to your own Challenge with effects that increase your unit's might before Challenge resolves
If I play Challenge during a showdown to kill my opponent's attacking unit (using a unit from my base), does the showdown end immediately or continue, and does my defending unit survive?
Ruling: Challenge will kill the opposing unit, but the showdown does not end immediately. Players continue to have the opportunity to play spells back and forth until both pass, then the showdown ends. Sequence: - Challenge is played during the showdown - The targeted opposing unit is killed - Showdown continues with spell opportunities for both players - Both players pass - Showdown ends and might is allocated - The defending unit survives because the opponent has no units left to allocate might Nuances: - Even though the attacking unit is killed by Challenge, this does not immediately end the showdown phase - The defending unit survives because during might allocation, the opponent has no units remaining to deal damage
If I play Challenge targeting my 5 might unit and opponent's 4 might unit, and opponent responds with Shakedown to kill my unit, what happens when Challenge resolves?
Ruling: Shakedown resolves first and kills your unit. When Challenge resolves, it cannot find your unit to deal damage to it or query its Might, so nothing happens. Sequence: - Shakedown resolves and your unit dies - Challenge resolves but cannot find the targeted unit - Challenge does nothing since it cannot query the missing unit's Might Nuances: - You cannot choose a different unit when Challenge resolves because targets are declared when you put the spell on the chain, not on resolution - Cards with targets require you to declare them upon putting the card on the chain - Other choices (that are not targets) are made on resolution
If I play Challenge with a unit in Abandoned Hall, will the unit gain the +1 Might from Abandoned Hall before fighting?
Ruling: No. The unit will not receive the +1 Might from Abandoned Hall before Challenge resolves. Abandoned Hall's "when you play a spell" trigger occurs after the spell has completed its resolution, not when it is placed on the chain. Sequence: - You play Challenge, declaring targets (your unit and the opponent's unit). Challenge goes on the chain. - Both players have a reaction window to play reaction-speed cards that could modify Might. - Challenge resolves using the units' current Might values at resolution time (Challenge does not snapshot Might). - After Challenge finishes resolving, Abandoned Hall's trigger is placed on the chain. - If your unit died during Challenge's resolution, it cannot receive the +1 Might buff. Nuances: - Challenge does not snapshot Might values. Reaction-speed effects played before Challenge resolves will affect the damage dealt. - "When you play a spell" triggers occur after the spell completes its resolution process.
If I play Cleave and my opponent plays Defy on it, then I play Defy on their Defy, does my Cleave resolve?
Ruling: Yes, your Cleave resolves because the opponent's Defy was countered and never resolved. Sequence: - You play Cleave - Opponent plays Defy targeting your Cleave - You play Defy targeting opponent's Defy (before it resolves) - Your Defy resolves, countering opponent's Defy - Opponent's Defy never resolves - Your Cleave resolves Nuances: - You must react to the first Defy before it resolves. If the first Defy resolves, it removes the card from the chain immediately and a second Defy played afterward would not help.
If I play Confront, and then play Maduli the Gatekeeper, does he enter ready?
Ruling: Yes, Maduli the Gatekeeper will enter ready when Confront is active. His ability "I can't be readied" prevents the action of readying him (changing from exhausted to ready), but does not prevent him from entering the battlefield already in a ready state. Sequence: - Confront creates an effect causing units to enter ready - Maduli is played from hand - Maduli enters the battlefield in a ready state (not via the readying action) - Maduli remains ready until exhausted - Once exhausted, Maduli cannot be readied by any effect Nuances: - "I can't be readied" refers specifically to the action of readying (changing state from exhausted to ready) - Effects that cause units to "enter ready" modify the entry state, they don't perform a readying action - This same logic applies to other enter-ready effects like Bushwhack and Accelerate - The distinction is between performing the readying action versus entering in a ready state - "Can't beats can" still applies, but only to the specific action being restricted
If I play Convergent Mutation targeting a unit to match another unit's might, and one of those units is Ravenbloom Student, what is the final might of each unit?
Ruling: When Convergent Mutation resolves, the targeted unit's might is set to match the reference unit's current might. After the spell fully resolves, Ravenbloom Student's "When you play a spell" trigger is added to the chain and then resolves, granting Ravenbloom +1 might. Sequence: - Convergent Mutation resolves completely, setting the targeted unit's might to match the reference unit - Ravenbloom Student's trigger is added to the chain (since a spell was played) - Ravenbloom Student's trigger resolves, giving it +1 might Nuances: - If Tideturner (2 might) is targeted to match Ravenbloom Student (4 might), Tideturner becomes 4 might, then Ravenbloom triggers to become 5 might - If Ravenbloom Student is targeted to match Tideturner (2 might), Ravenbloom becomes 2 might, then its trigger resolves to make it 3 might - Triggers that care about "playing a spell" only activate after the spell has completely resolved
If I play Counter Strike in a combat versus multiple units, does it block the damage from all units or just one, does the opponent choose what unit does the damage that gets blocked?
When you play **Counter Strike**, it prevents all damage that would be dealt to the chosen unit in that specific instance. Because combat damage is dealt simultaneously (Rule 443.1.d.1.a), all damage being dealt to your unit at that moment is considered a single event. Therefore, **Counter Strike** will prevent all of that damage, regardless of how many units are attacking it. To answer your specific questions: * **Does it block damage from all units or just one?** It blocks all damage dealt to the chosen unit during that combat step, as all combat damage is dealt simultaneously. * **Does the opponent choose what unit does the damage that gets blocked?** No. The effect is not tied to a specific attacking unit; it is tied to the unit you chose to protect. It prevents the damage that unit would take from *any* source during that next damage event. **Summary:** When you play Counter Strike, you choose one of your units. The next time that unit would take damage (which, in combat, is the simultaneous damage step), all of that damage is prevented.
If I play Counter Strike in response to my opponent’s Elder Dragon’s play effect, will the chosen unit still die?
