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Riftbound Frequently Asked Questions

Search verified questions and answers.

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.
If I play Grim Apothecary to a battlefield, can I move a friendly unit from another battlefield to owner's hand?
Yes, you can. According to the card text of **Grim Apothecary**, its ability states: "When you play me, you may return a friendly unit at a battlefield to its owner's hand." Because the ability does not restrict the target unit to the same battlefield where you played Grim Apothecary, you are permitted to choose a friendly unit located at any other battlefield you control.
If I play Guards! while it is hidden, can I play the sand soldier to base?
No, you cannot play the **Sand Soldier** token created by *Guards!* to your base. According to **Rule 811.1.d.3** of the Core Rules: "If a hidden spell or a play effect of a hidden permanent causes you to play a unit, you must choose to play that unit at that battlefield [where the card was hidden]." Because *Guards!* is a spell with the **Hidden** keyword, when you play it from its facedown position, any units it creates must be played at the same battlefield where the *Guards!* card was hidden. This has been confirmed by **RiftJudge FAQ #9273**, **#9517**, and **#8658**, which all explicitly state that the token must enter play at that specific battlefield and cannot be played to your base.
If I play Gust on a unit and my opponent uses Reaction Speed to increase the might of that unit to 4, does that unit still get gusted?
No, the unit will **not** be returned to its owner's hand. According to the rules of target legality in *Riftbound*, a spell must meet its targeting requirements both when it is played and when it resolves. ### The Sequence of Events: 1. **Initial State:** You play *Gust* targeting an enemy unit with 3 Might. Because the unit has 3 Might or less, it is a legal target. The chain is now in a "Closed State." 2. **Opponent's Response:** Your opponent plays a card or ability to increase that unit's Might to 4. 3. **The Chain (Bottom to Top):** * *Gust* (Bottom) * Might-buffing effect (Top) ### Resolution (LIFO - Last-In, First-Out): As per **Rule 359.3.e.7**, the top item on the chain resolves first: 1. **Buff Resolves:** The target unit's Might increases from 3 to 4. 2. **Gust Resolves:** Before the effect ("Return a unit... to its owner's hand") is applied, *Gust* re-checks the target's legality. Since the unit now has 4 Might, it no longer meets the targeting requirement of "3 Might or less." **The Outcome:** Because the target is no longer legal at the time of resolution, the instruction to return it to the hand is ignored, and *Gust* has no effect on the board state. This is supported by **RiftJudge FAQ #36** and **FAQ #10710**.
If I play Gust targeting my own Ravenbloom Student with 3 current Might, does Ravenbloom's ability trigger to increase its Might before Gust resolves?
Ruling: Gust resolves first and returns Ravenbloom to hand. Since Ravenbloom is no longer on the field, its effect does not activate. Sequence: - Gust resolves - Ravenbloom returns to hand - Ravenbloom's effect does not trigger because it is no longer on the field Nuances: - A card isn't considered played until it resolves
If I play Hard Bargain and play its repeat cost when my opponent defy's it, does it also counter the repeat cost?
Yes, if your opponent uses **Defy** to counter your **Hard Bargain**, it counters the entire spell, including the repeated effect. According to **RiftJudge FAQ #10472** and **FAQ #10774**: 1. **Repeat is an additional cost:** You must declare and pay the *Repeat* cost when you first play *Hard Bargain* from your hand, before it is finalized onto the chain. 2. **Single entity on the chain:** Even when you pay the *Repeat* cost, *Hard Bargain* exists as a single entity on the chain. It does not create a second, separate spell. 3. **Defy counters the whole spell:** Because *Defy* targets the base spell, and the entire repeated effect is part of that single chain item, *Defy* successfully counters the entire spell. None of the effects occur (including the repeated ones), and you do not receive a refund for any costs paid, including the *Repeat* cost (per **Rule 425.1.c**). In short: you cannot split the effects to counter the *Defy*, and paying for *Repeat* does not protect the spell from being countered.
If I play Hard Bargain repeated and my opponent pays the 4 energy cost of it, can I play another Hard Bargain on the same spell?
Yes, you can play another *Hard Bargain* on the same spell, provided you have the resources and the timing is correct. According to the rules of the chain, players may respond to spells and abilities by playing their own spells or abilities. If you play a *Hard Bargain* (even with *Repeat* paid), it is placed on the chain. Your opponent then has the opportunity to pay the energy cost to prevent their spell from being countered. If they pay that cost, the *Hard Bargain* resolves (and its effect is countered/nullified because the cost was paid). However, because the original spell your opponent played is still on the chain (it has not yet resolved), you may play another *Hard Bargain* in response to their payment or simply as a new reaction to the original spell, provided you have the energy to pay for it. **Important Nuances:** * **Timing:** You must play each *Hard Bargain* as a reaction to the spell you are trying to counter. If the opponent's spell resolves, it is too late to counter it. * **Repeat:** As noted in the FAQ, you cannot add *Repeat* to a *Hard Bargain* after it has already been played and placed on the chain. You must decide to pay the *Repeat* cost at the moment you play that specific *Hard Bargain* from your hand. * **Cost:** Each *Hard Bargain* you play is a separate instance on the chain. If you play a second *Hard Bargain*, your opponent will have to pay the cost for that one as well to keep their original spell from being countered. This is my interpretation based on the standard rules for the chain and playing cards. No official FAQ exists for this specific interaction of chaining multiple *Hard Bargains* against the same target.
If I play Hard Bargain repeatedly, can the enemy use Defy? I paid 4.
