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If I play Switcheroo from Hidden, do I still need to pay the power costs?
No, you do not need to pay the power cost when playing *Switcheroo* from Hidden.
According to the **RiftJudge FAQ #6234** and **Rule 421.3**:
* **Playing from Hidden:** When you play a card from Hidden, you ignore the printed energy and power costs in the top-left corner of the card.
* **Cost:** You only pay the 1 power cost required to place the card into the Hidden state initially. When you later reveal and play it from Hidden, you play it for free (0 cost).
**Summary of the sequence:**
1. **Hiding:** You pay 1 power to place *Switcheroo* facedown at a battlefield.
2. **Playing from Hidden:** When you reveal it as a reaction, you play it without paying its printed energy or power costs.
*Note: While you do not pay the card's printed power cost, remember that if you target an opponent's unit that has the **Deflect** keyword, you must still pay the mandatory Deflect cost (as per RiftJudge FAQ #8535).*
If I play Teemo Strategist from hand and deal 3 damage to Hwei and it resolves, then my opponent uses Flash to move his Hwei back to base, is his Hwei at 2 health or 5?
To answer your question, we first need to clarify a few things about game state and combat:
1. **Damage Does Not Reduce Might:** In *Riftbound*, units do not have "health." They have **Might** (their strength/durability). Damage is marked on a unit, and it persists until the unit is healed or the combat ends. If a unit has damage marked on it equal to or exceeding its Might, it is killed during the cleanup step.
2. **Combat Damage vs. Non-Combat Damage:** When you play a card like Teemo, Strategist to deal damage, that is damage dealt by an ability, not combat damage.
Regarding Hwei:
* Hwei’s **Might is 5**.
* After Teemo’s ability resolves and deals 3 damage to Hwei, Hwei remains a unit with **5 Might**, but he now has **3 damage marked on him**.
When your opponent uses *Flash* to move Hwei to the base:
* **Hwei’s Might remains 5.**
* **The 3 damage marked on Hwei remains on him.**
Because the damage is persistent, Hwei is still damaged. If Hwei were to take another 2 damage (totaling 5), he would be killed during the next cleanup step.
***
**A Note on Timing and "Hidden"**
According to the current rules and the errata found in the **RiftJudge FAQs (ID 6607 and 1353)**, Teemo, Strategist **only triggers when defending**. He does *not* trigger when played from hidden. If you played Teemo from hidden, his ability would not trigger to deal damage to Hwei at all, unless you were also declaring him as a defender in that same combat.
If I play Temporal Portal and play Rocket Barrage next, would I get to repeat it twice? Essentially playing that spell 3 times instead of twice?
Yes, if you use **Temporal Portal** and then play **Rocket Barrage**, you can execute the spell's instructions a total of **three times**.
### The Breakdown
1. **Initial Cast:** You play Rocket Barrage. This is the first execution of the spell's instructions.
2. **First Repeat (Printed):** Rocket Barrage has the **Repeat** keyword printed on it. You may pay its Repeat cost to execute the instructions a second time.
3. **Second Repeat (Granted):** Temporal Portal grants an additional instance of **Repeat** to the spell. You may pay this second Repeat cost to execute the instructions a third time.
### Why it works
According to **Rule 820.3** and **Rule 820.3.a**, a spell is only "played" once regardless of how many times its instructions are executed. However, **Rule 820.3** explicitly states: "The spell’s instructions will be executed an additional time for each instance of Repeat that is paid for."
Because you have two separate instances of the Repeat keyword (one printed on the card and one granted by Temporal Portal), you can pay for both individually. As confirmed by **FAQ #9252**, if a spell has multiple instances of Repeat, you may pay for each separately, and the spell's instructions will be executed an additional time for each instance paid.
### Summary of Execution
* **1st Execution:** The spell resolves its initial effect.
* **2nd Execution:** The first paid Repeat (printed) triggers.
* **3rd Execution:** The second paid Repeat (granted by Temporal Portal) triggers.
You perform the spell's instructions three times in total. Per **Rule 820.2.a**, you may make different choices (e.g., choosing different targets or modes) for each of the three executions.
Note: I could not fully verify this ruling against the retrieved rules.
If I play Thousand Tail Watcher and my opponent plays Grand Stratagem, do the -3 Might still apply to the tokens (making them 3 Might instead of 6)?
Ruling: The order matters. Watcher reduces Might by 3 to a minimum of 1 when it resolves. Buffs applied after Watcher increase Might from its current value, while buffs applied before Watcher get reduced.
Sequence:
- If Grand Stratagem resolves first: tokens get buffed to 6 Might, then Watcher reduces them to 3 Might
- If Watcher resolves first: tokens stay at 1 Might (can't go below minimum), then Grand Stratagem buffs them to 6 Might
Nuances:
- Snapshotting applies: playing Watcher against tokens that haven't received bonus Might yet does essentially nothing, as the Watcher effect snapshots to -0 for all of them (they're already at 1 Might minimum)
If I play Thousand-Tailed Watcher with Baited Hook, do I need to pay the accelerate cost or is it free?
Yes, you can choose to pay the Accelerate cost if you wish, but it is not required.
According to RiftJudge FAQ #10495 and the associated rulings (#5335, #7120), when you play a unit using **Baited Hook**, you are playing that unit while ignoring its base energy and power costs. However, **Accelerate** is an optional additional cost, not a base cost.
### How it works:
1. **Resolve Baited Hook:** You kill a friendly unit, look at the top 5 cards, and choose **Thousand-Tailed Watcher** to play.
2. **Playing the Unit:** Because you are "playing" the unit, you go through the standard process of playing a card (Rule 349).
3. **Cost Determination:** **Baited Hook** sets the base cost of Thousand-Tailed Watcher to zero.
4. **Optional Costs:** You are then presented with the opportunity to pay any optional additional costs the card has. Since **Accelerate** is an optional additional cost (Rule 805.2), you may choose to pay it.
* **If you pay the Accelerate cost** (1 energy and 1 mind power), the unit enters the battlefield **readied**.
* **If you choose not to pay the Accelerate cost**, the unit enters the battlefield **exhausted** (as it is normally played).
Regardless of whether you choose to accelerate it or not, the unit is considered "played," meaning its "When you play me" ability will trigger normally.
If I play Tideturner as a hidden card, can I select a card outside my battlefield?
Ruling: Yes, Tideturner can select a card outside your battlefield when played as a hidden card. Tideturner is currently the only exception to the normal hidden card rules because it cannot target units at its location.
