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If I play red Darius as the second card in my turn, does his Legion effect trigger and ready him?
Ruling: Yes, playing red Darius as the second card in your turn triggers his Legion effect and readies him.
Nuances:
- The Legion keyword triggers when you play the card as your second card of the turn, which includes the card itself being played
If I play the signature spell Death from below, and repeat it, does it stack to reduce the cost of battering ram?
No, playing *Death from Below* with the *Repeat* keyword does not count as playing two cards toward the cost reduction of *Battering Ram*.
According to **Rule 820.3.a**: "Regardless of the number of times a spell's instructions are executed with this keyword, the spell is only Played once."
Since *Battering Ram* checks the number of cards you have **played** that turn, and *Repeat* only causes the effect of a single played card to trigger twice (as specified in **Rule 820.1.d.1** and the associated *RiftJudge FAQ #9005*), the game only recognizes this as one card played. Therefore, it does not provide the additional cost reduction for *Battering Ram*.
If I play token, can I ready red Darius?
No, playing a token will not ready **Darius, Trifarian**.
According to the rules and established RiftJudge FAQs:
* **Tokens are not cards:** Rule 182.2 states that "Tokens are not cards." Because Darius's ability specifically triggers when you play your "second **card**," tokens do not count toward this condition (as confirmed in RiftJudge FAQ #8290).
* **Definition of Playing Cards:** Rule 182.1.a notes that while tokens follow similar steps to playing cards, they remain distinct game objects.
To trigger Darius's ability, you must play him as the second actual **card** (not token) of your turn.
If I play two Counter Strike cards in response to a Falling Star targeting my unit, can I prevent both instances of damage?
Ruling: Yes, you can prevent both instances of damage from Falling Star by playing two Counter Strike cards.
Sequence:
- Both Counter Strike cards resolve, creating two separate delayed replacement effects on your unit
- When Falling Star deals its first instance of 3 damage, both Counter Strike effects are applicable
- As the owner of the unit being damaged, you choose which replacement effect to apply first
- You apply only one Counter Strike effect to prevent the first instance of damage
- The second Counter Strike effect remains active, still waiting for the next damage event
- When Falling Star deals its second instance of 3 damage, the second Counter Strike effect applies and prevents it
Nuances:
- Counter Strike creates a delayed replacement effect, not a permanent ability on the unit
- When multiple replacement effects apply to the same event, the owner of the object being acted upon determines the order they apply
- You are not forced to apply all applicable replacement effects at once - you can choose to apply only one, leaving others active for future events
- Each Counter Strike effect is consumed only when you choose to apply it to a damage event
If I play two Darius on my turn, do I ready both Darius due to its ability?
Yes, both copies of Darius will trigger and ready themselves.
According to the RiftJudge FAQ (ID 8029):
"Ruling: Both Darius cards trigger. When the second Darius is played, he sees himself as the second card played that turn."
**Sequence of events:**
1. **Play Darius #1:** He enters the board.
2. **Play Darius #2:** He enters the board.
3. **Trigger:** Because Darius #2 is the second card played this turn, both Darius #1 (already on the board) and Darius #2 (having just entered) meet the condition of "When you play your second card in a turn."
4. **Resolution:** Both abilities are placed on the chain (Rule 376.3). Since you control both, you choose the order in which they resolve (Rule 376.3.b). Both will gain +2 Might and become ready.
If I play two copies of Darius in the same turn, do both trigger to become ready and get +2 attack, or only the first one?
Ruling: Both Darius cards trigger. When the second Darius is played, he sees himself as the second card played that turn.
Sequence:
- Play Darius #1 from hand
- Play Darius #2 from hand
- Both Darius cards are now ready and have +2 attack (total 7 attack)
If I played Death from Below and I chose a unit with 3 might or less, then if my opponent reacts to it and kills that unit, can I still play that spell from trash?
No, you cannot use the recast effect of **Death from Below** if its target is killed before resolution.
According to **RiftJudge FAQ #9400**, this interaction is ruled as follows:
### Sequence of Events
1. **Play:** You play *Death from Below*, choosing a target unit at a battlefield.
2. **Response:** An opponent plays a reaction that kills that target unit before *Death from Below* resolves.
3. **Resolution:**
* When *Death from Below* attempts to resolve, it checks its target. Because the target is no longer on the board, it is an illegal target (**Rule 359.3.e.2**).
* The instruction to "Kill a unit" cannot be executed because the target is illegal (**Rule 359.3.e.5**).
* The spell then attempts to check the target's Might to determine if you may play it from your trash. Because the target is no longer on the board, its Might is treated as "null" (**Rule 359.3.e.12**).
* Since the condition "if it had 3 [S] or less" cannot be evaluated (it returns null), the "you may play this from your trash" effect does not trigger.
The spell resolves, but because the target is illegal, it fails to perform its primary instruction and cannot evaluate the condition required for the secondary effect.