Yes, your opponent can use **Defy** to counter your **Hard Bargain**, even if you paid the additional cost to **Repeat** it. According to **FAQ #256** and **FAQ #9208**, here is how this interaction works: 1. **Repeat is an Additional Cost:** You must choose whether to pay the Repeat cost when you play *Hard Bargain* from your hand, before it is finalized onto the chain. 2. **Single Entity on the Chain:** Once finalized, the spell (including the repeated portion) exists as a single entity on the chain. It is not two separate spells. 3. **Defy Targetability:** *Defy* checks the **printed (base) cost** of the target spell. *Hard Bargain* has a printed cost of [2] Energy and no Power, which makes it a valid target for *Defy* (which can counter spells with a base cost of 4 or less Energy and 1 or less Power). 4. **Full Counter:** Because *Hard Bargain* is a single entity on the chain, *Defy* counters the entire spell, including the repeated portion. None of the effects occur, and you do not get a refund for the costs you paid (per **Rule 412.1.c**). In summary, paying for *Repeat* makes the spell more powerful if it resolves, but it does not change the spell's printed cost, nor does it create a second spell that is immune to being countered by *Defy*.
If I play Harrowing and bring Annie back into play, can Annie's ability target the Harrowing that was just played to get it back?
Ruling: Yes, you can get The Harrowing back with Annie's ability. Spells enter the trash as the final step before being considered fully resolved/played, which happens before Annie finalizes and her trigger goes on the chain. Sequence: - You play The Harrowing targeting Annie in the trash - Reactions may happen, The Harrowing begins resolving - Annie is placed onto the chain as pending (will finalize during next cleanup) - The Harrowing goes to the trash and is now considered Resolved/Played - This causes a cleanup, Annie finalizes to the chain - Since she is a permanent, she resolves immediately and her trigger is added to the chain - The Harrowing is in the trash at this moment, so it is a legal target for Annie's ability
If I play Hextech Ray (3 damage action spell) during a showdown and my opponent wants to play Ride the Wind (action spell that moves a unit), does my damage resolve first since Ride the Wind is not a reaction?
Ruling: When you have priority and play an action spell like Hextech Ray, your opponent cannot respond with another action spell like Ride the Wind since it is not a reaction. Your damage resolves, the chain closes, and then your opponent can decide whether to play Ride the Wind afterward. Sequence: - You play Hextech Ray with priority - Opponent cannot respond with Ride the Wind (it's an action, not a reaction) - Hextech Ray deals 3 damage and the chain closes - If the unit dies from the damage, it dies - Opponent can then play Ride the Wind if they still want to (and if the unit survived)
If I play Hextech Ray on an opponent's minion and they respond with Unyielding Spirit, can I then play a damage spell like Voidseeker or Shakedown to kill the unit before Unyielding Spirit resolves?
Ruling: Action spells cannot be added to an existing chain, so Voidseeker cannot be played in response to Unyielding Spirit. However, Reaction spells can be added to a chain and will resolve before Unyielding Spirit, potentially killing the unit before it gains protection. Sequence: - If you play a Reaction spell (like Shakedown) in response to Unyielding Spirit, your spell resolves first - If the damage kills the unit, it dies before Unyielding Spirit resolves - If you play an Action spell (like Voidseeker) after the chain resolves, Unyielding Spirit's protection is already active until end of turn, so damage is negated (though you still draw from Voidseeker) Nuances: - Actions can start a chain but cannot be added to an existing chain - Reactions can both start a chain AND be added to an existing chain - Voidseeker still allows you to draw a card even if the damage is negated
If I play Hidden Blade and my opponent retreats the target unit, leaving only my own unit at another battlefield as a valid target, do I have to choose my unit or does the card have no valid targets?
Ruling: When you play Hidden Blade, you must select the target immediately. If the target is moved from the battlefield after being chosen (such as by Retreat), you cannot switch targets. Hidden Blade resolves to no effect, and the opponent does not draw a card. Sequence: - Play Hidden Blade - Select the target (opponent cannot react before this) - Opponent can react with Retreat to move the target - You cannot change your target after the reaction - Hidden Blade resolves to no effect Nuances: - Even though Hidden Blade resolves to no effect due to an invalid target, the opponent still does not draw a card because the target and its controller were invalid at resolution
If I play Hidden Blade on an opponent's unit at a battlefield and they use flash to prevent it from dying, does the Hidden Blade count as being played for my Ravenbloom Student?
Yes, your **Hidden Blade** counts as being "played" for your **Ravenbloom Student**, even if the target becomes illegal and the spell fails to kill the unit. According to **Rule 359.3.e.10**, a spell is considered "played" once it resolves, even if none of its instructions are executed due to targets becoming invalid. Because **Ravenbloom Student** triggers "When you play a spell," it checks for the completion of the spell's resolution. ### Sequence of Events: 1. **You play Hidden Blade** targeting an opponent's unit at a battlefield. It enters the chain. 2. **Your opponent reacts with Flash**, moving their unit to their base. 3. **The chain resolves (LIFO):** * **Flash resolves first:** The unit is moved to the base. * **Hidden Blade resolves second:** It attempts to execute its instruction ("Kill a unit at a battlefield"). Because the target is no longer at a battlefield, the instruction is ignored (it mistargets). 4. **Spell Resolution Completes:** Even though the spell had no effect, it has finished resolving and is now considered "played." 5. **Ravenbloom Student Triggers:** Because you successfully played a spell, the "When you play a spell" ability triggers and is placed on the chain. **Summary:** The key distinction is that "playing" a spell in *Riftbound* is defined by the spell successfully resolving (as clarified in **FAQ #689** and **FAQ #9548**). Since **Hidden Blade** resolves (even if it fails to kill the unit), the condition for **Ravenbloom Student** is met.
If I play Hidden Blade targeting my own unit and my opponent chains Gust on that unit (removing it from the battlefield), do I still draw 2 cards?
Ruling: No, you do not draw 2 cards. When Hidden Blade resolves, it checks if the target is still legal. Since the unit is no longer on the battlefield, it is not a legal target, and any check for information about an illegal target returns "zero" or "null", including "its controller", resulting in no draw. Sequence: - Hidden Blade is played targeting your own unit - Opponent chains Gust, removing the unit from the battlefield - Hidden Blade resolves and rechecks target validity - Target is found to be illegal (no longer on battlefield) - All checks against the illegal target's information return null - No player draws cards Nuances: - Despite the unit still existing as a game object and having a controller attribute, the spell cannot track/access that information because it is no longer a legal target - Riftbound does not use "last known information" rules, so you cannot reference the controller from before the unit left the battlefield - A target can become illegal and then become re-legal before resolution (as long as it's the same game object), but in this case the unit remains illegal
If I play Imperial Decree and then bellows breath repeated on a Stellacorn Herder equipped with Guardian Angel, does it kill her?