Nuances:
- Pay attention to Tideturner's errata
- The exception exists specifically because Tideturner cannot target units at its location
If I play Time Warp twice in consecutive turns, do I get 3 turns in a row? And how does this work during overtime (the last 3 turns)?
Ruling: Yes, you take three consecutive turns in a row. During overtime, those turns count toward the 3-turn limit, meaning you consume multiple turns from the allotted total.
Sequence:
- Your current turn (where you play the first Time Warp)
- First extra turn granted by the first Time Warp (where you play the second Time Warp)
- Second extra turn granted by the second Time Warp
Nuances:
- When time is called, exactly 3 additional turns are played total after the current player finishes their turn
- Time Warp does not grant turns beyond the 3-turn overtime limit
- If you cast Time Warp on the 3rd turn of overtime, it has no effect because no turns remain
- Using Time Warp in overtime consumes your share of the 3 turns faster, leaving fewer turns for your opponent
- After 3 overtime turns, the winner is determined by a 2+ point lead; otherwise the game is a draw
- There is an alternate 5-turn procedure for Single Elimination matches under specific conditions
If I play Turn to Dust on an attached Equipment, will the Equipment die in the Beginning Phase?
Yes. The granted Temporary keyword will be active. It will trigger and kill the equipment in its controller’s next Beginning Phase.
Attached Equipment only have their printed rules text made inactive per rules 718.2. and 135.4. This means that any granted rules text will still be active; granted Temporary will trigger and kill attached Equipment and granted Deflect will add [A] to the cost of enemy spells and abilities that target them. Prior to this rules update, all rules text of attached Equipment was inactive.
Rule 135.4.: A card’s printed Rules Text is Inactive while that card is Attached to another card.
Rule 718.2.: While in this state, the card’s printed Rules Text is Inactive.
If I play Unchecked Power while my opponent has Order Viktor and 2 other non-token units on the battlefield, do 2 tokens from Viktor's effect get played?
Ruling: No, Viktor will be dead before his effect can trigger, so no tokens are created.
Sequence:
- Unchecked Power destroys all units
- Viktor dies along with the other units
- Viktor's effect does not trigger because he is no longer on the battlefield
If I play Unlicensed Armory on a unit and then kill it with Malzahar, does Malzahar's ability still count as killing a unit? Do I get the 2 power before or after I need to pay one to save the unit with Armory's effect, and can I use that power to pay for Armory?
Ruling: Malzahar's ability still counts as killing a unit even if the unit is saved by Unlicensed Armory. You get the 2 power from Malzahar after saving the unit, so you cannot use that power to pay for Armory's save effect.
Sequence:
- Activate Malzahar's ability (tap and discard as costs)
- Begin paying the kill cost for Malzahar
- During the killing, Unlicensed Armory's replacement effect activates
- Pay 1 power to save the unit (it recalls to base instead of dying)
- Malzahar's ability then resolves, adding 2 power
Nuances:
- The death is replaced by the recall, so the unit doesn't actually die, but Malzahar's ability doesn't check whether the unit actually died - it only cares that you made the choice to kill it as part of paying costs
- You must have the 1 power available before activating Malzahar if you want to save the unit with Armory
If I play Vi and stun an opponent unit, and they use Gust, does the stun not go through?
To provide an accurate answer, we must distinguish between whether your opponent is using **Gust** on **Vi, Peacekeeper** or on the **unit she is targeting**.
According to the rules of targeting and resolution (Rule 359.3.e.12 and Rule 359.3.e.5), the stun will **not** resolve if Vi, Peacekeeper is removed from the battlefield before her ability resolves.
### The Sequence
1. **Attack:** You move **Vi, Peacekeeper** into an enemy battlefield. This triggers her ability: *"When I attack, [Stun] an enemy unit here."* This trigger goes on the chain.
2. **Reaction:** Your opponent plays **Gust** in response to that trigger.
### Outcome 1: Your opponent targets Vi, Peacekeeper with Gust
If your opponent uses **Gust** to return **Vi, Peacekeeper** to your hand:
* **Resolution:** When Vi’s ability attempts to resolve, it checks for the target ("an enemy unit **here**"). Because the ability requires Vi to be present at the battlefield to define "here" (her location), and she is no longer on the battlefield, the ability fails to find its source and the stun does not resolve.
* *Reference:* This matches the logic in **RiftJudge FAQ #10627** regarding Vi, Peacekeeper and being removed from the battlefield.
### Outcome 2: Your opponent targets the unit Vi is stunning with Gust
If your opponent uses **Gust** to return the **enemy unit** she is targeting to their hand:
* **Resolution:** When Vi’s ability attempts to resolve, it checks for the target. Because that unit is no longer on the battlefield, it is an illegal target. The stun fails to execute.
***
**Summary:** In both scenarios, the stun does not occur because the requirement for both the source (Vi) and the target to be present "here" (at that specific battlefield) at the time of resolution is not met.
If I play Void Rush and one of the two cards I reveal is Vanguard Captain, do I get the legion effect if I didn't play anything before Void Rush?
### Ruling
**Yes, you do get the Legion effect.**
When you play **Void Rush** as the first card of the turn and use it to play **Vanguard Captain**, the **Vanguard Captain** successfully triggers its Legion effect.
### Sequence of Events
1. **Play Void Rush:** You pay the costs and place **Void Rush** on the chain. It is the first card played this turn.
2. **Resolve Void Rush:** You reveal the top 2 cards, choose **Vanguard Captain**, and play it.
3. **Vanguard Captain enters the board:** The **Vanguard Captain** enters the board. Its "When you play me" ability is placed on the chain as a pending item.
4. **Check Legion Condition:** The game checks the Legion condition: *"If you have played another Main Deck card before this one already this turn."*
5. **Legion Succeeds:** Because the **Vanguard Captain** is played during the resolution of **Void Rush**, it is considered the second card played this turn. Even though the spell is still resolving, the game recognizes that a Main Deck card (**Void Rush**) was played prior to the **Vanguard Captain**, satisfying the Legion condition.
### Interaction with Spell Resolution
While Rule 154.3 requires finishing the resolution of a spell before addressing triggered effects, the **Vanguard Captain** is considered the second card played in this sequence. Per the established logic for similar interactions (such as **Portal Rescue**), playing a card during the resolution of a spell allows that card to count as having been played after the initial spell, thereby fulfilling the requirement for Legion.
*Note: I could not fully verify this ruling against the retrieved rules.*
If I play Void Rush and reveal 2 Trifarian Glory Seeker, do I get the Legion effect of the Trifarian Glory Seeker to give it a buff?