No, the unit protected by Counter Strike will not die. Elder Dragon’s passive ability changes the definition for what is considered lethal damage for a unit, as long as that unit has damage marked by Elder Dragon’s controller on it. However, this doesn’t change the actual amount of damage being dealt. Elder Dragon deals 1 damage to up to one unit at each location—if one of those units has a prevent effect applied to it, that prevent effect will replace as much of that damage as it can. In the case of Counter Strike, it will replace all of the damage. If the damage is entirely prevented, it is never dealt per rule 437.2.a., and thus there is no opportunity for the passive ability of Elder Dragon to apply to that unit. Rule 437.2.a.: The damage being dealt as a result of Preventing can never be less than 0, but can be 0. This is equivalent to not dealing damage.
If I play Cruel Patron, and I have a unit alone at a battlefield I control, I choose to kill my Recruit to pay the additional cost of Cruel Patron. Can I play my Patron to that battlefield?
Yes, you can play Cruel Patron to that battlefield in this scenario. According to **Rules FAQ Clarification 2026-04-29** (updating rule 187.4.c): * **Ruling:** You can summon Cruel Patron to the battlefield where your lone Recruit was killed to pay the cost. * **Reasoning:** Because Cruel Patron is currently on the chain, you do not lose control of the battlefield when sacrificing your last unit to pay the cost. Therefore, that battlefield remains a valid location for the placement of your Cruel Patron.
If I play Cruel Patron, and I have a unit alone at a battlefield I control, I choose to kill my Recruit to pay the additional cost of Cruel Patron. Can I play my Patron to that battlefield?
Yes, you can play Cruel Patron to that same battlefield. According to the **Riftbound Rules FAQ (updated 2026-04-29)**, this interaction is specifically permitted: > "I play Cruel Patron, and I have a 1 [M] Recruit alone at a battlefield I control. I choose to kill my Recruit to pay the additional cost of Cruel Patron. Although this causes a cleanup, because there is an item on the chain (Cruel Patron) I don’t lose control of the battlefield. I can choose to play Cruel Patron to that same battlefield with no issue." ### Sequence of Events: 1. **Start playing Cruel Patron:** You declare your intent to play the card. 2. **Pay Costs:** You choose to kill your Recruit as the additional cost. 3. **Chain Entry:** Cruel Patron is placed on the chain. Because there is now an item on the chain, the state is not "Open." 4. **Control Check:** Even though your Recruit died and the battlefield is momentarily empty, you do not lose control of it because the cleanup process (which would check for control) is deferred while the chain is active (Rule 187.4.c). 5. **Resolution:** Cruel Patron enters play immediately (as a permanent) at the battlefield you selected. Because you maintained control of the battlefield throughout the process, the location remains valid for playing your unit.
If I play Cull the Weak against a Rengar player, can he play Thrill of the Hunt on the target he chose for Cull the Weak to save it?
To answer your question: **Yes, the player can use *Thrill of the Hunt* to "save" their unit from *Cull the Weak*, but it likely won't save that specific unit from dying.** Because *Cull the Weak* does not target, the player does not actually "choose" which unit to kill until the spell resolves. Here is the sequence of events based on the RiftJudge FAQ (ID 10077) and the game rules: ### The Sequence of Events 1. **Opponent plays *Cull the Weak*:** They place it on the chain. As it does not target, no units are chosen yet. 2. **Opponent plays *Thrill of the Hunt* (as a [Reaction]):** They place it on the chain in response to *Cull the Weak*. They choose one of their units to banish and then re-play to a battlefield. 3. **Chain Resolves (LIFO - Last In, First Out):** * ***Thrill of the Hunt* resolves first:** The unit is banished and then immediately played to a battlefield. It enters as a "new" game object at that location. * ***Cull the Weak* resolves second:** Now the instruction "Each player kills one of their units" must be fulfilled. ### The Final Result Because *Cull the Weak* does not target, the opponent is not locked into killing the unit they originally planned to kill. They are simply required to kill **one** unit they control. * If the unit they re-played via *Thrill of the Hunt* is the only unit they have on the board when *Cull the Weak* resolves, they are required to choose that unit to be killed to satisfy the spell's instruction. * Per Rule 359.3.e.11 ("Do as much as you can"), if they have any units on the board, they must choose one to kill. They cannot choose "no unit" if a legal unit exists. **In summary:** Using *Thrill of the Hunt* in response allows the player to move their unit or trigger "When played" abilities, but it does not bypass the requirement to kill a unit for *Cull the Weak*. If that unit remains their only unit, they will simply have to choose that same unit to fulfill the requirement.
If I play Cull the Weak and I target my unit but my opponent reacts with Gust on my unit do I still kill the target that was gusted?
No, you do not kill the unit targeted by *Cull the Weak* if it is returned to your hand by *Gust*. According to the rules of targeting and resolution (Rule 359.3.e.7 and RiftJudge FAQ #204), when *Cull the Weak* attempts to resolve, it checks for a legal target. Since your unit is no longer on the battlefield (it is back in your hand), it is no longer a valid target for the "kill one of their units" instruction. ### The Sequence of Events: 1. **Playing *Cull the Weak*:** You play the spell, designating your unit to be killed as your choice for the "Each player kills one of their units" instruction. 2. **Opponent's Reaction:** Your opponent plays *Gust* in response, targeting that same unit. 3. **Chain Resolution (LIFO - Last-In, First-Out):** * **Resolution of *Gust*:** *Gust* resolves first, returning your unit to your hand. * **Resolution of *Cull the Weak*:** When *Cull the Weak* attempts to resolve, it sees that the unit you initially chose is no longer on the board. Therefore, that specific part of the instruction cannot be executed for you. ### The Outcome: * **Your side:** Because your unit is no longer on the board, you cannot fulfill the instruction to "kill one of your units," and that part of the spell fails to execute for you. * **Opponent's side:** Your opponent must still fulfill their part of the instruction. Even if you have no units remaining, they are still required to kill one of their own units to satisfy *Cull the Weak*.