Yes, your Stellacorn Herder will be killed. Because *Bellows Breath* is played with its **[Repeat]** cost paid, it creates two separate instances of damage. Each instance of damage triggers *Imperial Decree*, placing two separate "kill" triggers on the chain. ### Sequence of Events: 1. **Imperial Decree** is played and resolves, creating a delayed triggered ability for the turn. 2. **Bellows Breath** (with **[Repeat]** paid) is played, targeting your Stellacorn Herder. 3. **Bellows Breath** resolves: * The first instance deals 1 damage. *Imperial Decree* triggers, placing a kill trigger (ID1) on the chain. * The second instance (Repeat) deals 1 damage. *Imperial Decree* triggers again, placing a second kill trigger (ID2) on the chain. 4. The chain resolves in **LIFO (Last-In, First-Out)** order: * **ID2 resolves first:** It attempts to kill the Stellacorn Herder. *Guardian Angel* activates as a replacement effect, destroying itself to save the Herder. The Herder is healed, exhausted, and recalled to your base. * **ID1 resolves next:** It attempts to kill the Stellacorn Herder. Because *Guardian Angel* has already been destroyed, there is no protection remaining. The Stellacorn Herder is killed at your base. ### Nuances: * **Replacement Effect:** *Guardian Angel* is a one-time replacement effect. Once it is destroyed to save the unit from the first kill trigger, it cannot protect against subsequent kill effects. * **Tracking:** *Imperial Decree's* kill trigger does not require the unit to remain at the battlefield. It tracks the unit to its new location (your base) and kills it there. * **Damage Instances:** *Bellows Breath* with *Repeat* creates two distinct damage events, which is why *Imperial Decree* triggers twice. *This is my interpretation based on the mechanics of replacement effects and triggered abilities. This interaction is consistent with RiftJudge FAQ #8930 and #9419.*
If I play Imperial Decree and then play Repeated Bellow's Breath on a unit with Guardian Angel, does it kill the unit or simply recall the unit?
Yes, your unit will be killed. While *Guardian Angel* will save your unit from the first kill trigger by recalling it to your base, the second kill trigger from *Imperial Decree* will still find and kill the unit at its new location. ### Sequence of Events: 1. **Imperial Decree** is played and resolves, creating a delayed triggered ability for the turn. 2. **Bellows Breath** (with **[Repeat]** paid) is played, targeting your unit. 3. **Bellows Breath** resolves: * The first instance deals 1 damage. *Imperial Decree* triggers, placing a kill trigger (ID1) on the chain. * The second instance (**Repeat**) deals 1 damage. *Imperial Decree* triggers again, placing a second kill trigger (ID2) on the chain. 4. The chain resolves in **LIFO (Last-In, First-Out)** order: * **ID2 resolves first:** It attempts to kill your unit. *Guardian Angel* activates as a replacement effect, destroying itself to save your unit. Your unit is healed, exhausted, and recalled to your base. * **ID1 resolves next:** It attempts to kill your unit. Because *Guardian Angel* has already been destroyed, there is no protection remaining. Your unit is killed at your base. ### Key Nuances: * **Replacement Effect:** *Guardian Angel* is a one-time replacement effect. Once it is destroyed to save the unit from the first kill trigger, it cannot protect against subsequent kill effects. * **Tracking:** *Imperial Decree's* kill trigger does not require the unit to remain at the battlefield. It tracks the unit to its new location (your base) and kills it there. * **Damage Instances:** *Bellows Breath* with *Repeat* creates two distinct damage events, which is why *Imperial Decree* triggers twice. *This is my interpretation based on the mechanics of replacement effects and triggered abilities. This interaction is consistent with RiftJudge FAQ #9419 and #9505.*
If I play Janna, Savior at reaction speed after Atakhan attacks my battlefield, can I move Atakhan back to base to avoid killing one of my units?
Ruling: Yes. When Atakhan attacks, his "When I attack" trigger goes on the chain. If you respond by playing Janna, Savior, her ability resolves first and moves Atakhan back to his base. When Atakhan's trigger then resolves, "here" refers to Atakhan's current location (his base), where you have no units, so the effect fails to execute. Sequence: - Atakhan moves to your battlefield and is designated as attacker - Atakhan's "When I attack" trigger goes on the chain - You play Janna, Savior as a reaction - Janna's "When you play me" trigger goes on the chain above Atakhan's trigger - Janna's trigger resolves: you heal units and move Atakhan back to his base - Atakhan's trigger resolves: "here" now refers to Atakhan's base where you have no units, so no unit is killed Nuances: - Referents like "here" are evaluated when the ability resolves, not when it triggers.
If I play Karma with Dazzling Aurora after revealing 1 or more non-unit cards, would Karma trigger?
Ruling: No, Karma will not trigger from the recycled cards. Karma will be pending on the chain until Aurora finishes resolving (including the recycle), then Karma will be played after the recycle has already occurred. Sequence: - Dazzling Aurora begins resolving - Karma is put on the chain (but does not resolve yet) - The other revealed cards are recycled - Aurora finishes resolving - Karma resolves and enters the board - Karma's Vision ability will trigger, but not the recycle trigger (since the recycle already happened) Nuances: - There is no concept of a unit "seeing" something happen in Riftbound - what matters is whether the unit's ability is active (unit is in play) when the trigger would try to enter the chain - The rules around effects that cause you to play cards are still being clarified and will be addressed in the revised Comprehensive Rules - Playing a card and a card resolving are two separate steps
If I play King's Edict, can my opponent play Not So Fast and counter the spell?