No, you do not get the Legion effect for the *Trifarian Gloryseeker* played via *Void Rush*.
According to Rule 738.1.c.1, the Legion condition for "on play" effects of permanents is: **"If you have played another Main Deck card before this one already this turn, apply [Text]."**
When you play *Void Rush*, it is the first card you are playing this turn. Because *Void Rush* is the card that allows you to play the *Trifarian Gloryseeker*, the *Gloryseeker* is the second card played in the sequence. However, the Legion condition checks if you have played another card **before** the card with the Legion ability.
Since *Void Rush* is a spell and not a "Main Deck card" (it is a card you are playing from your hand/deck, but the Legion condition specifically looks for a previously played Main Deck card), and because the *Trifarian Gloryseeker* is being played as part of the resolution of *Void Rush*, you have not met the requirement of having played another Main Deck card *before* the *Gloryseeker* was played.
Therefore, the Legion condition for the *Trifarian Gloryseeker* is not satisfied.
If I play Void Rush can I exhaust Sun Disk before playing my unit from Void Rush?
No, you cannot exhaust **Sun Disc** in the middle of resolving **Void Rush** to affect the unit played from it.
### Reasoning
1. **Sun Disc lacks the [Reaction] keyword:** According to Rule 369 (Activated Abilities) and the established rulings for Sun Disc (see FAQ #5683), Sun Disc can only be activated at base speed when the game state is "Open" (no chain is present and nothing is currently resolving).
2. **Void Rush creates a closed state:** When you play the spell **Void Rush**, it is placed on the chain. While Void Rush is resolving, the game state is "Closed." You cannot activate Sun Disc during this time.
3. **Legion Requirement:** Sun Disc's ability requires the **[Legion]** keyword to be active, which means you must have already played another card earlier in the turn. Even if you could activate it, you must do so *before* you play the spell that would put the unit into play.
### Correct Sequence
To have a unit played from Void Rush enter ready using Sun Disc, you must set up the effect beforehand:
1. **Play a card** earlier in the turn to satisfy the **[Legion]** requirement.
2. **Exhaust Sun Disc** while the game state is Open (no chain present).
3. **Play Void Rush**.
4. The next unit you play (in this case, the one from Void Rush) will enter ready.
If you play Void Rush without having already activated Sun Disc while Legion was active, you cannot "interrupt" the resolution of Void Rush to activate Sun Disc.
If I play Void Seeker targeting a unit, and my opponent plays Recall returning that unit to hand, do I still draw 1 card?
Ruling: Yes, you still draw 1 card. You resolve as much of Void Seeker's effect as possible even if the target is no longer valid.
If I play Wages of Pain on a Kai'Sa and then Arcane Shift, and then they play Retreat which is reaction speed, do I proc Ezreal's legend which has to choose twice in a turn to draw? Even though Kai'Sa got retreated?
Yes, you can activate your **Ezreal** legend ability in this scenario.
According to **RiftJudge FAQ #8979** (which discusses a similar interaction with *Wages of Pain* and *Defy*), the requirement for Ezreal's ability is satisfied at the moment the spell is played and targets are chosen, regardless of whether the spell subsequently resolves or is countered/interrupted.
### The Sequence
1. **Playing *Wages of Pain*:** You play *Wages of Pain* targeting an enemy unit (e.g., Kai'Sa). You make the choice of an enemy unit at this time. This counts as **one** of the two required choices for Ezreal.
2. **Reacting:** Your opponent plays *Retreat* in response, targeting Kai'Sa.
3. **Resolution:** *Retreat* resolves first, returning Kai'Sa to their hand. *Wages of Pain* then attempts to resolve. Even though the target is now illegal, the choice was already made, so the requirement for Ezreal is still satisfied for that spell.
4. **Playing *Arcane Shift*:** You play *Arcane Shift*. As part of playing this spell, you must choose an enemy unit to deal 3 damage to. This counts as your **second** choice for Ezreal.
5. **Activation:** Because you have now made the required choices of enemy units with spells twice this turn, the condition for Ezreal's legend ability is met, and you may exhaust him to draw a card.
**Key Takeaway:** The "choice" requirement for Ezreal is locked in when the spell is placed on the chain. As long as you successfully played the spells and made the required targeting choices, the fact that the units were later removed or the spells were interrupted does not invalidate the progress toward Ezreal's activation requirement.
If I play Wages of Pain on my enemy unit and he reacts with Recall, do I still get 1 gold?
Yes, you will still create the Gold gear token even if the target of *Wages of Pain* becomes invalid (e.g., because your opponent used *Retreat* or another effect to return it to their hand).
### The Ruling
According to **RiftJudge FAQ #8795** and **#9296** regarding *Wages of Pain*:
> "Wages of Pain WILL still give the gold token even if the target becomes illegal. [...] Wages of Pain's gold token generation is a separate instruction after a full stop that doesn't reference target information, so it executes even when the damage cannot be dealt."
This is consistent with Rule 356.3.e.6, which states that instructions that cannot be followed are ignored, but instructions that do not reference target information are still executed. Because the creation of the Gold gear token is a separate instruction that does not depend on the success of the damage, it proceeds regardless of the target's status.
### The Sequence
1. **Playing the Spell:** You play *Wages of Pain* targeting an enemy unit. The target is locked when the spell is placed on the chain.
2. **Reacting:** Your opponent plays a reaction (such as *Retreat*) in response, returning the unit to their hand.
3. **Resolution (LIFO):**
* The reaction resolves first, returning the unit to its owner's hand.
* *Wages of Pain* then attempts to resolve. Because the target is no longer on the battlefield, it is now an illegal target. The instruction to "Deal 3 to a unit" cannot be performed and is ignored.
* The next instruction, "Play a Gold gear token exhausted," does not reference the target and therefore executes successfully.
If I play Watcher and there's a Trifarian at play, do the units at Trifarian get the +1 still after Watcher's effect?
When you play **Thousand-Tailed Watcher** while enemy units are at **Trifarian War Camp**, the units do not "lose" the War Camp's +1 Might buff, but the interaction results in a snapshotted value that effectively overrides the continuous application of the War Camp's bonus for the remainder of the turn.
According to **RiftJudge FAQ #1431**:
* **Thousand-Tailed Watcher** snapshots the unit's current Might (which includes the +1 from the War Camp).
* It then applies the -3 Might reduction to that snapshotted value (to a minimum of 1).
* This result becomes the unit's new fixed Might value for the turn. Because the effect is snapshotted, the War Camp's lingering +1 Might bonus no longer applies to that specific value.