If I played Kha'Zix mutating horror as a reaction on a chain, and then later on I use gust twice on the same chain to remove 2 out of the 3 enemy units back to their hand, leaving only 1 of their unit on the battlefield now, does my Kha'Zix mutating horror get its effect of an enemy defending alone, thus getting +2 might?
No, your **Kha'Zix, Mutating Horror** will not receive the +2 Might bonus in this scenario.
### Reasoning
According to the rules for triggered abilities and the specific "alone" condition on Kha'Zix, Mutating Horror:
1. **Trigger Timing:** Kha'Zix’s ability is a triggered ability that reads: *"When I attack or defend, if an enemy unit is alone here..."*. As established in **RiftJudge FAQ #9849**, **#10176**, and **#10198**, the condition "if an enemy unit is alone here" is evaluated **at the exact moment** the unit gains the "Attacker" or "Defender" combat designation.
2. **Condition Evaluation:** When you played Kha'Zix via [Ambush] as a [Reaction], he entered the battlefield and gained the combat designation. At that specific moment, your opponent had three units at the battlefield. Because there were other units present, the condition "an enemy unit is alone here" was **not met**.
3. **Result:** Because the condition failed at the moment of the trigger, the ability did not trigger and was never placed on the chain.
4. **Gust Timing:** Playing *Gust* later on the chain does not retroactively change the state of the battlefield at the time Kha'Zix entered. Since the trigger condition was false at the required moment, changing the battlefield state afterwards does not cause the ability to trigger after the fact.
As stated in **RiftJudge FAQ #10172**, if the condition is not met at the moment the unit enters and gains the combat designation, the opportunity to trigger is missed and cannot be reclaimed by changing the board state later in the same chain sequence.
If I played a Sprite and a Zhonya's Hourglass, would the Sprite die anyway and the Zhonya's survive, or would the Zhonya's trigger, or do I get to decide which triggers?
To answer your question, we first need to distinguish how **Zhonya's Hourglass** works compared to a "triggered ability."
According to the **Riftbound** rules and the provided FAQs, **Zhonya's Hourglass is NOT a triggered ability; it is a mandatory replacement effect.**
Here is how your situation plays out:
### The Interaction
Because Zhonya's Hourglass is a replacement effect, it does not use the chain. Instead, it intercedes the moment a "would die" event occurs.
* **Does the Sprite die?** No. When the Sprite "would die" (e.g., from combat damage or a card effect), the Zhonya's Hourglass immediately replaces that event. The death never happens.
* **Does the Zhonya's survive?** No. The card text explicitly states: *"kill this instead."* The Zhonya's Hourglass is destroyed (sent to your trash) to save the Sprite.
* **Do you get to decide?** No. Because it is a **mandatory** replacement effect, you cannot choose to let the unit die to save the Zhonya's for later. As soon as the unit would die, the Zhonya's is consumed.
### Summary
If your Sprite is in a situation where it would die (like being dealt lethal damage), the following occurs automatically:
1. The death event is intercepted by the Zhonya's Hourglass.
2. The Zhonya's Hourglass is destroyed (sent to your trash).
3. Your Sprite is healed, exhausted, and recalled to your base (the "save" effect).
**Key Takeaway:** You do not have a choice to "save" the Zhonya's or let the Sprite die. If you have the Zhonya's on the board, it will always sacrifice itself to save the first friendly unit that would die.
*This is based on Rule 370 (Replacement Effects) and the RiftJudge FAQ entries #5836 and #7758, which clarify that Zhonya's is a mandatory passive effect, not a trigger.*
If I previously controlled a battlefield earlier in the turn but lost control, then regained control later in the same turn (opponent's turn), do I score a point for conquering it?
Ruling: You score for conquering the battlefield because you haven't already scored at that battlefield that turn.
Sequence:
- You controlled Reaver's Row and moved your unit away, losing control
- Opponent gained control after the showdown resolved
- You moved a unit back to Reaver's Row with Ride the Wind
- When the new showdown at Reaver's Row resolves and you gain control, you score for conquering
Nuances:
- The key factor is whether you have already scored at that battlefield during the current turn, not whether you previously controlled it
- The combat at the battlefield must have fully resolved before you moved back in for this ruling to apply
If I push a unit into a battlefield while it's damaged and then Relentless Pursuit it to the other one, is it healed from its marked damage?
No, your unit is **not healed** simply by moving it from one battlefield to another using *Relentless Pursuit*.
According to the rules and FAQs regarding healing:
1. **Healing is restricted:** Units only heal at the end of **combat** (after the Resolution Step) or at the end of the **turn** (Rule 418.3.a, FAQ #7796, FAQ #7008).
2. **Movement is not combat:** Moving a unit to a battlefield (even if it causes a showdown) is not the same as combat. A showdown is only considered combat if it proceeds through the Combat Damage Step (Rule 460, FAQ #7796).
3. **Relentless Pursuit is an effect:** Moving a unit via a spell effect like *Relentless Pursuit* does not trigger the combat cleanup or any other healing event.