No, your opponent cannot use **Not So Fast** to counter **King's Edict**. According to the card text and established rulings: 1. **King's Edict does not target:** As confirmed by FAQ #509, King's Edict does not choose or target any units when it is played. Instead, it instructs players to make choices during its resolution. 2. **Not So Fast requirements:** The ability on **Not So Fast** specifically states it can only counter a spell or ability that "chooses a friendly unit or gear." Because King's Edict does not choose or target anything, it does not meet the requirement for being a legal target for Not So Fast. **Summary of the interaction:** * You play King's Edict. * It is placed on the chain. * Your opponent attempts to play Not So Fast targeting King's Edict. * Because King's Edict does not choose a unit or gear, Not So Fast cannot be played to counter it. This is consistent with the logic found in FAQ #8446 and FAQ #8559, which clarify that Not So Fast is restricted to countering spells or abilities that specifically choose or target friendly units or gear.
If I play Leblanc and copy an Elder Dragon, does that mean that I get all of its non-play abilities including the 1 damage is enough to kill all?
Yes, if you use a LeBlanc effect to create a copy of an Elder Dragon, your copy will have Elder Dragon's passive ability: **"Any amount of your damage is enough to kill enemy units."** Here is the breakdown of how this works based on the rules: ### 1. What is Copied According to the *Unleashed* patch notes on Copy Effects, copying a card copies all of its "copyable traits," which include its **rules text** (abilities). Since the passive ability is part of Elder Dragon's printed rules text, your copy inherits it. ### 2. What is NOT Copied (or doesn't apply) * **"When you play me" Trigger:** The triggered ability ("When you play me, choose up to one enemy unit at each location...") only triggers at the specific moment the original Elder Dragon card is played from your hand. When LeBlanc creates a copy (such as a token that becomes a copy), that token is not being "played" from your hand in the way required to trigger that ability. Therefore, the "Deal 1" effect will not occur. * **The Passive:** Because the passive ability is a static, ongoing effect ("Any amount of your damage..."), it functions as long as the copy is on the battlefield. ### 3. Summary You will not get the "Deal 1 damage" enter-the-battlefield effect, but you **will** get the passive ability that makes all damage you deal to enemy units lethal. *Note: As this is a copy effect interaction, if your specific version of "LeBlanc" grants the copy "Temporary" (as seen in some copy-based mechanics), remember that the unit will be removed at the start of your Beginning phase.*
If I play Lillia, Fae with no stun then move to battlefield that opponent has Vex, Apathetic. Lillia, Fae creates sprite token with stun by Vex then I play Smoke and Mirrors what result?
To determine the result, let's break down the interactions step-by-step. ### 1. Initial State * **Lillia, Fae Fawn** moves to a battlefield where your opponent controls **Vex, Apathetic**. * **Lillia's Trigger:** When Lillia moves, she creates a 3 [M] Sprite unit token with **[Temporary]** at the location she left (Rule 359.3.f.3). * **Vex's Trigger:** Since the Sprite token is "played" by Lillia's ability, **Vex, Apathetic** triggers. The Sprite token is **Stunned** and cannot move for the rest of the turn (FAQs #9837, #8758). ### 2. Playing Smoke and Mirrors You attempt to play **Smoke and Mirrors**. This spell requires you to choose two units you control at different locations and checks if at least one of them has **[Temporary]**. * **Eligibility:** The Sprite token (at the location Lillia left) and Lillia (at the location with Vex) are at different locations and are under your control. * **Condition:** If you target **Lillia** and the **Sprite token**, the condition "If at least one of them has [Temporary]" is satisfied because the Sprite token has the [Temporary] keyword. ### 3. Resolution of Smoke and Mirrors When **Smoke and Mirrors** resolves: 1. **Movement:** The spell attempts to move Lillia and the Sprite token to each other's locations. 2. **Lillia's Trigger:** Because Lillia moves, her ability triggers, playing a new 3 [M] Sprite token at the location she just left (the location where Vex is present). 3. **Draw:** You draw 1 card. ### 4. Key Considerations * **Vex's Restriction:** **Vex, Apathetic** applied a "cannot move" restriction to the first Sprite token. Since game-wide movement effects (like those from spells) generally respect existing movement restrictions, the movement instruction for that specific Sprite token from Smoke and Mirrors will likely fail to execute, while Lillia may still move. * **The Second Sprite:** The new Sprite token created by Lillia's second move will enter play at her previous location (the battlefield with Vex). Because Vex is present, this new Sprite will also be triggered, stunned, and restricted from moving. ### Summary If you target Lillia and the Sprite with **Smoke and Mirrors**: 1. The condition "at least one has [Temporary]" is met. 2. The spell attempts to move both units, but the original Sprite is likely restricted from moving by Vex and will remain in place, while Lillia moves to the Sprite's location. 3. Lillia’s move triggers a new Sprite token to be played at her previous location (the battlefield with Vex). Note: I could not fully verify this ruling against the retrieved rules.
If I play Meditation and choose to pay its extra cost by exhausting a unit I control at the Dreaming Tree, will the Dreaming Tree's battlefield trigger activate and draw a card?
Ruling: No, the Dreaming Tree's battlefield trigger will not activate. Choosing a unit as part of paying an additional cost is not the same as targeting that unit. Nuances: - The Dreaming Tree's use of "choose" specifically means to target - Choosing a unit to pay a cost does not count as targeting for trigger purposes
If I play Mirror Image on an enemy Darius, will it enter ready and +2?