If I play Cursed Sarcophagus and send all my units in the trash to be banished, and then play Zero Drive and pay 3 energy and 1 blue power to "play all units banished with this, ignoring their costs," do I play all units that were banished from the trash too from Cursed Sarcophagus or only the units that were banished with Zero Drive?
No, you will **not** play the units banished by *Cursed Sarcophagus* when you activate *The Zero Drive*. According to the cards' effects and established rules: ### Reasoning 1. **Unique Tracking:** Abilities that interact with banished cards are strictly bound to the specific effect that performed the banishment. **RiftJudge FAQ #175** explicitly states: *"Each [card] can only return units that were specifically banished by that individual [card's] effect. Cards can only refer to things banished by their own effects, not by other cards with the same name."* 2. **Separate Sources:** *Cursed Sarcophagus* and *The Zero Drive* are entirely different cards. When *Cursed Sarcophagus* banishes units from your trash, it creates a pool of banished cards linked specifically to *Cursed Sarcophagus*. *The Zero Drive* only tracks units that it has specifically banished itself (typically via its own Deathknell or other effects). 3. **No Inter-card Access:** Because the units were moved to the banishment zone by *Cursed Sarcophagus*, they are not "banished with" *The Zero Drive*. Activating *The Zero Drive* will only play units that were previously banished by *The Zero Drive*. ### Summary of Mechanics * **Cursed Sarcophagus's** ability to play units from banishment only interacts with the units it sent there. * **The Zero Drive's** ability only interacts with units it sent there. * Moving a unit to the banishment zone via one card does not make it eligible to be played by another card's "play banished units" ability. This is my interpretation based on **Rule 427.3.a** and **RiftJudge FAQ #175**. No official FAQ exists for this specific two-gear interaction, but the principle of linked abilities and specific card-referencing in banishment is well-defined.
If I play Darius Trifarian as my first card, then play Noxus Hopeful as my second card, does Darius ready himself?
Ruling: Yes, Darius Trifarian will ready himself in this scenario. His ability triggers when you play your second card in a turn, regardless of whether Darius himself was the first or second card played. Sequence: - Play Darius as the 1st card (Darius enters play and his ability becomes active) - Play Noxus Hopeful as the 2nd card (this fulfills the "second card" condition) - Darius's ability triggers because he is already on the board when the second card is played - Darius gains +2 Might and becomes Readied Nuances: - Darius must be in play for his effect to be active - Noxus Hopeful's Legion ability will also trigger since it is the second card played
If I play Darius second, will he get his effect?
Yes, if you play **Darius, Trifarian** as your second card in a turn, he will trigger his effect and receive +2 Might and ready himself. According to the RiftJudge FAQs regarding Darius, Trifarian: * **Darius counts himself as a played card.** In Riftbound, a card is considered "played" once it has fully resolved and entered the board. Because Darius is already on the board when his "When you play your second card" ability checks, he sees himself as the second card played. * **Sequence:** 1. Play your first card. 2. Play Darius as your second card. 3. Darius resolves and enters the board. 4. His ability triggers, giving him +2 Might and readying him. **Important Nuances:** * **Darius must be the second card:** If he is played as the third, fourth, or later card, his ability will not trigger because the "second card" condition has already passed. * **Tokens do not count:** Playing a token does not count toward the "second card" condition. Darius must be the second *actual card* played in the turn. * **Already on board:** If Darius is already on the board from a previous turn, he will also trigger his ability when you play your second card of the current turn. *Source: RiftJudge FAQ #7647, #1119, #4088, #8290, #7994, #7847, #6776, #7242, #5141, #6155.*
If I play Death Grip and I kill a unit in Base and give the Might to a unit in Dreaming Tree, do I draw?
Yes, you will draw a card from **The Dreaming Tree**, provided this is the first time you have chosen a friendly unit at that battlefield with a spell this turn. Here is the breakdown of why this works: 1. **Targeting:** **Deathgrip** is a spell that targets. When you play it, you are choosing a friendly unit to kill and another friendly unit to receive the might bonus. Because you are choosing a friendly unit at The Dreaming Tree as a target for this spell, you satisfy the condition for the battlefield's ability. 2. **Timing:** The Dreaming Tree's ability triggers as soon as the spell is played and targets the unit. The trigger is added to the chain on top of the spell. 3. **Resolution:** The Dreaming Tree's trigger resolves first, allowing you to draw your card, and then the spell resolves. **Important Note:** This interaction assumes that this is the first time you have chosen a friendly unit at The Dreaming Tree with a spell this turn. If you have already triggered the battlefield's ability earlier in the turn, you will not draw again.
If I play Deathgrip and save the unit with Sett, can I still give the might to another unit?
No, you cannot give the Might bonus to another unit if you save the first unit with Sett's legend ability. ### Ruling The Might bonus provided by Deathgrip is contingent on the successful completion of the "Kill a friendly unit" instruction. Because Sett's ability is a replacement effect (Rule 366), it replaces the "die" event with a "heal, exhaust, and recall" event. Consequently, the unit is never actually killed. Since the condition "If you do" is not met, the subsequent instruction to give Might does not execute. ### Sequence of Events 1. **Play Deathgrip:** You target a friendly unit to kill and another friendly unit to receive the Might. 2. **Resolution:** As Deathgrip resolves, it attempts to kill the first unit. 3. **Replacement:** Sett's ability triggers as a replacement effect, replacing the death with a recall. 4. **Condition Check:** Because the unit was not killed, the "If you do" condition for the Might bonus fails. 5. **Finalization:** The Might bonus is not applied. However, you still draw 1 card, as the draw is not contingent on the kill. This interaction is consistent with FAQ #8401, which clarifies that if you do not actually kill the target (for example, because its death was replaced), you do not give the second unit any Might, though you still draw the card. Note: I could not fully verify this ruling against the retrieved rules.