### Example Sequence:
1. **Unit starts at 2 Might.**
2. **Trifarian War Camp** is active, making the unit **3 Might** (2 base + 1 buff).
3. **Thousand-Tailed Watcher** is played. It snapshots the current **3 Might** and applies the **-3 reduction**.
4. The unit's Might is set to **1** (3 - 3 = 0, but limited to a minimum of 1).
5. The War Camp's +1 bonus is no longer added to this new value.
### Important Nuances:
* **Moving away:** If the unit moves away from the Trifarian War Camp after being affected by the Watcher, its Might will remain **1**. The Watcher's effect has already snapshotted the unit's Might to a fixed value, and the War Camp's continuous bonus no longer applies to this value.
* **Moving back:** If the unit moves back to the Trifarian War Camp, its Might will remain **1**. The Watcher's snapshotted value is fixed, and the War Camp's bonus does not re-apply.
* **Future buffs:** Any *new* Might modifiers applied *after* the Watcher's effect resolves (such as a spell that grants +1 Might) will apply normally to the snapshotted value. For example, a +1 Might buff would make the unit 2 Might (1 snapshotted + 1 new buff).
If I play Whirlwind, do I have to pay deflect cost if I target an opponent's unit with deflect?
No, you do not have to pay the Deflect cost when playing **Whirlwind**.
According to the **RiftJudge FAQ #3908**:
> "Whirlwind does not trigger deflect because it does not target. Deflect is a passive ability that levies an additional cost only for spells or abilities that target the permanent with deflect."
Because Whirlwind does not target any units (it instructs players to make a choice, which is not the same as targeting), it does not interact with the Deflect keyword.
If I play a Bone Skewer and, due to the effect, play Thousand Tailed from the opponent's hand onto the field, do my units receive the -3 penalty or do my opponent's units receive it?
When the opponent's **Thousand-Tailed Watcher** enters the battlefield via **Bone Skewer**, its triggered ability ("When you play me, give enemy units -3 might this turn") will affect **your units**.
Here is the breakdown of why this happens:
1. **Controller vs. Owner:** When **Bone Skewer** forces an opponent to play a unit from their hand, that unit is played under the opponent's control. Even though you are the one choosing the battlefield and forcing the play, the opponent remains the controller of the unit that enters.
2. **Referencing "Enemy":** As per **Rule 359.3.f.4**, terms like "enemy" and "friendly" in a triggered ability are checked from the perspective of the controller of that ability (in this case, your opponent).
3. **Application:** Because your units are the units controlled by the opponent's opponent, they are considered "enemy units" to the **Thousand-Tailed Watcher**. Therefore, your units will receive the -3 Might penalty.
This is an interpretation based on the standard rules for triggered abilities and controller references. While no official FAQ exists for this exact scenario, it follows the established mechanics for how "enemy" and "friendly" are evaluated relative to a unit's controller.
If I play a Cull the Weak to kill my Immortal Phoenix and an enemy unit, can I play the cost to play it from the trash as the Cull the Weak killed an enemy unit?
Yes, you can play Immortal Phoenix from your trash in this situation.
According to Immortal Phoenix's card text: *"When you kill a unit with a spell, you may pay 1 energy, fury rune (power) to play me from your trash."*
Here is the breakdown of why this works:
1. **Attribution of Kill:** When you play **Cull the Weak**, it instructs each player to kill one of their units. Because **Cull the Weak** is the spell causing the kill actions, the kills are attributed to that spell (Rule 428.5.b).
2. **Trigger Condition:** Immortal Phoenix's ability triggers when you kill a unit with a spell. It does not specify that the unit must be an enemy unit; it simply requires that *a* unit was killed by a spell you control.
3. **Multiple Triggers:** If Cull the Weak kills both your unit (Immortal Phoenix) and an enemy unit, those are two distinct kill actions attributed to the spell. Immortal Phoenix's ability will trigger for each unit killed (as confirmed by the logic in Rule 428.5.d).
4. **Resolution:** Because it is a "you may" triggered ability, you choose to place the ability on the chain. Once placed on the chain, you pay the cost ([1] + Fury rune) as part of the resolution to play Immortal Phoenix from your trash to the board.
**Sequence:**
1. You play **Cull the Weak**. It enters the chain.
2. **Cull the Weak** resolves. You kill your **Immortal Phoenix**, and your opponent kills their unit.
3. Because you killed a unit (or units) with a spell, **Immortal Phoenix's** triggered ability goes on the chain.
4. You pay the required [1][A] (specifically [1][Fury]) to finalize the ability and play **Immortal Phoenix** onto the battlefield.
This interpretation is consistent with the cited **RiftJudge FAQs** (ID #6044 and #1631), which clarify that Immortal Phoenix can return from the trash when you kill your own unit with your own **Cull the Weak**.
If I play a Hidden Blade at the battlefield I control, on a different turn can I activate it and use it on a unit at a different battlefield?
No, you cannot. When you play a card from "Hidden," you are restricted to targeting units at the battlefield where that card was hidden.
According to Rule 737.1.d.2:
> "If a hidden spell or a play effect of a hidden permanent chooses any targets, those targets must be chosen from among options at that battlefield, unless the ability explicitly restricts targeting in a way that makes this impossible."
Additionally, the FAQ for **Hidden Blade** explicitly clarifies this interaction:
* **Ruling:** "Hidden Blade can only be used on the battlefield where it is hidden. It cannot target units at other battlefields."
* **Nuance:** This restriction applies even when the ability is activated on a different turn.
If you wish to target a unit at a different battlefield, you must play the card from your hand for its normal cost, rather than playing it from "Hidden."
If I play a Hidden Wingslinger on my turn and not during a showdown, can I target a unit at a different battlefield?
No, you cannot. When you play a card from "Hidden," any targets chosen by its play effect must be at the same battlefield where the card was hidden (Rule 811.1.d.2).
If I play a Hidden card the same turn I play Time Warp, can I cast the Hidden card during my next turn (the extra turn from Time Warp)?
Ruling: Yes, you can cast the Hidden card during your extra turn from Time Warp. The extra turn counts as a new turn, which satisfies the Hidden timing requirement.
Nuances:
- Even though you are the same player taking the extra turn, it still qualifies as a "new turn" for Hidden card timing purposes
If I play a Kraken Hunter with Cithria on board and spend her buff to reduce the cost, does Cithria get a new buff from Kraken Hunter being played?
Ruling: Yes, you can spend Cithria's buff to reduce Kraken Hunter's cost, and then Cithria will receive a new buff when Kraken Hunter is played.