**Summary of the interaction:**
* If you move a damaged unit to a battlefield, it remains damaged.
* If you then use *Relentless Pursuit* to move that unit to another battlefield, it remains damaged.
* The unit will only heal if it participates in a combat that reaches the Resolution Step, or when the turn ends.
*This is my interpretation based on the rules for healing and combat. No official FAQ exists for this specific interaction, but it follows the established rules for when healing occurs.*
If I put Sacred Shears on a unit and I have Kartus and I kill my unit, will Sacred Shears create two Deathknell triggers drawing me 2 cards?
Yes, you will draw 2 cards total.
According to **RiftJudge FAQ #765**, when a unit equipped with **Sacred Shears** dies while you control **Karthus, Eternal**, Karthus's passive ability causes the Deathknell effect granted by the Shears to trigger twice.
### The Sequence of Events:
1. **Death:** The unit equipped with Sacred Shears dies. The unit’s Deathknell (provided by the Shears) is added to the chain as a pending item while the unit is still on the board.
2. **Karthus's Passive:** Because Karthus's ability ("Your [Deathknell] effects trigger an additional time") is a **passive ability**, it is active at the moment the Deathknell trigger is created.
3. **Resolution:** The game processes the Deathknell trigger twice due to Karthus's passive, resulting in you drawing 1 card for each resolution, for a total of 2 cards.
As clarified in the FAQ, this interaction is specific to Karthus's design as a champion who modifies how these triggers function at the moment of death.
If I react during a combat showdown with my hidden Guards! spell, does the Sand Soldier token get Weaponmaster from Azir's Emperor of the Sands legend? Can the Sand Soldier immediately equip equipment during the combat showdown as one reaction?
Ruling: Yes. When you play Guards! as a reaction during combat, the Sand Soldier token gains Weaponmaster from Emperor of the Sands and can immediately equip an Equipment you control before combat damage is calculated.
Sequence:
- Play Guards! as a [Reaction] during the combat showdown (it enters the chain)
- Guards! resolves, and you "play" the Sand Soldier token at that battlefield
- The Sand Soldier gains Weaponmaster from Emperor of the Sands
- Weaponmaster triggers as a "When you play me" ability and goes on the chain
- Resolve the Weaponmaster trigger to attach an Equipment you control to the Sand Soldier (paying its Equip cost, potentially at a discount)
- The equipped Sand Soldier participates in combat with its additional might from the Equipment
Nuances:
- The Sand Soldier must enter play at the same battlefield where Guards! was hidden (the battlefield where combat is occurring)
- If Guards! was hidden at a different battlefield, the Sand Soldier enters play there and does not participate in the current combat
- "Playing" a token (when an ability says "Play a token") counts as playing that unit and triggers "When you play me" abilities like Weaponmaster
- This bypasses the normal restriction that [Equip] abilities can only be activated during your Main Phase in an Open State
If I react to Drag Under with Tideturner to move my unit to the other battlefield, does the unit still die?
Yes, the unit will still die.
According to **RiftJudge FAQ #7179**, when a spell like **Drag Under** targets a unit at a battlefield, the targeting requirement is simply "a unit at a battlefield." The spell does not lock the unit into staying at that specific battlefield.
Here is the timing sequence:
1. **Original State:** You play **Drag Under**, targeting your unit at Battlefield 1. The spell is added to the chain.
2. **Reaction:** You react to the **Drag Under** by playing **Tideturner** from hidden.
3. **Tideturner Resolves:** **Tideturner** enters play, and its triggered ability resolves, moving your unit from Battlefield 1 to Battlefield 2.
4. **Drag Under Resolves:** When **Drag Under** resolves, it checks its target. Because your unit is still at a battlefield (Battlefield 2), it remains a legal target for **Drag Under**'s instruction to "Kill a unit at a battlefield."
The unit is killed as intended, regardless of the fact that it moved battlefields in response.
If I react to Elder Drake with flash and bring back the units he targeted, will it still kill them or will it mistargeted?
The units targeted by Elder Dragon's "When you play me" triggered ability will **not** be dealt damage, and they will not be killed.
This is because Elder Dragon’s triggered ability contains specific targeting restrictions—it requires targeting enemy units at specific board locations (e.g., "up to one enemy unit at each location").
According to **RiftJudge FAQ #9919** and the associated **Rules FAQ Clarification (2026-04-29)**:
> "If you play Flash in reaction to the play effect of Elder Dragon, any units that are moved to a location other than the one where they were targeted will no longer fulfill the targeting restriction of the Elder Dragon play effect and will be unaffected by the ability as it resolves."
### Sequence of Events
1. **Play Phase:** You play Elder Dragon. Its triggered ability is placed on the chain, targeting specific units at specified locations (e.g., Battlefield A, Battlefield B).
2. **Reaction Window:** You play **Flash** in response.
3. **Resolution (LIFO):**
* **Flash resolves first:** Your units are moved to your base.