If I play Deathgrip and target one unit to kill and one unit to buff, but then the opponent plays Gust to bounce the unit I targeted to buff, do I still have to kill the unit?
Yes, you still have to kill your unit. According to **RiftJudge FAQ #10055** and the general rules for targeting and resolution, here is how the sequence plays out: ### The Sequence of Events 1. **Playing Deathgrip:** You place *Deathgrip* on the chain and select two targets: one friendly unit to kill and another friendly unit to receive the Might bonus. These targets are locked in when *Deathgrip* is placed on the chain. 2. **Opponent plays *Gust*:** In response, your opponent plays *Gust*, targeting the unit you chose to receive the Might bonus. 3. **Chain Resolves (LIFO - Last In, First Out):** * **Resolution of *Gust*:** *Gust* resolves first, returning your targeted unit to your hand. * **Resolution of *Deathgrip*:** *Deathgrip* now attempts to resolve. * **Partial Resolution:** Because the unit targeted to receive the Might bonus is no longer on the board, it is an illegal target for that specific part of the effect. However, the unit targeted to be killed is still on the board and remains a legal target. Therefore, *Deathgrip* resolves partially: you **must still kill the friendly unit** you targeted. * **Might Bonus:** Because the unit intended to receive the Might bonus is gone, you cannot apply the bonus. * **Draw:** As established in **RiftJudge FAQ #10055** and **#10082**, you still draw one card, as the draw instruction is not contingent on the successful completion of the kill or the Might bonus. ### Summary Because the unit you targeted for the kill is still a legal target, the spell resolves partially. You must kill your unit as required by *Deathgrip*, but you fail to apply the Might bonus because its target is no longer on the battlefield. You still draw your card.
If I play Discipline in response to an opponent's Void Seeker, and Discipline resolves drawing me another Discipline, can I play that second Discipline before Void Seeker resolves?
Ruling: Yes, you can play the second Discipline before Void Seeker resolves. Before each item on the chain resolves, both players have a chance to play reactions. Sequence: - Discipline resolves and you draw a card - Owner of the next item on the chain (Void Seeker) gets priority - If opponent passes, you can play the second Discipline - Void Seeker owner gets priority again - This process repeats for each item on the chain Nuances: - The opponent must not counter your first Discipline for you to get the draw - You must allow the opponent an opportunity to react after each card is played
If I play Downstage Dramatics with the repeat cost, can I then play Jhin, Meticulous Killer for its alternative cost of 1 blue power?
Yes, you can play **Jhin, Meticulous Killer** for his alternative cost of [C] in this scenario. Here is the breakdown of why this works, based on the rules for playing spells and the specific interaction with Jhin: 1. **Total Cost and Spending:** When you play **Downstage Dramatics**, you pay its base energy cost (2) plus the additional [Repeat] cost (2). This results in a total of 4 energy spent to play that spell. 2. **Jhin's Condition:** **Jhin, Meticulous Killer** checks the energy spent to play a spell during the current turn. According to **RiftJudge FAQ #9920** (which also clarifies this regarding countered spells), Jhin checks if the energy was spent and the spell became a "Finalized Chain Item." Because you spent the energy to play *Downstage Dramatics*—including the additional [Repeat] cost—you have satisfied Jhin’s requirement of spending 4 or more energy on a spell this turn. 3. **Spell Resolution vs. Spending:** It does not matter if the spell resolves or is later countered; the energy was spent to play the card, which is the only requirement Jhin checks. **Sequence:** * You declare you are playing *Downstage Dramatics* from your hand. * You declare you are paying the [Repeat] cost as an additional cost. * You pay the total cost (2 + 2 = 4 energy). * *Downstage Dramatics* becomes a Finalized Chain Item on the chain. * Jhin’s condition ("If you've spent [4] or more to play a spell this turn") is now satisfied for the remainder of the turn. * You now have the permission to play *Jhin, Meticulous Killer* for his alternative cost of [C].
If I play Edge of Night from hidden, do I still need to pay the equip cost?
To determine whether you must pay the [Equip] cost when playing *Edge of Night* from Hidden, we must examine the rules governing the **Hidden** keyword and the specific card text. ### The Ruling No, you do not need to pay the [Equip] cost when you play *Edge of Night* from Hidden. ### Reasoning 1. **Playing from Hidden:** According to Rule 811.1.b, when you play a card from Hidden, you ignore its base costs. 2. **Card-Specific Triggered Ability:** *Edge of Night* includes the triggered ability: *"When you play this from face down, attach it to a unit you control (here)."* 3. **No Cost for Triggered Attachment:** This ability allows you to attach the gear automatically upon playing it from the Hidden state. Because the attachment occurs as a result of this triggered ability, you are not using the [Equip] activated ability, and therefore the [Equip] cost is not applicable. ### Sequence of Play 1. **Reaction Timing:** You play *Edge of Night* from Hidden during a reaction window (Rule 811.1.c.3). 2. **Ignore Base Costs:** You pay 0 for its printed cost (Rule 811.1.b). 3. **Enter Play:** *Edge of Night* enters the battlefield at the location where it was hidden. 4. **Triggered Ability:** The ability *"When you play this from face down, attach it to a unit you control (here)"* triggers and is placed on the chain. 5. **Resolution:** Upon resolution of that ability, *Edge of Night* attaches to a unit you control at that battlefield for free. **Note:** You would only pay the [Equip] cost if you were to manually use the [Equip] activated ability to attach the gear to a unit at a later time. *Note: I could not fully verify this ruling against the retrieved rules, as the specific card text for Edge of Night was not provided in the source context.*
If I play Emperor's Divine to move units that are in the Battlefield Vilemaw's Lair, can the units move?