Sequence:
- Cithria must already have a buff before you play Kraken Hunter
- You spend Cithria's buff(s) to reduce Kraken Hunter's power cost
- Kraken Hunter is played and enters the board
- Cithria receives a new buff from Kraken Hunter's ability
Nuances:
- If you want to use Kraken Hunter's Accelerate ability, you must pay the power cost for Accelerate before playing the card
- You cannot spend the buffs that Cithria gains from Kraken Hunter being played to pay for Accelerate, as the cost must be paid before the card is played
- The Accelerate decision happens during the process of play, before any triggers go on the Chain
If I play a Reaction Spell (Gust) that returns a unit (Noxian Drummer) to hand, can I negate its triggered effect that plays a token on the battlefield?
Ruling: Yes, you can negate the effect. When Gust returns Noxian Drummer to hand before its triggered ability resolves, the ability cannot determine where "here" refers to since the Drummer is no longer at the battlefield location, causing the ability to resolve with no effect and no token is created.
Sequence:
- Opponent declares moving Noxian Drummer to the Battlefield
- Noxian Drummer's ability triggers and goes on the initial chain
- You play Gust as a Reaction before the trigger resolves
- Gust returns Noxian Drummer to hand
- Noxian Drummer's ability resolves but cannot determine where "here" is
- The ability resolves to no effect and no token is made
Nuances:
- Spells in Riftbound re-evaluate legality at resolution
- If the battlefield gave Drummer +1 might as a passive effect, you would not be able to target it with Gust (which targets units with 3 or less might) by the time you could play it
If I play a Smoke Screen on a Watchful Sentry and it resolves and then someone plays a Discipline on it after, does the Watchful Sentry have 1 might or 3?
If you play **Smoke Screen** on a **Watchful Sentry** and it resolves, followed by **Discipline**, the Watchful Sentry will have 3 Might.
### Sequence of Events
1. **Smoke Screen resolves:** Smoke Screen attempts to reduce the unit's Might by 4. Because Might cannot be reduced below 1, the reduction is effectively 0. This reduction is "snapshotted" at the time of resolution.
2. **Discipline resolves:** After Smoke Screen has fully resolved, Discipline is played and resolves, granting the unit +2 Might.
3. **Final Calculation:** The unit's base Might plus the bonus from Discipline results in 3 Might.
### Reasoning
* **Snapshotting:** Effects like Smoke Screen calculate their reduction at the moment of resolution based on the unit's current Might and the "minimum 1" restriction. Once resolved, that specific reduction amount is fixed.
* **Layering:** Might increases are applied to the unit's base Might, and the snapshotted reduction from Smoke Screen is applied afterward. Because Smoke Screen's reduction was effectively 0, it does not subtract from the subsequent +2 bonus provided by Discipline.
Note: I could not fully verify this ruling against the retrieved rules, as the base Might of Watchful Sentry was not provided in the context.
If I play a Sprite Call Hidden to a battlefield that only had temporary units there, can I play that hidden card in my beginning phase after the others die to reveal a new Sprite and get a point for a hold?
To answer your question: **Yes, you can do this**, but the timing is the key. You do not wait until *after* the original sprites die; rather, you play your hidden *Sprite Call* **in response** to the *Temporary* triggered ability going on the chain.
According to **RiftJudge FAQ #10474** and **#9228**, here is exactly how this interaction works:
### The Sequence of Events
1. **Beginning Phase:** Your turn begins. The *Temporary* ability of your existing Sprite(s) triggers and is placed on the chain as a pending item.
2. **Reaction:** Because an item (the *Temporary* trigger) is now on the chain, the state is **CLOSED**. You may now play your hidden *Sprite Call* as a **[Reaction]**. It is placed on top of the chain.
3. **Resolution (LIFO - Last-In, First-Out):**
* **First:** Your *Sprite Call* resolves. A new 3 [M] Sprite token with *Temporary* enters the battlefield.
* **Second:** The original *Temporary* trigger resolves, killing the original Sprite(s).
4. **Result:** Since your new Sprite entered the battlefield *after* the *Temporary* trigger for the start of this turn had already been processed, it remains on the battlefield, ensuring you maintain presence and score the point for holding the battlefield.
### Key Rules and Nuances
* **LIFO Resolution:** Per **Rule 336.1**, the newest item on the chain resolves first. By playing your spell in response to the trigger, you ensure the new unit is created before the "kill" effect occurs.
* **Maintaining Control:** As confirmed by **RiftJudge FAQ #6560**, by reacting this way, you ensure you never lose control of the battlefield, allowing you to score a hold point.
* **Hidden Restriction:** Per **Rule 811.1.d.3**, when you play a hidden spell that causes you to play a unit, you must play that unit at the same battlefield where the spell was hidden. You cannot choose a different battlefield.
* **Trigger Timing:** The new Sprite will not be checked for *Temporary* until the start of your **next** turn, as the trigger for the current turn has already been processed.
If I play a card like Yone with 5 might from hand, can I trigger Grand Duelist?
Regarding your question about whether playing a unit with 5 Might (like **Yone, Blademaster**) triggers an ability that cares about a unit "becoming Mighty," such as the ability found on **Fiora, Grand Duelist**:
According to **Rule 709**:
> "A Unit 'becomes Mighty' at the moment its Might changes from being less than 5 to being 5 or greater."
Because a unit played from your hand enters the board already at 5 Might, its Might value does not *change* from less than 5 to 5 or greater during the process of entering play. It simply enters the board as a Mighty unit. Therefore, it does not satisfy the condition of "becoming Mighty" as defined by the rules.
**Summary of the interaction:**
* **Entering Play:** When you play Yone, he enters the board with 5 Might.
* **Trigger Check:** Because his Might was already 5 upon entering the board, he does not undergo the transition required to "become Mighty."
* **Result:** Any ability that specifically triggers when a unit "becomes Mighty" will not trigger upon Yone entering the board.
Note: I could not fully verify this ruling against the retrieved rules.
If I play a damage spell to an enemy unit at a battlefield, can the opponent use a reaction spell that moves the unit to base, hand scot-free?
Yes, your opponent can use a [Reaction] spell to move the targeted unit to their base, which will cause your damage spell to fail to deal damage to that unit.
According to **RiftJudge FAQ #3011** and **FAQ #5858**, here is how the interaction works:
### The Sequence
1. **You play your damage spell:** You choose a target (an enemy unit at a battlefield) and pay all costs. The spell goes on the chain.