* **Elder Dragon's triggered ability resolves:** It checks the location of the targeted units. Because the units are no longer at the battlefields where they were targeted, they no longer fulfill the targeting restriction. Consequently, they are unaffected by the ability.
If I react to a charm by playing an Ambush Rengar which immediately resolves, will my opponent then have a window after that to react to their own charm on the chain?
Yes, your opponent will have an opportunity to react to their own **Charm** after your **Rengar, Trophy Hunter** has finished entering play.
Here is the breakdown of how this interaction proceeds:
1. **Chain State:** When you play **Rengar, Trophy Hunter** as a [Reaction] to **Charm**, the chain is in a "Closed State" (it contains the **Charm** spell).
2. **Playing the Permanent:** You follow the process of playing a card. Once you finish finalizing Rengar, he is no longer "Pending" (Rule 359.1).
3. **Entering Play:** Per Rule 359.2, as a Permanent, Rengar leaves the chain and becomes a game object. He enters the board at the chosen location (exhausted) (Rule 359.2.c).
4. **Priority/Reaction Window:** According to **RiftJudge FAQ #2028**, as soon as a permanent (a unit or gear) resolves and enters play, the player who controls the next item on the chain (in this case, your opponent, who controls the **Charm** spell) gains priority.
* This gives your opponent an opportunity to add a new [Reaction] to the chain, or simply allow the chain to continue resolving.
* If they pass, you would then receive priority, and so on, until both players pass in sequence.
5. **Resolution:** Only after both players have passed priority consecutively without adding anything new to the chain does the topmost item (the **Charm** spell) resolve.
**Summary:** Your opponent does not lose their chance to react to their own spell. Once your unit has entered play, the priority system resumes, and all players retain the standard opportunity to add reactions to the chain before the next spell on the chain resolves.
If I react to a temporary trigger with a card in my hand, does this use my fresh awakened runes?
Yes, you can use your fresh, readied runes to pay for a card played in response to a *Temporary* trigger.
According to **Rule 315.1.a**, you ready all your exhausted game objects (including runes) during the **Awaken Phase**, which occurs at the very start of your turn. Because the *Temporary* trigger occurs during the **Beginning Phase** (which happens *after* the Awaken Phase), your runes are already readied and available to be exhausted to pay for the costs of the card you play in response.
### Sequence of Events
1. **Awaken Phase:** You ready all your exhausted game objects (Rule 315.1.a).
2. **Beginning Phase:** The *Temporary* ability triggers and is placed on the chain (Rule 742.1.b).
3. **Reaction:** You play a card from your hand in response to the *Temporary* trigger.
4. **Pay Costs:** During the process of playing that card, you exhaust your now-ready runes to pay the required energy/power costs (Rule 357.1).
This interaction is consistent with **RiftJudge FAQ #8926**, which confirms that you can react to a *Temporary* trigger and that your runes are available to be used because the Awaken Phase has already concluded.
If I react with sacrifice on a unit targeted by Mirror Image, does it work?
To determine if you can react with **Sacrifice** on a unit targeted by **Mirror Image**, we must look at the timing of these cards and the requirements for playing them.
### The Ruling
**Yes, you can play Sacrifice in response to Mirror Image.**
Because **Mirror Image** is a spell, it uses the chain. When your opponent plays **Mirror Image**, it is placed on the chain, and you receive priority to play a [Reaction] (or an [Action] if the state were open, but playing a spell from the hand usually happens in an open state, and your reaction would then close it). **Sacrifice** has the [Reaction] keyword, which allows it to be played during a closed state (while the chain is not empty).
### Important Considerations
While you can play **Sacrifice** in response to **Mirror Image**, there are two critical factors to keep in mind:
1. **The Cost of Sacrifice:** **Sacrifice** has an additional cost: *"Kill a friendly [Mighty] unit."* You must be able to pay this cost at the moment you play **Sacrifice**. If you do not have a friendly unit with 5+ Might to kill, you cannot play **Sacrifice**.
2. **Mirror Image's Target:** **Mirror Image** does not target the unit until it resolves. When you play **Sacrifice** in response to **Mirror Image**, the **Mirror Image** spell is still on the chain and has not yet resolved. Therefore, the "copy" has not been created yet.
* If your goal is to kill the unit that **Mirror Image** is targeting to prevent the copy from being created, **this will not work**. **Mirror Image** will still resolve; if the chosen unit is no longer on the board (because you killed it for **Sacrifice**), the instruction to copy it will simply fail to execute (Rule 359.3.e.6), but the spell itself will still resolve.
### Sequence of Events
1. **Opponent** plays **Mirror Image** (choosing a target). It goes on the chain.
2. **You** play **Sacrifice** as a [Reaction].
3. **You** pay the cost for **Sacrifice** (kill a friendly Mighty unit).
4. **Sacrifice** is finalized and added to the top of the chain.
5. **Sacrifice** resolves: You draw 2 cards and channel 1 rune.