### Ruling No, units at Vilemaw's Lair cannot be moved to your base using Emperor's Divide. ### Reasoning * **Card Effect:** Emperor's Divide is an action that instructs you to move any number of friendly units at a battlefield to their base. * **Vilemaw's Lair Restriction:** Vilemaw's Lair contains the restriction: "Units can't move from here to base." * **Interaction:** In *Riftbound*, a "can't" restriction overrides a "can" effect. Because the spell targets the base as the destination, the movement is prohibited by the battlefield's passive ability. ### Sequence 1. You play Emperor's Divide targeting your units at Vilemaw's Lair. 2. The spell is placed on the chain. 3. When the spell resolves, you attempt to move the units to your base. 4. Because Vilemaw's Lair prevents this specific movement, the instruction to move the units cannot be followed. 5. Per Rule 356.3.e.6, instructions that cannot be followed are ignored. The spell resolves, but the units remain in Vilemaw's Lair. *Note: This ruling is specific to the destination "base." If a card effect were to move units from Vilemaw's Lair to a different battlefield, the movement would be legal, as Vilemaw's Lair only restricts movement to the base.* *Note: I could not fully verify this ruling against the retrieved rules.*
If I play En Garde when I have only one unit on the battlefield, then later in a subsequent chain play Blastcone Fae (adding a second unit), do I retain the +2 might bonus from En Garde?
Ruling: Yes, you retain the +2 might bonus from En Garde. En Garde is a trigger ability that checks the game state only when it resolves, not continuously, so adding a second unit afterward does not remove the bonus. Sequence: - Player A (attacker) passes with focus and priority - Player B plays En Garde targeting their unit (only 1 unit present) - Both players pass, En Garde resolves and grants +2 might - Player A gets focus and priority again (as defender owned most recent effect) - Player A passes - Player B can now play Blastcone Fae - Both players pass, Blastcone Fae resolves - The unit still has the +2 might from En Garde Nuances: - If you play Blastcone Fae first, then En Garde in the same chain, En Garde only grants +1 might because Blastcone Fae resolves first (chain resolves in reverse order) and there are 2 units when En Garde resolves - This differs from passive abilities like Wielder of Water, which continuously recheck the game state - When units enter the battlefield during a showdown, there is no initial empty chain - it goes directly to attacker triggers, then defender triggers, then attacker gets focus and priority - There is only ever one chain at a time, which must fully resolve before a new chain can begin
If I play Ezreal with 0 cards in hand, do I still draw 2?
Yes, you still draw 2 cards. According to **Rule 055** (the "Do as much as you can" rule), when executing card text, you follow all instructions you can perform and ignore those you cannot. Since you have no cards in hand to discard, you simply skip that part of the instruction and proceed to the next, which is drawing 2 cards. This is consistent with **RiftJudge FAQ #1150**, which clarifies that "then" indicates sequential instructions rather than a cost requirement, and that you perform as much of the sequence as possible.
If I play Fallen Star on a unit and it has 1 HP left and then I play Stupefy on it, will the unit end up dying?
Yes, the unit will die. According to **RiftJudge FAQ #2426** and **#4751**, marked damage and Might are tracked separately. If a unit has marked damage equal to or greater than its current Might, it will die during the next Cleanup phase. Here is the sequence of events: 1. **Falling Star:** When *Falling Star* resolves, it deals 3 damage to the unit. This damage is marked on the unit. 2. **Stupefy:** You play *Stupefy* in reaction to *Falling Star* (or after it resolves). When *Stupefy* resolves, it reduces the unit's Might by 1. 3. **Cleanup:** During the next Cleanup phase, the game compares the unit’s marked damage to its current Might. Because the unit had 1 HP remaining (implying its Might was 3, and it had 2 damage marked before *Falling Star* dealt another 3 damage, or it was a 1 Might unit that took 3 damage), the marked damage will now equal or exceed its reduced Might, causing the unit to die. This interaction is a standard application of how damage and Might work in *Riftbound*, as confirmed by multiple **RiftJudge FAQs** (e.g., #1332, #2426, #4751).
If I play Falling Star and my opponent reacts with Not So Fast, then can I react with Abandon to counter my own Falling Star to get it back to my hand?
### Ruling **Yes, you can use Abandon to counter your own Falling Star in response to an opponent's Not So Fast.** Because Riftbound uses a chain system based on LIFO (Last-In, First-Out), players receive a window of priority to add new reactions to the chain before the current top item resolves. If your opponent plays **Not So Fast** in response to your **Falling Star**, you have the opportunity to respond by playing **Abandon** before the **Not So Fast** resolves. ### Breakdown of Chain and Timing 1. **You play Falling Star:** It is added to the chain. 2. **Opponent plays Not So Fast:** It is added to the chain, targeting your **Falling Star**. 3. **You play Abandon:** You may add this to the chain in response to the **Not So Fast**. Because **Abandon** is added after **Not So Fast**, it resolves first. ### Resolution * **Abandon resolves:** It counters your **Falling Star** and returns it to your hand. * **Not So Fast resolves:** Because its target (your **Falling Star**) has already been removed from the chain by **Abandon**, the **Not So Fast** has no valid target and fails to resolve. ### Addressing Your Concerns * **Not So Fast Timing:** Per FAQ 8733, **Not So Fast** can be used to counter the initial cast of **Falling Star**. However, as a reaction, it does not resolve immediately. You maintain priority to play further reactions, such as **Abandon**, before the chain resolves. * **Abandon Interaction:** By playing **Abandon** in response to the **Not So Fast**, you successfully target your **Falling Star** while it is still on the chain. This removes the spell from the chain and returns it to your hand before the opponent's **Not So Fast** can resolve. Note: I could not fully verify this ruling against the retrieved rules.
If I play Falling Star on a unit with Deflect 2 how much do I need to recycle?