No, your *Reflection* token will not enter ready with +2 Might. Here is the breakdown of why this interaction functions this way: 1. **Darius's Trigger:** The ability on *Darius, Trifarian* ("When you play your second card in a turn...") is a triggered ability that specifically looks for you playing a card. A *Reflection* token created by *Mirror Image* is not "played" as a card; it is created by a spell effect. Therefore, it does not trigger Darius's ability. 2. **Copy Effects and Buffs:** Even if Darius's ability did trigger, *Mirror Image* creates a copy of the unit's base characteristics. Per the Riftbound rules (as noted in the related FAQs for *Mirror Image*), copy effects do not inherit temporary buffs, stat modifications, or bonuses currently applied to the original unit (Rule 375 and related FAQ #9410). 3. **Entering Ready:** *Mirror Image* explicitly instructs you to "Play a ready Reflection unit token." Your token will enter the board ready because the spell specifically tells it to, but it will not gain the +2 Might from Darius, and it will not gain the ability to ready itself further, as it is a *Reflection* token—not a copy of the *Darius, Trifarian* card itself that would trigger its own "played" condition. In summary, the *Reflection* token will enter the board ready as per the instruction on *Mirror Image*, but it will not receive the +2 Might bonus.
If I play Piercing Light and apply its damage to a card in a battlefield, but my opponent reacts and moves the card to their base does it negate the additional damage effect on the card?
No, moving the target to the base does not negate the second part of the effect. According to **RiftJudge FAQ #813** and **#6726**, the word "then" in *Piercing Light* is a timing instruction, not a condition that requires the first target to remain valid for the second part of the spell to resolve. ### Why this happens: 1. **Targeting is locked:** When you play *Piercing Light*, you declare both targets. Once the spell is on the chain, those choices are locked in. 2. **Resolution:** When *Piercing Light* resolves, it attempts to deal 2 damage to the first target. If that unit has moved to the base (or is otherwise no longer a legal target), that specific instance of damage fails to occur. 3. **Independence:** Because the second part of the spell is not dependent on the success of the first part, the spell continues to resolve and will deal 2 damage to the second target you chose. **Summary of the sequence:** * You play *Piercing Light* and declare both targets. * Your opponent reacts by moving the first target to their base. * The chain resolves: * The first instance of damage attempts to resolve, but the target is now illegal (it is no longer at a battlefield), so no damage is dealt to it. * The second instance of damage resolves, dealing 2 damage to your second chosen target. This is consistent with Rule 356.3.e.1, which states: "The spell resolves even if some or all of its targets are illegal."
If I play Piercing Light and there is no unit at a battlefield to begin with but there is a unit in base, can 2 damage still be dealt to the unit in base?
No, you cannot play Piercing Light if there is no unit at a battlefield to target. According to the card text, Piercing Light requires you to "Deal 2 to a unit at a battlefield" as the first part of its effect. Because this is a mandatory action required to initiate the spell's resolution, you must have a valid target at a battlefield to play the card. While the "then" in the spell text allows the second part of the effect to resolve even if the first target is removed after the spell is played, the spell cannot be played in the first place if there is no valid target for the initial, mandatory effect.
If I play Piercing Light repeated, target a single unit at a battlefield and one at base, and I kill the one at the battlefield with the first instance, will the second repeated instance not deal any damage to the unit at base, or will it still deal the damage?
The second instance of damage will still be dealt to the unit at the base. According to **FAQ 1752** and **FAQ 6490**, *Piercing Light* with *Repeat* is treated as a single, all-in-one spell resolution. The spell performs its instructions twice during that single resolution, and no cleanup (which would remove units from the board) occurs between these two executions. Here is the sequence of events: 1. **Playing the Spell:** You play *Piercing Light*, pay the *Repeat* cost, and declare all targets for both executions of the spell. 2. **Resolution:** The spell begins to resolve. * **First Execution:** The first instance of damage is dealt to the unit at the battlefield and the unit at the base. * **Second Execution:** The second instance of damage is dealt to the chosen targets. 3. **Cleanup:** Only after the entire spell has finished resolving (both executions) does the game perform cleanup. Any units that have taken lethal damage are then sent to the trash. Because the unit at the battlefield is not removed from the board until after the entire spell has finished resolving, the second execution of the spell proceeds normally. Even if the first execution dealt lethal damage to the unit at the battlefield, that unit remains on the board until the spell finishes, and the second execution will still successfully deal its damage to the unit at the base. This is further supported by **FAQ 813** and **FAQ 6726**, which clarify that the "then" in the spell text is a timing instruction, not a condition requiring the first target to remain valid for the second part of the effect to resolve.
If I play Punch First with Vex in combat, does Yordle Explorer draw a card?
Yes, **Yordle Explorer** will trigger and you will draw a card. According to the official FAQ regarding **Yordle Explorer**: > "Cards that check costs look at the printed value on the card, not the actual amount paid to play it. You don't have to pay the full cost for the trigger condition to be met." Even though **Vex, Cheerless** reduces the cost of your spells by 1 Power while she is in combat (making **Punch First** cost 1 Power instead of 2), Yordle Explorer only cares about the **printed Power cost** on the card. Since Punch First has a printed Power cost of 2, it satisfies the "2 Power or more" requirement for the draw trigger.
If I play Rebuke on enemy unit at battlefield and then they react with Here to Help hidden and play Brynhildr there, does my Rebuke still go off?
Yes, your **Rebuke** will still resolve and return the targeted unit to its owner's hand, provided the target is still on the battlefield when Rebuke resolves. Here is the step-by-step breakdown of how this interaction plays out: ### 1. Initial State (Open) * You play **Rebuke** as an [Action] at a battlefield with an enemy unit. You declare that unit as the target. * The game enters a **Closed State** because there is now an item on the chain. ### 2. The Chain * The chain currently looks like this (from bottom to top): 1. **Rebuke** (targeting the enemy unit) ### 3. Opponent's Reaction (Closed) * Your opponent reveals **Here to Help** from hidden. Playing a hidden card has [Reaction] timing and can be played while the chain is closed. * The opponent pays the costs and plays **Brynhir Thundersong** to the battlefield. * Brynhir's triggered ability ("When you play me...") goes on the chain. ### 4. Resolution Order (LIFO) The chain now resolves in reverse order (Last-In, First-Out): 1. **Brynhir's ability resolves:** Your opponent's ability triggers. According to the mechanics, this prevents you from playing *new* cards from your hand for the remainder of the turn. However, it **does not** counter or affect spells already on the chain. 2. **Here to Help resolves:** The spell finishes its instructions. 3. **Rebuke resolves:** Finally, your Rebuke resolves. Since the target unit is still on the board, Rebuke performs its effect and returns it to its owner's hand. ### Why this happens: * **Targeting is locked:** Per RiftJudge FAQ #4486 and #7586, targets are locked in when the spell is played. As long as the unit remains on the board at the battlefield, it remains a valid target. * **Brynhir's Timing:** Brynhir's ability resolves *before* your Rebuke because it was added to the chain *after* your Rebuke. Even though it stops you from playing *new* cards, it does not stop the resolution of spells already on the chain. *This is my interpretation based on the standard LIFO chain resolution rules. No official FAQ exists for this specific combination of cards.*
If I play Relentless Pursuit on a unit that is readied, does the unit exhaust from moving? Same thing with Emperors Divide?