6. **Mirror Image** resolves: It attempts to copy the chosen unit. If that unit is no longer on the board, the instruction is ignored (Rule 359.3.e.6).
This interpretation is based on the standard chain and timing rules (Rule 359.3). No official FAQ exists for this specific interaction.
If I react, killing or taking out the board the unit selected with a "Death from below", my opponent, owner of the spell, can play it again? I think not, because "Death from below" checks the might of the unit killed with it.
You are correct. Your opponent **cannot** use the recast effect of **Death from Below** if you remove the targeted unit from the battlefield before the spell resolves.
According to **RiftJudge FAQ #9402** and **Rule 359.3.e.12**, the interaction resolves as follows:
### Sequence of Events
1. **Play:** Your opponent plays *Death from Below* and targets a unit on the battlefield.
2. **Response:** You play a reaction that kills or removes that unit from the battlefield.
3. **Resolution:**
* When *Death from Below* attempts to resolve, it checks its target. Because the unit is no longer on the board, it is an **illegal target** (**Rule 359.3.e.2**).
* The primary instruction ("Kill a unit") cannot be executed because the target is illegal (**Rule 359.3.e.5**).
* The spell then attempts to check the target's Might to evaluate the condition: "if it had 3 [S] or less." Because the target is no longer on the board, its Might is treated as **"null"** (**Rule 359.3.e.12**).
* Since the condition cannot be evaluated (it returns null), the "you may play this from your trash" effect **does not trigger**.
The spell resolves, but because the target is illegal, it fails to perform its primary instruction and cannot fulfill the requirement needed to trigger the recast effect.
If I ready my Ezreal legend, do I have to choose another 2 targets to use it again?
To answer your question: **No, you do not need to choose two new targets to use Ezreal's legend ability again after readying him.**
### The Ruling
Ezreal's legend ability is an **activated ability** with a specific **activation condition** (a restriction on *when* you can use it).
* **The Condition:** "Use only if you've chosen enemy units and/or gear twice this turn with spells or unit abilities."
* **The Activation:** Once you have met this condition at any point during the turn, the ability becomes "unlocked" for the remainder of that turn.
Because the condition is a cumulative check of what has happened *this turn* ("if you've chosen... twice this turn"), it does not reset when you ready the legend. As long as you have already satisfied the requirement of choosing two targets earlier in the turn, you have met the condition for the rest of the turn. You may activate the ability again simply by paying the cost (exhausting Ezreal) whenever you have priority in an Open State.
### Why this differs from Irelia
The confusion often stems from comparing Ezreal to legends like Irelia. As noted in **RiftJudge FAQ #3291**, Irelia's ability is a **triggered ability** that requires you to meet its specific trigger condition (targeting a unit) *every time* you want to use it.
Ezreal's ability, by contrast, is an **activated ability** with a "use only if" restriction. Once the "use only if" condition is satisfied, it remains satisfied for the duration of the turn, allowing you to activate the ability multiple times if you can ready him, without needing to perform the targeting actions again.
### Summary of Sequence
1. **Meeting the Condition:** You play spells or use abilities that choose enemy units or gear as targets twice during your turn. The condition for Ezreal's ability is now met for the rest of the turn.
2. **First Activation:** You exhaust Ezreal to draw a card.
3. **Readying:** You use a game effect (e.g., a spell or legend ability) to ready Ezreal.
4. **Second Activation:** Because you already met the "chosen twice" condition earlier in the turn, you may immediately exhaust Ezreal again to draw another card, provided you are in an Open State.
Note: I could not fully verify this ruling against the retrieved rules.
If I recycle 8 runes with Bullet Time, is it 8 damage to each enemy unit or 8 damage split across enemy units at a battlefield?
Ruling: Bullet Time deals 8 damage to each enemy unit at the battlefield, not split across them.
Nuances:
- You don't pay the Power cost for Bullet Time's ability until the spell starts to resolve, so opponents must use reactions before knowing how much Power you'll invest
- Opponents cannot use Defy after seeing how much Power is paid, because Defy targets the card on the chain before the Power payment happens
- You can tap for energy while resolving Bullet Time's ability to pay the Power cost
If I recycle a mech using Rumble Trigger and it's at Vilemaws - can I play the new unit at Vilemaws?
Yes, you can play the Mech from your trash onto Vilemaw's (the battlefield you just conquered) using **Rumble, Hotheaded**'s trigger.
According to **RiftJudge FAQ #9975**, because Rumble's conquer effect creates a triggered ability that goes on the chain, you maintain control of the battlefield throughout the resolution of that chain (per **Rule 187.4.c**).
Here is the step-by-step sequence:
1. **Trigger:** You conquer Vilemaw's with Rumble, Hotheaded. This trigger is placed on the chain.
2. **Chain State:** The game enters a "closed" state. Per **Rule 187.4.c**, you cannot lose control of a battlefield while there is an item on the chain. Even though you may have just emptied Vilemaw's of units, you still control the location.
3. **Resolution:** When the Rumble, Hotheaded trigger resolves, you may recycle a friendly unit to play a Mech from your trash.