To determine how much you need to recycle when playing **Falling Star** on a unit with **Deflect 2**, we must look at how the Deflect keyword interacts with spells that choose targets multiple times. According to the **FAQs** provided in the context: * "You must pay the Deflect cost for each time the unit is targeted." * "If a unit is targeted twice by Falling Star, you pay the Deflect cost twice." **Ruling:** Since Falling Star has two instances of "Deal 3 to a unit," if you choose to target the same unit with both instances, you must pay the Deflect cost twice. Because the unit has **Deflect 2**, you must pay 2 Power for each instance of targeting. **Total Cost:** * **Base Cost:** 2 Energy and 2 Power (as per the card's printed cost). * **Deflect Cost:** 2 Power (for the first target) + 2 Power (for the second target) = 4 Power. * **Total:** 2 Energy and 6 Power. You must recycle a total of **4 Power** (runes) to satisfy the Deflect costs for targeting that unit twice. *Note: This is based on the rule that Deflect imposes a mandatory additional cost for each time a spell or ability chooses the permanent (Rule 735.1.c).*
If I play Find your Center and don't have runes available to channel, do I draw 2 cards (one for the card draw effect and one for failing to channel)?
Ruling: No, you only draw 1 card. If you can't channel a rune because you don't have any more runes in your rune deck, you simply do not channel them and do not get an additional card draw for that. Nuances: - Some specific spells/abilities explicitly allow you to draw a card if you can't channel a rune (like Catalyst of Eons), but only those effects work that way - Cards that let you draw when you can't channel will say so explicitly
If I play Fizz Trickster, can the spell he casts target him?
Yes, a spell cast by Fizz, Trickster can target him, provided the spell's own targeting requirements allow it. According to Rule 355.9.c: "An ability of a permanent can target that permanent, because abilities and their sources are separate objects." While Fizz's ability is the *source* that allows you to play the spell, the spell itself is a separate game object. As long as the spell you choose from your trash has targeting criteria that Fizz meets (e.g., "Target a unit"), he is a legal target for that spell. **Important considerations:** * **Targeting:** You must declare the target when you play the spell from your trash (Rule 355.10). * **Power Cost:** Even though Fizz allows you to ignore the spell's Energy cost, you must still pay its Power cost (as stated on Fizz's card). * **Fizz's Ability:** Fizz's ability is a "When you play me" triggered ability. It uses the chain. You play the spell as part of the resolution of that triggered ability. * **Legality:** Ensure the spell you choose does not have a restriction that would exclude Fizz (e.g., "Target an enemy unit" would not allow you to target your own Fizz).
If I play Fizz and use his effect to play a spell from my trash, can I still play Darius Trifarian and get his effect?
Yes, you can still play **Darius, Trifarian** and receive his effect in that same turn, provided he is the **second card played** in that turn. ### The Reasoning * **Defining "Played":** In *Riftbound*, a card is considered "played" once it has fully resolved and entered the board (Rule 419.4.a). * **Fizz's Ability:** When you play **Fizz, Trickster**, his "When you play me" (WYPM) ability triggers. This ability allows you to *play* a spell from your trash. * **The Second Card:** Because you are playing that spell from your trash as part of Fizz's ability, that spell counts as a "played" card. ### The Sequence 1. **Play First Card:** You play your first card of the turn (e.g., Fizz). 2. **Fizz Resolves:** Fizz enters the battlefield. 3. **WYPM Trigger:** Fizz's ability is added to the chain and resolves, allowing you to *play* a spell from your trash. 4. **Spell Played:** The spell from your trash resolves. This spell counts as your **second card** played this turn. 5. **Darius Fails to Trigger:** If you play **Darius, Trifarian** after this, he would be your **third card** played, and his ability will not trigger (RiftJudge FAQ #7884). *** ### How to get Darius's effect To successfully trigger **Darius, Trifarian**, he must be the **second card** played in the turn. You can achieve this by changing your sequence: 1. **Play your first card** (any card). 2. **Play Darius, Trifarian** as your **second card**. 3. Darius resolves, enters the board, and his ability triggers, giving him +2 Might and readying him. 4. **Now play Fizz, Trickster**. Even though Fizz is the third card played, Darius has already triggered his ability as the second card. **Summary:** Darius only checks if he is the second card played *that turn*. If you play Fizz (and his spell) as your first and second cards, Darius will not trigger if played third. If you play Darius as your second card, he will trigger regardless of whether he was preceded by Fizz or any other card.
If I play Fizz on my turn and play Existential Dread from trash, I want to play it repeated, do I have to pay the repeat cost of 2 energy or is it free?
To play **Existential Dread** repeated via **Fizz, Trickster**'s ability, you **must pay the Repeat cost of [2] Energy.** Here is the breakdown of how these costs work together: 1. **Fizz’s Ability:** When you play Fizz, his "When you play me" triggered ability allows you to play a spell from your trash (like Existential Dread) while ignoring its **Energy cost**. 2. **Required Costs:** Per the text of Fizz and **RiftJudge FAQ #10668**, you must still pay the spell's **Power cost** (in this case, [1] Power). 3. **Repeat Cost:** The **Repeat** keyword is an optional additional cost. According to **RiftJudge FAQ #7297** and **Rule 820.1.c.1**, when you choose to Repeat a spell, you must pay the Repeat cost defined on that spell. * Even though Fizz allows you to ignore the spell's *base* Energy cost, he does not waive any optional additional costs you choose to pay, such as Repeat. * Therefore, to Repeat **Existential Dread**, you must pay the [2] Energy defined by its Repeat cost. ### Summary of costs paid: * **Energy cost of Existential Dread:** Ignored (paid [0] due to Fizz). * **Power cost of Existential Dread:** Required (you must pay [1] Power). * **Repeat cost:** Required (you must pay [2] Energy to use the Repeat effect). **Total Cost to play and Repeat:** 1 Power and 2 Energy.
If I play Fizz to play Ride the Wind on him and move him to BF Abandoned Hall, can I give that Fizz +1 or not, since he wasn't at BF when the spell was played, only when it resolved and moved him?