No, neither **Relentless Pursuit** nor **Emperor's Divide** will cause your unit(s) to exhaust when they are moved. According to **RiftJudge FAQ #9814** and **RiftJudge FAQ #8882**, when a unit is moved by a card effect, its state (Ready or Exhausted) does not change unless the card explicitly states otherwise. Since neither of these cards includes an instruction to exhaust the units being moved, they remain in their current state. ### Key Points: * **Effect vs. Action:** This is distinct from a "Standard Move" (Rule 144), which is an inherent action that *does* require exhausting the unit as a cost. Because *Relentless Pursuit* and *Emperor's Divide* move the units via a card effect, they bypass the exhaust cost entirely. * **Consistency:** As confirmed by **RiftJudge FAQ #6925**, when a card effect explicitly says to "move" a unit, a readied unit stays readied unless the card specifies it should become exhausted. * **Readied Status:** If you use *Relentless Pursuit* to move a readied unit, it will arrive at its destination still ready. Similarly, if you use *Emperor's Divide* to move readied units from a battlefield to your base, they will remain ready upon arrival (**RiftJudge FAQ #8919**).
If I play Ride the Wind after the opponent moves into a battlefield where I have a unit, can I then play a Moonfall to pull their unit to the battlefield I moved my original unit to and do they score on the original battlefield?
To answer your question: **No, your opponent will not score on the original battlefield in this scenario.** Because the opponent’s unit is moved away by *Moonfall* during the Showdown, they have no units present at the original battlefield when the Showdown concludes. According to Rule 187.4, control is established by having units at a battlefield at the end of a Showdown. Since they have no units present at that time, they cannot establish control or "Conquer" the battlefield to earn a point. ### Sequence of Events 1. **Initiation:** Your opponent moves into a battlefield where you have a unit, triggering a Showdown. The battlefield becomes Contested (Rule 187.3.a). 2. **Action Timing:** Because the chain must be empty to play an [Action] card (FAQ #6605), actions are played and resolved individually during the Showdown. 3. **Playing Ride the Wind:** You play and resolve *Ride the Wind* ([Action]). You move your unit to a different battlefield. 4. **Playing Moonfall:** You play and resolve *Moonfall* ([Action]). You choose your new battlefield and move the opponent’s unit to it. 5. **Showdown Resolution:** Once both players pass focus in a row, the Showdown ends. Because the opponent’s unit is no longer at the original battlefield, they have no units there to establish control. They do not score because they have failed to meet the requirement for conquering the battlefield at the end of the Showdown. ### Key Rules * **Battlefield Control:** Per Rule 187.4.b, control of a battlefield cannot change while a Showdown is ongoing. The opponent does not lose control *during* the Showdown; they simply fail to establish or maintain control by the time the Showdown concludes and control is checked (Rule 187.4). * **Card Timing:** Both *Ride the Wind* and *Moonfall* possess the [Action] keyword, allowing them to be played during a Showdown (Rule 806.1.b) when you have focus and the chain is empty (FAQ #6605). * **Scoring Eligibility:** If a player moves all units away, they have no presence to establish the control necessary to "Conquer" (Rule 464.1) at the end of the Showdown. *Note: I could not fully verify this ruling against the retrieved rules, as the specific card 'Moonfall' does not appear in the provided context.*
If I play Ride the Wind to love my Diana onto the Abandoned Hall battlefield, will I get the battlefield's effect to give my Diana +1 might? Why?
Yes, in this scenario, you **will** be able to give Diana +1 Might from the **Abandoned Hall** effect. ### Ruling As clarified in **RiftJudge FAQ #10497** (marked as current), the "When a player plays a spell" trigger on **Abandoned Hall** occurs only **after the spell has completed its resolution**, not when it is placed on the chain. ### Sequence of Events 1. **Play Spell:** You play **Ride the Wind**, choosing Diana as the target. **Ride the Wind** is placed on the chain. 2. **Opportunity:** Both players have a chance to play [Reaction] speed cards. 3. **Resolution:** **Ride the Wind** resolves. Its effect executes: Diana is moved to the **Abandoned Hall**. 4. **Trigger Condition Met:** Once **Ride the Wind** finishes resolving, the trigger condition "When a player plays a spell" is fulfilled. 5. **Trigger Placed:** The **Abandoned Hall** triggered ability is placed on the chain. 6. **Resolution:** You resolve the **Abandoned Hall** trigger. Because Diana was moved to the **Abandoned Hall** during the resolution of **Ride the Wind** (which occurred *before* this trigger was placed on the chain), she is currently at the **Abandoned Hall** and is a legal target to receive the +1 Might. *** **Note on conflicting information:** Previous FAQs (#9723 and #9818) suggested the trigger occurred as soon as the spell was finalized, which would have made the unit an illegal target. **FAQ #10497** is the current, authoritative interpretation for this interaction and takes precedence over those older rulings. Note: I could not fully verify this ruling against the retrieved rules regarding the effect of Ride the Wind readying the unit.
If I play Sabotage and my opponent responds with Defy or Wind Wall, do they have to wait until I choose which card to recycle, or can they counter it immediately? Will I see their hand if they counter it?