2. **State becomes CLOSED:** Because there is an item on the chain, players can play [Reaction] cards.
3. **Opponent reacts:** The opponent plays a spell that moves their unit from the battlefield to their base. This reaction goes on top of the chain (above your spell).
4. **Chain resolves (LIFO - Last In, First Out):**
* The opponent’s spell resolves first, moving the unit to their base.
* Your damage spell then resolves.
### The Result
When your damage spell attempts to resolve, it checks if its target is still legal. Because the unit is no longer at a battlefield, it is an illegal target. As per **RiftJudge FAQ #3011**:
* **The spell does not "fizzle"** in the traditional sense; it still technically resolves, but the targeting effect (dealing damage) cannot happen because the target is invalid.
* **Any other effects** on the spell (such as "Draw 1") will still occur, provided they do not require the damage to have been dealt.
* **You cannot choose a new target.** Once a spell is played and targets are locked in, you cannot change them if the original target moves or becomes invalid.
In short, while you do not get to "counter" your own spell, the opponent successfully saves their unit from the damage by moving it to an invalid location.
If I play a gear before conquering and gaining Ornn's Forge, does my next gear still get the discount, or does it not count because it's not the first gear of the turn?
Ruling: Ornn's Forge does not discount your next gear if you already played a gear earlier in the turn before conquering. The ability cannot "look back" to check if a gear was already played.
Sequence:
- Play first gear before conquering
- Conquer and gain Ornn's Forge
- Play second gear (no discount applies)
Nuances:
- This follows the same logic as Darius Trifarian: if you play Darius as your 3rd card of the turn, he does not ready when you play your 4th card, because the condition checks from when the ability becomes active, not from the start of the turn.
If I play a gold token as my first card, will Darius Trifarian's ability trigger as a +2 if he is played then?
Ruling: No, Darius Trifarian's ability will not trigger if he is played after a gold token. Tokens are not cards, so playing a token does not count toward the "second card this turn" condition.
Nuances:
- Tokens do not count as cards for any game effects that reference "cards"
- Darius must be the second actual card played in a turn to trigger his ability, not the second thing played
If I play a spell and it is countered via Defy, will Viktor Inventor still trigger?
Ruling: "Play a spell" triggers require the spell to fully resolve, so Viktor Inventor will not trigger if the spell is countered.
If I play a spell and it's countered by Defy, will it still count towards Legion?
Yes, a spell that is countered by **Defy** still counts toward satisfying **Legion** requirements.
According to **RiftJudge FAQ #9461**:
* **Legion** checks whether a card has been **Finalized** on the chain, not whether it successfully resolved.
* When you play a spell, it is placed on the chain as a "Pending Chain Item."
* Once you choose targets and pay all costs (including any additional costs like **Deflect**), the spell becomes a "Finalized Chain Item."
* Players then have the opportunity to play **Reaction** cards, such as **Defy**.
* Because **Defy** is played *after* the spell has already been finalized, the **Legion** condition is already met. Even though the spell is subsequently countered and removed from the chain (per **Rule 425.1.a**), the requirement for **Legion** has been satisfied for the turn.
If I play a spell card with Repeat and my opponent Defies it, can I use Repeat to play it again, or does Defy prevent me from playing it entirely?
Ruling: When you cast a spell with Repeat, you must choose whether to use Repeat at the time of casting, before your opponent can respond. If you choose to Repeat and your opponent Defies the spell, the entire spell (including the repeated portion) is countered. You cannot choose to Repeat after a Defy.
Sequence:
- Declare you are casting the spell
- Choose whether to pay the Repeat cost as an additional cost
- Finalize the spell on the chain
- Opponent can now respond with Defy
- If Defied, the entire spell (including any Repeat) is countered
Nuances:
- Repeat is an optional additional cost paid before finalizing the spell, not a separate spell or ability
- Repeat extends the spell's effect box but does not create a second spell
- You cannot wait to see if your opponent Defies before deciding to Repeat
If I play a spell from hidden that has a replacement effect, does that effect apply to damage from a 'when you play a card from face down' triggered ability?
Ruling: Yes. When you play a card from hidden, the card fully resolves before any "when you play" triggered abilities are placed on the chain. If the played card creates a replacement effect (like Lotus Trap doubling damage), that effect will be active when the triggered ability resolves.
Sequence:
- You play the spell from hidden and it goes on the chain
- The spell resolves and its replacement effect becomes active
- After the spell has fully resolved, "when you play" triggered abilities (like Katarina, Reckless's ability) are placed on the chain
- When those triggered abilities resolve, they are affected by any active replacement effects from the card you played
If I play a spell that costs 4 energy and my opponent counters it with Deft or Not So Fast, can I still banish the card and proc Jhin's legend ability?
No, you cannot banish the spell with Virtuoso's ability if it has been countered.
According to **Rule 425.1.b** and **RiftJudge FAQ #9779** (and **FAQ #10308**), a spell that is countered is not considered to have been "played." Because Virtuoso's ability triggers only when you "play a spell," a countered spell fails to meet the required condition for the ability to trigger.
Furthermore, per **Rule 425.1.a**, a countered spell is immediately cleared from the chain. Since the spell is no longer on the chain, it cannot be targeted or banished by Virtuoso’s effect even if the trigger condition were met.
### Summary of the Sequence
1. **Playing the Spell:** You play a spell and pay its costs. It is placed on the chain as a Finalized Chain Item.
2. **Reaction:** Your opponent plays a card (like *Defy* or *Not So Fast*) to counter your spell.
3. **Resolution:** The counter resolves, and your spell is cleared from the chain.
4. **Trigger Check:** Because the spell was countered, it is not considered to have been "played" for the purpose of triggering "When you play a spell" effects. Consequently, Virtuoso's ability does not trigger.
***
*Note: While you cannot banish the spell or trigger the legend ability because the spell was not "played," please note that per **Rules FAQ Clarification 2026-04-29**, if you were attempting to use the spell cost to satisfy a separate alternative cost for **Jhin, Meticulous Killer**, the energy you spent remains considered "spent" even if the spell is countered.*
If I play a spell that targets something with Deflect and my spell gets countered, do I still pay the Deflect cost?
Ruling: Yes, you must pay the Deflect cost before the spell can be countered.
Sequence:
- You put your spell in the chase
- You target and pay all costs (including Deflect as a forced additional cost)
- Only then can the spell be countered
Nuances:
- Deflect is a forced additional cost that must be paid when targeting, not when the spell resolves
If I play a token unit can I apply Legion if I didn't play anything else?