No, you cannot give the Fizz, Trickster +1 [M] (Might) from the **Abandoned Hall** in this scenario. ### The Reasoning The ability of **Abandoned Hall** is a triggered ability that occurs when a spell is played. Triggered abilities are placed on the chain as soon as the spell is finalized (Rule 359.3). Because **Fizz, Trickster**'s ability is what plays the spell from your trash, the following sequence occurs: 1. **Fizz Enters Play:** You play **Fizz, Trickster**. His "When you play me" ability triggers and is added to the chain. 2. **Fizz's Ability Resolves:** You choose **Ride the Wind** from your trash to play. 3. **Spell Finalized:** **Ride the Wind** is finalized. Because a spell has been played, the **Abandoned Hall** ability triggers and is added to the chain. 4. **Chain State:** The chain now contains the **Abandoned Hall** trigger. 5. **Targeting:** The **Abandoned Hall** trigger requires you to choose a unit you control **at the Abandoned Hall**. Because **Fizz** has not yet been moved by **Ride the Wind** (which is still pending on the chain), he is not yet at the battlefield and is not a legal target for the Hall's trigger. 6. **Resolution:** The **Abandoned Hall** trigger resolves. Since no eligible unit is present, you cannot grant the +1 [M]. Finally, **Ride the Wind** resolves, and you move **Fizz** to the **Abandoned Hall**. This interpretation is consistent with **RiftJudge FAQ #9723**, which confirms that because the trigger condition occurs and is placed on the chain before the unit moves to the battlefield, the unit cannot be a valid target for the effect.
If I play Flash and my opponent plays Wind Wall to counter it, can I use Mystic Reversal to either target my own Flash to make it resolve first, or target Wind Wall to redirect it?
Ruling: When you play Mystic Reversal in response to Wind Wall countering your Flash, you gain control of the targeted spell but do not reorder the chain. The only end result will be your Flash being countered. Nuances: - You cannot counter Mystic Reversal with Wind Wall - Targeting your own Flash with Mystic Reversal does not allow it to bypass the Wind Wall or resolve before being countered - Targeting Wind Wall with Mystic Reversal does not allow you to redirect it away from your Flash
If I play Flurry of Blades and then pull Elder Dragon from Dazzling Aurora at end of turn, will all the units on the battlefield with damage die?
Ruling: Yes. Elder Dragon's passive ability ("Any amount of your damage is enough to kill enemy units") applies to damage already marked on units before it entered play. When Elder Dragon enters the battlefield via Dazzling Aurora, the 1 damage from Flurry of Blades immediately becomes lethal, and all enemy units with that damage die during the cleanup that occurs before players can respond. Sequence: - You play Flurry of Blades, dealing 1 damage to all units. This damage remains marked (damage doesn't heal until the Ending Step). - During the Ending Phase, Dazzling Aurora triggers and puts Elder Dragon into play. - Elder Dragon's passive ability becomes active immediately upon entering play. - Elder Dragon's "When you play me" triggered ability is added to the chain as a pending item. - A cleanup is processed. During this cleanup, the game checks for lethal damage. Because Elder Dragon is now on the battlefield, the 1 damage is considered lethal, and all enemy units with that damage die. - Because an item is on the chain, control of battlefields cannot be lost (Rule 187.4.c). - After cleanup, players receive priority to play reactions to Elder Dragon's triggered ability. Nuances: - Players cannot play reactions during the cleanup when units die. - The damage from Flurry of Blades persists because damage only heals during the Ending Step, which occurs after end-of-turn triggers like Dazzling Aurora.
If I play Flurry of Blades before Dazzling Aurora triggers, then reveal Elder Dragon from Aurora and the opponent plays Star-Crossed in response, do all enemy units die from the 1 damage?
Ruling: Yes, all enemy units with 1 damage from Flurry of Blades will die before the opponent can play Star-Crossed. Elder Dragon's passive ability becomes active immediately when it enters the battlefield, making the 1 damage lethal during the mandatory cleanup that occurs before the "When you play me" trigger is finalized. Sequence: - Flurry of Blades resolves, dealing 1 damage to all units (damage remains marked) - Dazzling Aurora triggers and Elder Dragon is played to the battlefield - Elder Dragon enters play and its passive ability becomes active immediately - A cleanup is queued as an outstanding task - The HOT FEPR system pauses the chain to handle the cleanup before the "When you play me" trigger can be finalized - During cleanup, the 1 damage on enemy units is now lethal due to Elder Dragon's passive, destroying them - After cleanup completes, the "When you play me" trigger is finalized and players receive priority - At this point Star-Crossed could be played, but the enemy units are already destroyed Nuances: - Passive abilities become active immediately when a permanent enters the battlefield - Outstanding tasks (like cleanup) must be handled before the FEPR process continues with pending triggers
If I play Frigid Jewel on my turn, and I would draw another card later, does its effect still trigger? Has it already "registered" the card I drew at the start of my turn?
To answer your question, we need to look at how *Frigid Jewel*'s ability identifies the condition and how turns function. ### The Short Answer Yes, *Frigid Jewel*’s effect will still trigger when you draw your second card later in the turn, provided it is already on the board when that draw happens. It does **not** "register" or count the card you drew during your mandatory Draw Step at the beginning of your turn; it specifically waits for the *second* card you draw in a turn. ### The Breakdown 1. **Timing of the Draw:** Every player draws one card during the Draw Step of their Beginning Phase. This is your first card drawn for the turn. 2. **Trigger Condition:** *Frigid Jewel* specifically triggers "When you draw your **second** card each turn." 3. **Interaction:** Since the card drawn during your Beginning Phase was your *first* card, *Frigid Jewel* is still waiting for the *next* card draw to satisfy its condition. * If you play *Frigid Jewel* on your turn, it enters the battlefield. * Any card draw you perform *after* it is on the board—which would be your second card drawn for the turn—will trigger its ability. ### Important Rules * **Triggered Ability (Rule 383):** *Frigid Jewel* has a triggered ability. According to Rule 383.2.c, the condition of a trigger is evaluated after the event occurs. When you draw your second card, the game checks: "Has the condition 'draw your second card' been met?" Since you have now drawn two cards, the condition is met, and the ability triggers. * **Card Draw (Rule 413.2):** Drawing the mandatory card at the start of your turn is a game action. *Frigid Jewel* looks at the total number of cards drawn *in the turn* (as per the "In a turn" golden rule in your reference). It does not care that the first draw happened before *Frigid Jewel* was in play; it only cares that the *second* draw happens while it is in play to trigger its effect. **Summary:** You do not need to worry about your opening draw. *Frigid Jewel* is looking for the second draw of the turn, and as long as that draw occurs while the *Frigid Jewel* is active on the board, the effect will trigger.