Ruling: If your opponent counters Sabotage with Defy or Wind Wall, the counter resolves first and Sabotage goes to discard without resolving. You will not see your opponent's hand. Sequence: - Sabotage is played - Opponent responds with Defy/Wind Wall - Counter resolves first, sending Sabotage to discard - Sabotage does not resolve, so no hand is revealed Nuances: - The choice of which card to recycle with Sabotage is not a target - The choice is made on resolution, not as an additional cost during finalization
If I play Sacrifice on a unit targeted by Stupefy, will Stupefy still draw a card?
To determine what happens, we must look at how costs are paid and how targeting works in *Riftbound*. ### The Ruling **Yes, you will still draw the card.** According to **RiftJudge FAQ #9506** and **Rule 359.3.e.6**, if a spell has multiple instructions and some targets become illegal (or the unit is removed from the board) after the spell is on the chain, the spell will still resolve and execute any instructions that do not require the illegal target. ### The Sequence of Events 1. **Playing Sacrifice:** When you play *Sacrifice*, you must pay its costs (1 Energy and killing a friendly *Mighty* unit) **before** the card is added to the chain. 2. **Chain State:** By the time you have priority to play *Stupefy* in response to your opponent's play, the *Sacrifice* is already on the chain and the unit has already been moved to the trash to pay the cost. 3. **Targeting Stupefy:** If you played *Stupefy* earlier (when you had focus in an Open State) targeting a unit, and your opponent then plays *Sacrifice* using that same unit as the cost to pay for it, the unit is sent to the trash before *Stupefy* resolves. 4. **Resolution:** When *Stupefy* resolves: * The instruction to "Give a unit -1 might" fails because the unit is no longer on the battlefield (it is an illegal target). Per **Rule 359.3.e.6**, this instruction is ignored. * The instruction to "Draw 1" does not require a target and is not dependent on the first instruction. Therefore, it still executes. As clarified in **RiftJudge FAQ #669** and **#9506**, a spell resolves even if some or all of its targets become illegal; you simply skip the instructions that cannot be performed and proceed with the rest.
If I play Salvage and it got Defy, can I still draw 1?
No, you cannot draw a card if your **Salvage** is countered by **Defy**. When a spell is countered, it is removed from the chain immediately and does not resolve. Because **Salvage** never resolves, its instructions—including the instruction to "Draw 1"—are never carried out. According to **RiftJudge FAQ #5046**: > "When a spell is countered, it is removed from the chain without any resolution and none of the countered card's instructions will be carried out." **Sequence of events:** 1. You play **Salvage** (it is placed on the chain). 2. Your opponent plays **Defy** in response (it is placed on the chain on top of Salvage). 3. **Defy** resolves first, countering **Salvage**. 4. **Salvage** is removed from the chain. 5. Because **Salvage** is no longer on the chain, it cannot resolve, and you do not draw a card.
If I play Scorchclaw from my hand before I'm level 3, but he remains on the field when I eventually become level three, am I able to trigger his ability?
Yes, you are able to use the ability once you reach the required XP. According to **Rule 824.1.c**, the **Level** keyword is a "Dependent Keyword," meaning the ability's effect becomes active as soon as you meet the requirement: * **Rule 824.1.c:** "As long as the controlling player has [N] XP, then the Dependent Ability will be Active on the card with Level." Because **Scorchclaw** remains on the board, it continuously checks your current XP. The moment your XP total reaches 3, the "Level 3" dependent ability ("I have +1 Might and enter ready") becomes active. **Important Note regarding "Enter Ready":** The ability text "enter ready" refers specifically to the moment the unit enters the battlefield. Since Scorchclaw is already on the battlefield when you reach Level 3, that specific part of the ability will not have an effect at that time. However, the +1 Might bonus is a continuous effect that will immediately apply to Scorchclaw as long as you maintain 3 or more XP.
If I play Singularity and my opponent counters it, can I still play Jhin, Meticulous Killer for [C] this turn?
You can. Jhin checks the energy spent to play a spell, not whether that spell resolved. If the energy was spent and the spell became a Finalized Chain Item (and was not undone, for example as part of step 5 of the process of play) then it doesn’t matter if the spell is later countered. The energy wasn’t unspent, even if the spell was countered.
If I play Smokescreen on a unit and my opponent uses Retreat in response, does my student still get the might buff from playing a spell?
Ruling: Yes, the student still gets the might buff from playing the spell. Nuances: - Even if a spell resolves to no effect (because its target is no longer valid), it still counts as having been played for triggered abilities
If I play Stacked Deck during a showdown and pick Gust from the top three cards, can I play Gust right after Stacked Deck resolves, before passing priority to my opponent?
Ruling: No, you cannot play Gust immediately after Stacked Deck resolves during a showdown. When Stacked Deck resolves and the chain closes during a showdown, focus automatically passes to the next player in turn order. However, if you play Stacked Deck during your own turn (in a neutral open state), you would regain priority when the chain closes and could then play Gust. Sequence: - During a showdown: Player plays Stacked Deck → Chain resolves → Chain closes → Focus automatically passes to next player in turn order - During your own turn: Player plays Stacked Deck → Chain resolves → Chain closes → Player regains priority and can play Gust Nuances: - In a showdown, all players take turns starting chains with actions or reactions, and focus (permission to start a chain) passes to the next player in turn order when a chain closes - During your action phase, you are the only player who can start a chain with base speed, action, or reaction effects, and when a chain closes you get priority back - You can play multiple reactions in a row on an open chain before passing priority, but only while the chain is still open - When a chain closes in a showdown, focus automatically passes regardless of who played the card that started the chain - The exception is the initial attack/defend trigger chain, which does not pass focus - the attacker always starts the showdown with focus after that chain closes
If I play Stand United during a showdown with units that are already buffed (e.g., from Lee Sin's legend ability), do they get additional might from Stand United's effect?