4. **Finalization:** As the Mech is played to the battlefield, it enters play. Because you maintained control of Vilemaw's throughout the entire chain resolution, it remains a valid location to play your new Mech.
This is a specific interaction confirmed by RiftJudge FAQ #9975, which explicitly notes that you do not lose control of a battlefield if you are in the process of resolving a chain item.
If I remove my defending unit from a showdown using an action card, does the showdown automatically end? Can I play another action card to bring a different unit into the showdown, and will that new unit be considered a defender?
Ruling: Showdowns never automatically end - they only conclude when both players pass empty focus in a row. You can play multiple action cards in sequence during the action window, and any unit you bring into an active showdown will gain the defender designation if you are the defending player.
Sequence:
- Opponent pushes into your battlefield, initiating showdown
- You play Fight or Flight to remove your unit
- After it resolves, opponent gets focus and can pass
- You get focus again and can play another action (like Ride the Wind)
- The new unit enters the battlefield and gains defender designation
- If both players pass, showdown proceeds to combat
Nuances:
- Attacker/defender designations are locked to players, not specific units
- Any unit entering a battlefield where its controller is the defender will gain the defender designation
- Units gain defender/attacker status when they arrive at the combat battlefield and lose it if they leave
- "When I defend" triggers occur the first time a unit gets flagged as defender in that combat
- The entire showdown process (from initiation through resolution) is considered "the combat," not just the damage step
If I repeat Bellows Breath of my opponent's unit that has Deflect, how much do I have to pay for cost?
To determine the total cost, we must look at the base cost of the spell, the mandatory additional cost imposed by the **Deflect** keyword, and the optional additional cost of the **Repeat** keyword.
### 1. The Costs
* **Base Cost:** 1 Energy and 1 Power.
* **Repeat Cost:** 1 Energy and 1 Power (as specified on the card).
* **Deflect Cost:** According to **Rule 809.1.c**, Deflect imposes a mandatory additional cost of its Deflect Value for **each time** a spell or ability chooses the unit.
### 2. The Interaction
When you play *Bellows Breath* and choose to pay the *Repeat* cost, you are executing the spell's effect twice.
* **First Execution:** You choose your targets. If you choose an opponent's unit with *Deflect*, you must pay the *Deflect* cost for that instance of targeting.
* **Second Execution:** Because *Repeat* creates a separate execution of the spell's instructions, you make your choices again. If you choose the same unit with *Deflect* for this second execution, you must pay the *Deflect* cost again.
### 3. Total Calculation
Assuming the unit has **Deflect 1** (the default value if not specified):
* **Base Cost:** 1 Energy + 1 Power
* **Repeat Cost:** 1 Energy + 1 Power
* **Deflect Cost (1st target):** 1 Power
* **Deflect Cost (2nd target):** 1 Power
**Total Cost:** 2 Energy + 4 Power.
***
**Important Notes:**
* **Mandatory Payment:** Per **Rule 356.2.a.2** and **FAQ #8660**, the *Deflect* cost is a mandatory additional cost. If you cannot pay the *Deflect* cost for a specific targeting instance, you cannot choose that unit as a target for that instance.
* **Targeting:** As noted in **FAQ #9078**, you are allowed to target the same unit twice if you pay the *Repeat* cost.
* **Deflect Value:** If the unit has a *Deflect* value higher than 1 (e.g., *Deflect 2*), you must multiply the *Deflect* cost accordingly for each time you target it.
If I repeated Frigid Touch a 2 might unit, does it go to -2 might?
Yes, if you repeat Frigid Touch on a 2 Might unit, its Might will become -2 for the turn.
According to **RiftJudge FAQ #421**, units can have negative Might values. While the game treats negative Might as 0 for purposes like combat or checking for lethal damage, the actual negative value is tracked internally for arithmetic operations.
Here is the breakdown of your scenario:
1. **Initial State:** The unit has 2 Might.
2. **First Frigid Touch:** Applies -2 Might. Calculation: 2 - 2 = 0 Might.
3. **Repeat Frigid Touch:** Applies another -2 Might. Calculation: 0 - 2 = -2 Might.
The unit's Might is now -2 (though it will be treated as 0 for game purposes). If you were to later apply a buff that increases its Might, that buff would be added to the -2 value.
If I respond to Spinning Axe's temporary trigger with Angle Shot and attach it to a new unit, does the Spinning Axe still die?
Ruling: Yes, the Spinning Axe will still die. When you respond to the trigger with Angle Shot, the trigger is already on the chain, so it will resolve and destroy the Spinning Axe even though it has been moved to a different unit.
Sequence:
- Spinning Axe's temporary trigger goes on the chain
- You respond with Angle Shot, moving Spinning Axe to a new unit
- Angle Shot resolves
- Spinning Axe's trigger resolves, destroying it on its new unit
If I respond to an opponent taking an open Battlefield with Rengar Trophy Hunter, am I attacking or defending?