No, you cannot apply the **Legion** effect if you have not played any other card that turn.
According to **Rule 812.1.c**, for a **Legion** ability to become active, a card *different* from the one with the Legion ability must have been finalized on the same turn. Since **Legion** requires another card to be played first to satisfy the condition, playing a token unit as your first action of the turn does not satisfy the requirement for itself.
While playing a token unit does count as "playing a unit" (as confirmed by RiftJudge FAQ #9440 and FAQ #9833), **Legion** specifically looks for *another* card to have been played earlier that turn. Because you haven't played anything else yet, the Legion dependent ability remains inactive.
If I play a unit in my base, is my opponent able to play a hidden card?
No, your opponent cannot play a hidden card in response to you playing a unit to your base.
According to **RiftJudge FAQ #7317**:
* When you play a unit, it enters the chain as a pending item.
* When you finalize the unit, it is removed from the chain immediately.
* Units do not linger on the chain, and at no point does a player gain priority to respond to the unit itself.
Because playing a unit to your base does not create a triggered ability on the chain (unless that specific unit has a "When you play me" effect), there is no window for your opponent to play a reaction, including a hidden card.
If the unit you played has a "When you play me" effect, that ability *would* go on the chain after the unit enters play, and your opponent could then react to that triggered ability with a hidden card (provided the hidden card meets all targeting and timing restrictions). However, they cannot react to the act of playing the unit itself.
If I play a unit or spell that says it targets all enemy units, if the enemy has Deflect do I still need to pay the power cost?
It depends on whether your spell or ability actually **targets** those enemy units.
### 1. Does it Target?
* **If the card text says "all" (e.g., "Deal 2 damage to all enemy units"):** This generally does **not** target. According to Rule 355.10.d, instructions that programmatically select objects based on characteristics (like "all units at a battlefield") do not target. If it does not target, **Deflect does not apply**, and you do not need to pay any additional costs.
* **If the card text requires you to choose or select individual units:** Even if the card says "all," if you are required to select them as targets when playing the card, they are considered targets.
### 2. If it DOES Target
If the card's instructions make those enemy units targets (for instance, if you are selecting them to be dealt damage), then **Deflect does apply**.
* **Deflect is a Mandatory Additional Cost:** According to Rule 809.1.c, spells or abilities that "choose" (target) a permanent with Deflect cost [Deflect Value] more to play.
* **Per-Target Basis:** If your spell targets multiple units with Deflect, you must pay the Deflect cost for **each** unit with Deflect that you choose as a target (Rule 809.1.c).
* **Finalization:** You must be able to pay these costs during the "finalization" phase of playing the card. If you cannot pay the total required Power cost (including all applicable Deflect costs), you cannot choose those units as targets, and you may be unable to play the spell at all if targeting is mandatory (see RiftJudge FAQ #8660).
### Summary
* **Non-targeting effects** (e.g., "Kill all units at a battlefield"): No Deflect cost.
* **Targeting effects** (e.g., "Choose any number of units... and deal damage to them"): Yes, you must pay the Deflect cost for each unit with Deflect you choose as a target.
If you aren't sure if a specific card targets, check its text: if you have to "choose," "select," or "target" specific units rather than having the card automatically affect everything that fits a description, it is likely targeting.
If I play a unit to Star Spring as an ambush reaction to my opponent playing a spell to deal enough damage to kill another unit at a battlefield, can I then use Star Spring's ability to push that unit back and save it?
To answer your question: **Whether you can save the unit depends on the specific targeting requirements of the damaging spell.**
While playing an Ambush unit to Star Spring triggers its ability, moving the unit to your base does not automatically save it from all damaging spells.
### The Reasoning
1. **Targeting Restrictions:** According to **FAQ #1794** and **FAQ #5858**, if a spell specifically targets a unit "at a battlefield," moving that unit to your base makes it an invalid target, causing the spell to fizzle. However, if the spell does not have a battlefield restriction, **FAQ #1465** states that moving the unit to your base does not make it an illegal target, and the spell will still resolve and deal damage.
2. **Chain Resolution:** When you play your Ambush unit, Star Spring's triggered ability is placed on the chain. You can resolve this ability to move your other unit to your base. Because the damaging spell is already on the chain, it will resolve after your triggered ability finishes.
3. **Effect of Movement:** If the spell requires the unit to be at a battlefield, the movement will save the unit. If the spell does not have this restriction, the unit will still take the damage and die.
### Sequence of Events
1. **Opponent's Action:** Opponent plays a damaging spell targeting your unit. This spell is now on the chain.
2. **Your Reaction:** You play an Ambush unit to Star Spring. This triggers Star Spring's ability: *"The first time a player plays a non-token unit here each turn, they may move another unit they control here to its base."*
3. **Chain State:** The chain now contains (from bottom to top): [Damaging Spell] -> [Star Spring Trigger].
4. **Resolution:**
* The **Star Spring trigger** resolves first (LIFO). You move your unit to your base.
* The **Damaging Spell** then resolves. If the spell requires the unit to be at a battlefield, it fizzles. If it does not, the unit is still a legal target and takes the damage.
Note: I could not fully verify this ruling against the retrieved rules.
If I play a unit with 'When I attack' and have a gear with 'When a friendly unit attacks', can I pick the order in which they're added to the chain?
Ruling: Yes, when multiple triggered abilities trigger simultaneously, the player who controls those abilities selects the order to place them on the chain.
Sequence:
- Both abilities trigger at the same time (when the unit attacks)
- The controlling player chooses which order to place them on the chain
If I play a unit with Ambush in response to a Deathknell trigger during combat cleanup, does it start a new showdown?
Ruling: Yes. When you play a unit via Ambush in response to a Deathknell trigger during combat cleanup, the unit enters the battlefield before the "determine combat result" step. If both players now have units present, the combat ends in "No Result" and a new combat is staged at that battlefield.
Sequence:
- Combat cleanup occurs; your unit dies and its Deathknell trigger goes on the chain; opponent's unit heals
- You play a unit with Ambush in response to the Deathknell trigger
- Chain resolves: Ambush unit enters the battlefield, then Deathknell resolves
- Determine combat result: both players have units present, so "No Result" occurs
- A new combat is staged with the remaining units
Nuances:
- The Ambush unit gains the same designation (Attacker or Defender) as the player who played it, which matches the designation of the unit that died
- Player designations persist throughout the combat phase, so the Ambush unit retains this designation into the newly staged combat
If I play a unit with a 'When you play me' effect that increases my XP to meet a Legend's Level threshold granting 'Your units enter ready,' does that unit enter ready?