Ruling: Stand United grants a buff to one friendly unit and creates a board-wide passive effect that makes all buffs (including existing ones) give +1 additional might this turn. A unit that already has a buff cannot receive a second buff, but it will benefit from the passive effect. Sequence: - Stand United targets one friendly unit and grants it a buff (+1 might) - Stand United's second effect makes all buffs on the board give +1 additional might this turn - Units that already have buffs from other sources (like Lee Sin) gain +1 might from the passive effect - Example: A 1 might unit with Lee Sin's buff (now 2 might) becomes 3 might when Stand United is played Nuances: - You cannot place multiple buffs on the same unit - The passive effect applies to all buffed units on the board, not just the one targeted by Stand United - Lee Sin Ascetic is an exception that can receive multiple buffs
If I play Stormbringer targeting my Yone (with 10 might) in base and an enemy battlefield with a unit that has Guardian Angel attached, does the enemy unit's Guardian Angel trigger and recall it before Yone moves, or does Yone move first? Does Yone's ability to deal damage to a unit in base trigger?
Ruling: Guardian Angel triggers during cleanup and recalls the unit to base before control is lost and before a showdown is staged. The opponent loses control of the battlefield (special FAQ ruling), making it uncontrolled. One non-combat showdown opens with only Yone present. When Yone conquers this uncontrolled battlefield, his ability DOES trigger to deal 5 damage to a target unit in a base. Sequence: - Stormbringer resolves: damage is marked on the defender and Yone moves to the battlefield - The battlefield becomes Contested immediately when Yone arrives - During cleanup, Guardian Angel triggers before the unit would die, healing and recalling it to base - The opponent loses control of the battlefield (special FAQ ruling that overrides the normal rule that control cannot change while Contested) - The battlefield is now Uncontrolled (even though still Contested) - One non-combat showdown opens with only Yone present - When the showdown closes, Yone conquers the uncontrolled battlefield - Yone's ability triggers, dealing 5 damage to a target unit in a base Nuances: - This uses a temporary stop-gap ruling from the Hostile Takeover FAQ that forces control loss even while Contested - This is a known gap in the rules acknowledged by the official FAQ - Only one showdown occurs (not two) - The battlefield transitions from opponent-controlled to Contested to Uncontrolled to your control
If I play Stupefy during my turn, can my opponent respond before Ravenbloom Student's trigger effect activates, or can I chain Ravenbloom to Stupefy to play around Defy?
Ruling: Ravenbloom Student only triggers when your spell is "played" (fully resolved). You cannot chain Ravenbloom Student to Stupefy because the spell has not been "played" yet when you're still declaring targets. Sequence: - Play Stupefy and declare a target - Opponent can respond (e.g., with Defy) - If Stupefy is countered by Defy, it was never "played" and Ravenbloom Student does not trigger - If Stupefy resolves fully, then it has been "played" and Ravenbloom Student triggers Nuances: - Counter effects like Defy can target anything on the chain, not just the last thing played - Even if something triggers when you cast Stupefy, opponents can still Defy the Stupefy itself
If I play Stupefy to an enemy unit at the Battlefield Void Gate, does it deal minus 2 or minus 1 might?
Playing **Stupefy** on a unit at the **Void Gate** will reduce that unit's Might by **1**. The interaction does not result in -2 Might because **Void Gate** specifically increases **damage**, whereas **Stupefy** is a Might-reduction effect. According to the card text: * **Stupefy**: "Give a unit -1 might this turn, to a minimum of 1 might." * **Void Gate**: "Spells and abilities deal 1 Bonus Damage to units here." As noted in the official FAQ regarding **Imperial Decree** (which prevents damage): *"Stupefy does not kill units... because Stupefy does not deal damage."* Since Stupefy does not deal damage, it does not trigger the "Bonus Damage" effect of the Void Gate. The unit will simply lose 1 Might (to a minimum of 1).
If I play Switcheroo and the enemy Gusts my unit in reaction, does the enemy still get reduced Might?
To determine the outcome of this interaction, we must analyze how the chain resolves when a target of a spell becomes invalid before that spell executes. ### The Sequence of Events 1. **Your Action:** You play **Switcheroo**, targeting your unit (Unit A) and an enemy unit (Unit B) at the same battlefield. This creates a "Closed State" on the chain. 2. **Opponent's Response:** Your opponent plays **Gust**, targeting your unit (Unit A), assuming it has 3 Might or less. 3. **The Chain (Bottom to Top):** * **Switcheroo** (Bottom) * **Gust** (Top) ### Resolution (LIFO - Last-In, First-Out) According to **Rule 359.3.e.7** and the logic established in **Rule 359.3.e.12**, here is how the resolution proceeds: 1. **Gust Resolves:** Since your unit (Unit A) is a legal target for *Gust* at the time of resolution, the *Gust* effect executes, returning your unit to your hand. 2. **Switcheroo Resolves:** *Switcheroo* now attempts to execute its instruction: "Swap the Might of two units at the same battlefield this turn." ### Does the Enemy Unit Get Reduced/Changed Might? **No, the enemy unit will not have its Might changed.** According to **Rule 359.3.e.12**, if a spell checks information about a target that is no longer legal—or whose location/status has changed such that the information is unavailable—that check returns "null," and calculations based on it are ignored. Furthermore, **Rule 359.3.e.7** states that if *all* of an instruction's targets become invalid or unavailable by the time it executes, that instruction will not execute. Even if *Switcheroo* is technically only targeting one remaining unit (Unit B), the instruction "Swap the Might of two units" relies on the existence and Might values of both targets to calculate the result. Because Unit A is no longer on the battlefield, the "swap" calculation cannot be performed. Consequently, the effect fails to execute. This is consistent with the **Baited Hook** example in **Rule 359.3.e.12**, where a spell requiring two targets (or specific information about two targets) fails to produce an effect if one target is removed, because the comparison required to perform the action becomes impossible. *** *Note: This is my interpretation based on the mechanics of target invalidation and calculation requirements found in Rule 359.3.e.12 and Rule 359.3.e.7. No official FAQ exists for this specific interaction, but it follows the established rules for resolving instructions dependent on multiple targets.*
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