According to **RiftJudge FAQ #9992** and **FAQ #10056**, when you respond to an opponent moving a unit to an unoccupied battlefield by playing *Rengar, Trophy Hunter*, you are the **Defender**.
Here is the breakdown of the designations:
1. **Attacker:** Your opponent (the player who first moved their unit to the open battlefield). According to **Rule 442.1.a.1**, the player who first causes a battlefield to become **Contested** is designated as the Attacker.
2. **Defender:** You (the player who plays *Rengar, Trophy Hunter* to that same battlefield as a [Reaction]). According to **Rule 442.1.a.2**, by playing a unit into a battlefield already contested by an opponent, you become the Defender.
*This interpretation is based on the rules for Contested status (Rule 445/446) and the definitions of Attacker/Defender designations (Rule 442.1.a).*
If I retreat an enemy unit I control using Hostile Takeover, does the unit still get recalled to their base?
To answer your question: **No, the unit will not be recalled to its base.**
When you use **Retreat** on a unit you control (even if you only control it temporarily via **Hostile Takeover**), the unit is returned to its **owner's hand**. Because the unit has left the battlefield and moved to a non-board zone (the owner's hand), it is no longer present on the battlefield to be recalled.
Here is the breakdown of the interaction:
1. **Control vs. Ownership:** As established in RiftJudge FAQ #7666 and #3919, when a possessed unit is returned to hand (by **Retreat**), it returns to the **owner's hand**, not the controller's hand.
2. **Recall vs. Return to Hand:** A "Recall" (as specified in the text of **Hostile Takeover**) is a specific game action that moves a permanent to its base (Rule 450). **Retreat** is a separate effect that moves a unit to its owner's hand.
3. **Effect Resolution:** Once the unit is in the owner's hand, the "recall it at end of turn" instruction from **Hostile Takeover** no longer has a valid target on the board to act upon.
**Summary of the result:**
* The unit returns to its **owner's hand**.
* The owner of the unit receives the benefit of the **Retreat** (they channel 1 rune exhausted, per FAQ #3919).
* The unit is **not** recalled to its base, as it is no longer on the battlefield.
If I retreat my own Viktor Innovator to my hand with Retreat on my opponent's turn, do I get the 1 might recruit?
Ruling: You do not get the 1 might recruit. When Retreat finishes resolving and is considered played, Viktor is already in your hand and cannot trigger.
Sequence:
- Retreat is put on chain
- Retreat starts executing and returns Viktor to hand
- Retreat finishes resolving and goes to the trash (this is when it's considered as played)
- Viktor is now in hand and can't trigger
Nuances:
- This was ruled incorrectly by a judge on stream at SCG Vegas
If I return a token unit from Rippers Bay to hand, can I still pay 1 to channel a rune?
Yes, you can pay [1] to channel 1 rune exhausted when a token unit is returned to your hand from **Ripper's Bay**.
According to the text of **Ripper's Bay**: "When a unit here is returned to a player's hand, that player may pay [1] to channel 1 rune exhausted."
### Ruling Explanation
The interaction is valid because, under the rules of *Riftbound*, tokens are game objects that function as units. When a card effect instructs you to return a unit to your hand, that instruction applies to a token unit as well.
* **Zone Movement:** Although a token ceases to exist upon reaching your hand (Rule 183.1), it does successfully move to the hand zone first.
* **Trigger Condition:** As confirmed by **RiftJudge FAQ #6030**, a token unit moving to your hand satisfies triggers that occur "when a unit is returned to your hand." The token's subsequent ceasing to exist after entering the hand zone does not negate the fact that the trigger condition was met.
### Sequence of Events
1. **Effect Resolves:** An effect returns a token unit at **Ripper's Bay** to your hand.
2. **Trigger:** The token moves to your hand zone, satisfying the condition "When a unit here is returned to a player's hand."
3. **Cease to Exist:** The token ceases to exist immediately upon entering the hand zone (Rule 183.1).
4. **Chain:** Because the trigger condition was met, the ability from **Ripper's Bay** is placed on the chain.
5. **Resolution:** You now have the option to pay [1] as part of the ability's resolution to channel 1 rune exhausted.
Note: I could not fully verify this ruling against the provided rules, as the text for 'Ripper's Bay' and specific interaction FAQs were not present in the retrieved context.
If I reveal GUARDS! does the Sand Soldier have to go to the battlefield?
Yes, if you reveal **Guards!** to play it from its hidden position, the **Sand Soldier** token it creates must be played at the same battlefield where the **Guards!** card was hidden.
According to **Rule 811.1.d.3**: "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]."
This is a firm requirement, as supported by multiple **RiftJudge FAQs** (e.g., #9273, #9517, #9957, #9757), which clarify that you cannot play the Sand Soldier token to your base; it must enter play at the battlefield where the **Guards!** card was hidden.
If I reveal Guards, can I play the Sand Soldier to base?
No, you cannot play the **Sand Soldier** token created by *Guards!* to your base.