Ruling: No. The unit enters the battlefield exhausted (the default state) because the XP gain has not yet occurred when the unit enters play.
Sequence:
- You play the unit while below the Level threshold
- The unit finalizes and enters the battlefield (still below threshold, so it enters exhausted)
- The 'When you play me' triggered ability is placed on the chain as a pending item
- The ability resolves, granting XP and activating the Legend's Level ability
- The Level ability does not retroactively ready units already on the battlefield
Nuances:
- Play Effects are triggered abilities that become pending items after the permanent enters the board, not before.
- A unit cannot benefit from state-based passive abilities that its own play effect activates.
If I play a weaponmaster unit as a reaction on an opponent's turn, can I equip an item?
Yes, you can equip an item.
According to **RiftJudge FAQ #254** and **Rule 821.1.b**, **Weaponmaster** functions as a "When you play me" triggered ability. Because it is a triggered ability on play, it can be activated even when the unit is played during a reaction window (such as when playing a unit with **Reaction** on your opponent's turn).
### The Sequence:
1. **Play:** You play your unit with **Weaponmaster** (e.g., using a [Reaction] to play it during your opponent's turn).
2. **Trigger:** The "When you play me" trigger for **Weaponmaster** is placed on the chain.
3. **Resolution:** When that trigger resolves, you may choose an equipment you control and pay its equip cost (reduced by [A]) to attach it to that unit, regardless of the usual timing for equipping.
Per **Rule 821.1.c**, this is an optional effect ("you may choose"). If you choose to do so, the attachment happens during the resolution of that triggered ability.
If I play an Irresistible Faefolk to an occupied battlefield and move an enemy unit from base to that battlefield, am I then the attacker still or do I become the defender?
When you move **Irresistible Faefolk** to a battlefield that is **already occupied** by an opponent's unit, the battlefield is already contested (or becomes contested by the arrival of your unit).
According to **Rule 459.2.b.1** and the established **RiftJudge FAQs** regarding this specific card, the determination of attacker and defender designations is based on **which player applied the "Contested" status to the battlefield first**.
1. **If the battlefield was already contested by your opponent:** Your opponent is already the attacker. By moving your unit (and subsequently pulling another enemy unit) to that battlefield, you do not change the attacker/defender designations; your opponent remains the **attacker** and you are the **defender**.
2. **If the battlefield was NOT already contested:** By moving your unit to an occupied battlefield, you are the one who applies the "Contested" status. In this scenario, **you are the attacker** and the units already present (and the one you moved) are the **defenders**.
### Summary
* **If your opponent was already the attacker** because they contested that battlefield first, moving an Irresistible Faefolk there does not change their status. You remain the **defender**.
* **If you are the one applying the "Contested" status** (e.g., you move to an uncontested battlefield, or you are the first player to move into a battlefield that was previously empty), you are the **attacker**.
This interpretation is supported by **RiftJudge FAQ #9423** and **#10794**, which clarify that if you move into a battlefield already contested by your opponent, they remain the attacker regardless of your unit's movement ability.
If I play from hidden a Teemo Strategist during a Showdown and one of the cards that I look at is a Nocturne, can I play it directly at the battlefield in question?
Yes, you can play Nocturne directly to the battlefield in question, provided you control that battlefield.
According to the established rulings for these cards:
* **Playing Nocturne:** Nocturne's ability allows you to play him when he is looked at or revealed from the top of your deck. Card text supersedes normal timing restrictions. While units normally cannot be played during a "showdown closed" state, Nocturne's specific triggered ability allows him to be played into any battlefield his controller controls.
* **Control Requirement:** You can play Nocturne to the battlefield you are defending as long as you control it. In almost all cases where you are defending with Teemo, you retain control of that battlefield for the duration of the showdown.
* **Interaction:** If you play Teemo, Strategist from Hidden during a showdown and his ability reveals Nocturne, you may choose to play Nocturne using his ability instead of recycling him.
**Nuance:** If you are in a rare situation where you are defending but do not control the battlefield (such as a "surprise defense" where you moved into an open showdown), you would not be able to play Nocturne to that battlefield.
If I play multiple spells that add up to four energy, do I get the effect with Jhin Meticulous Killer?
To answer your question: **No**, you must spend [4] or more energy to play a **single** spell in order to trigger the alternative cost for **Jhin, Meticulous Killer**.
According to the card text: *"If you've spent [4] or more to play a spell this turn, you may play me for [C]."*
### Key Clarifications:
* **"A spell" vs. "Spells":** The ability specifically checks the cost of a single spell instance. Spending energy across multiple spells to reach a total of [4] does not satisfy the condition "to play **a** spell."
* **Total Cost vs. Base Cost:** As established in **RiftJudge FAQ #10012**, if a spell has an additional cost (like the [Repeat] keyword or other additional costs), that cost counts toward the total energy spent to play that specific spell. If the total energy spent on that single spell is [4] or more, you qualify for Jhin's alternative cost.
* **Countered Spells:** Per **RiftJudge FAQ #9920** and the associated **2026-04-29 Rules FAQ Clarification**, Jhin checks if the energy was spent and the spell became a "Finalized Chain Item." It does not matter if the spell resolves or is countered later; if you spent [4] or more on that one spell, the condition is met for the rest of the turn.
In summary, you cannot combine the costs of several separate spells to trigger this ability. You must play one spell that costs [4] or more (inclusive of additional costs).
If I play my Dazzling Aurora and get a Scuttle Crab, if I have over 11 XP and no unit at a battlefield, does Scuttle Crab go to base but ready, and can I move it to a battlefield or no?
No, you cannot perform a standard move with the *Scuttle Crab* in this scenario.
Here is the breakdown of the situation based on the rules:
1. **Timing:** *Dazzling Aurora* triggers "at the end of your turn." This occurs during your Ending Phase.
2. **Standard Move Restriction:** According to **Rule 144.1.a**, a Standard Move can only be performed during your **Main Phase**. Since the *Scuttle Crab* enters play during your Ending Phase via the *Dazzling Aurora* trigger, you are no longer in your Main Phase and cannot use the unit's inherent Standard Move ability.
3. **State of the Unit:** Even if you were in your Main Phase, a Standard Move has a cost of **exhausting the unit** (**Rule 144.2**). While a unit played via *Dazzling Aurora* enters "ready," the restriction regarding the phase remains the primary blocker for performing a Standard Move at that time.
In summary, the *Scuttle Crab* will enter your base ready, but you cannot move it to a battlefield using a Standard Move because you are not in your Main Phase.