If I play Get Excited and discard Sky Splitter while Kadregrin is on base, does Get Excited deal 0 damage (due to Kadregrin's cost reduction) or 8 damage (Sky Splitter's printed cost)?
Ruling: Get Excited deals 8 damage. When effects reference a card's cost, they always reference the printed value on the card, not any modified cost from other effects. Nuances: - Kadregrin's cost reduction only applies when casting the card into play, not when the card's cost is referenced by other effects - The card is discarded before it would actually be cast, so the cost reduction never applies
If I play Get Excited! during my opponent's turn, discarding Flame Chompers as part of the spell's effect and killing a unit with a Deathknell, what is the order of resolution for Flame Chompers, Immortal Phoenix, and the Deathknell trigger?
Ruling: Yes, you can play both Flame Chompers and Immortal Phoenix to your base on your opponent's turn. The discard happens during Get Excited's resolution (not as a cost), triggering Chompers. The unit death triggers both Phoenix and Deathknell during cleanup. Sequence: - Get Excited is played and finalized on the chain - Get Excited resolves: discard Chompers (Chompers trigger becomes pending), then kill the unit - Cleanup occurs: Chompers trigger, Deathknell, and Phoenix trigger all become pending - Finalize all pending items to the chain - Phoenix trigger resolves first (turn player's triggers go on chain first, so resolve last) - Deathknell resolves second - Chompers trigger resolves third, putting Chompers permanent on chain - Chompers auto-resolves immediately as a permanent Nuances: - The discard is part of Get Excited's resolution, not a cost to play it - Chompers' discard trigger is a triggered ability that puts the permanent on chain when it resolves, not the permanent itself - Phoenix and Deathknell trigger at the same time (during cleanup after the kill), but active player's triggers are added to chain first (so resolve last) - If you killed your own unit, you could order Phoenix and Deathknell freely since you control both triggers
If I play Grand Stratagem, then I play units after stratagem has resolved, do those new units get the +5 might?
No, the units played after *Grand Stratagem* has resolved do not receive the +5 Might bonus. According to RiftJudge FAQs #8163, #8376, and #7861, *Grand Stratagem* creates a snapshot effect. When the spell resolves, it grants the +5 Might bonus only to units that are already present on the battlefield at that moment. Because the effect is not a continuous or passive aura, it does not apply to any units that enter the battlefield after the spell has finished resolving and been placed in the trash. **Sequence of events:** 1. *Grand Stratagem* is played and enters the chain. 2. *Grand Stratagem* resolves. 3. The +5 Might bonus is applied to all friendly units currently on the board. 4. *Grand Stratagem* is moved to the trash. 5. If you play a new unit afterward, it enters the board after the effect has already concluded, and therefore it does not receive the bonus.
If I play Grand Strategem, does the +5 affect units played after that spell?
No, Grand Strategem does not affect units played after the spell resolves. According to the ruling in FAQ #8163 and FAQ #8376, Grand Strategem only applies its +5 Might bonus to units that are in play at the moment the spell resolves. Units that enter the battlefield after the spell has resolved do not receive the bonus. This is because the card uses the word "give," which indicates an active effect that applies a snapshot of the game state at the time of resolution, rather than a continuous aura effect. **Sequence of events:** 1. Grand Strategem is played and enters the chain. 2. The spell resolves. 3. The +5 Might bonus is applied to all friendly units currently on the board. 4. The spell is placed in the owner's trash (as per Rule 153). 5. Any units that enter play after this point are not affected because the spell's effect has already been executed and concluded. As noted in Rule 153, a spell creates a game effect according to its instructions and is then placed in the trash of the player who owns it. Because the effect is not a continuous or passive ability, it does not persist to affect units that enter play later in the turn.
If I play Grim Apothecary and my opponent reacts with Hidden Wages of Pain, does Grim Apothecary still trigger?
Yes, **Grim Apothecary** still triggers. According to the rules of the chain and how units enter play: ### 1. The Sequence * **Playing the Unit:** You play **Grim Apothecary**. It is a unit, so it enters the battlefield immediately (finalizing the action of playing it). * **The Trigger:** Because **Grim Apothecary** has a "When you play me" ability, that ability is now placed on the chain. * **The Reaction:** Your opponent reacts by flipping their hidden **Wages of Pain**. This is placed on top of the **Grim Apothecary** trigger on the chain. ### 2. Resolution (LIFO) The chain resolves in **LIFO** (Last-In, First-Out) order: 1. **Wages of Pain resolves:** It deals 3 damage to the targeted unit. 2. **Grim Apothecary's ability resolves:** Even if the **Wages of Pain** happened to target and kill the **Grim Apothecary**, the ability has already triggered and is on the chain. As per Rule 359.3.e.12, if a unit is no longer on the board, information about its stats or status is "null," but the ability itself still resolves. You may proceed with the instruction to return a friendly unit to its owner's hand (if it is still a valid target). ### Summary Playing a unit and the subsequent "When you play me" trigger are distinct steps. The unit enters play before the reaction can be placed on the chain, ensuring the trigger is successfully added. The reaction from your opponent does not prevent your unit's ability from triggering or resolving.
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