According to **RiftJudge FAQ #8658**, when you play a spell with the **Hidden** keyword (like *Guards!*) from its facedown position, any units it creates must be played at the same battlefield where the card was hidden.
This is further supported by **Rule 737.1.d.3**, which states: "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 that creates a unit token, the token must enter play at the battlefield where the *Guards!* card was hidden. It cannot be played to your base.
If I reveal Pakaa Cub after my last unit is killed on the battlefield, does the cub become an attacker or a defender?
Ruling: You cannot reveal Pakaa Cub after your last unit dies because hidden cards are removed during cleanup when you have no units at the battlefield. You must reveal the cub before your last unit dies, and when revealed, it is designated as a "defender" when it joins the showdown.
Sequence:
- Reveal Pakaa Cub before your last unit dies
- The cub joins the showdown as a defender
- If you wait until after your last unit dies, hidden cards go to trash during cleanup
Nuances:
- You cannot reveal in response to something dying; you must reveal before the unit dies
- Hidden cards are removed as part of cleanup when you lose your last unit at a battlefield
If I reveal a hidden card on opponent's turn, does it count toward Viktor Innovator's passive? And if the opponent then plays a counter spell, does the passive still proc?
### 1. Does revealing a hidden card on your opponent's turn count toward Viktor, Innovator's passive?
**Yes.** Playing a card from hidden counts as playing a card. According to **FAQ #4541** and **FAQ #8500**, playing a card from hidden is a valid way to "play a card," which triggers Viktor, Innovator's ability.
### 2. If your opponent plays a counter spell, does the passive still proc?
**No.** If your hidden card is countered, it is not considered to have been played, and therefore Viktor, Innovator's ability will not trigger.
According to **Rule 412.1.b**: "A card that is Countered is not considered to have been played." Because the card never finishes the process of being played, it fails to meet the condition for "When you play a card" triggered abilities. This is further supported by **FAQ #8484**, which explicitly states that if a card is countered, Viktor, Innovator will not trigger and you will not get the Recruit token.
### Summary of the Sequence
1. **Play from Hidden:** You reveal your hidden card (Spell, Unit, or Gear). This places the card on the chain.
2. **Counter:** Your opponent plays a card with a "Counter" effect (e.g., *Defy*) targeting your card on the chain.
3. **Resolution:** The counter resolves first (LIFO). Your card is negated and sent to the Trash.
4. **Trigger Check:** Because your card was countered, it is not considered "played." Consequently, Viktor, Innovator's "When you play a card" trigger never occurs.
***
*Note: Rule 412.1 defines countering as "the act of negating the execution, activation, or otherwise playing of a card." It does not restrict this action to spells. Therefore, any card being played (including units and gear) can be countered if a game effect allows it.*
If I ride the wind to an uncontested Battlefield where my opponent just entered, my unit is stunned but higher might, what happens?
To use *Ride the Wind* on a stunned unit moved to an opponent's battlefield:
### 1. Timing and Sequence
* **The Move:** When you play *Ride the Wind*, you choose a friendly unit, move it to the battlefield, and ready it.
* **Showdown Transition:** Because your opponent has already entered this battlefield, your arrival causes the battlefield to become contested. Because units from two opposing players are now present, the non-combat showdown transitions into a **Combat Showdown** (Rule 459.2 and FAQ #10229).
### 2. Combat Resolution
* **Stun Status:** Rule 423.1.a.2 specifies that stunned units lose the stunned status at the beginning of the next Ending Step. Therefore, if the unit was stunned before the combat, it remains stunned during this combat showdown.
* **Combat Damage:** Per Rule 423.1.b, a stunned unit does not contribute its Might to damage during the Combat Damage step. Even if the unit is "readied" by the card effect, it does not clear the stunned status, and the unit will not contribute its Might to the combat.
### Summary
Playing *Ride the Wind* moves and readies your unit, but it does not clear the "Stunned" status, which persists until the next Ending Step. Because the unit remains stunned during the resulting Combat Showdown, it will not contribute its Might to damage, regardless of being readied.
*Note: I could not fully verify this ruling against the retrieved rules.*
If I riposte a repeated Thwonk! do I counter both or only one stun?
If you use **Riposte** to counter a **Thwonk!** that has had its **Repeat** cost paid, you counter the **entire spell**, which includes both instances of the stun effect.
According to the rules of the game and the mechanics of **Repeat**:
1. **Repeat is not a separate spell:** When you pay the **Repeat** cost, you are not creating a second, separate spell on the chain. Instead, you are paying an additional cost to have the original spell execute its effect a second time. The entire package (the original spell plus the repeated effect) exists as a single object on the chain.
2. **Countering the spell:** **Riposte** targets "a spell." Because the repeated **Thwonk!** is a single spell object on the chain, countering it negates the entire execution of that spell.
3. **No partial resolution:** Since the spell is countered, it is removed from the chain and sent to the trash (Rule 412.1.a). Consequently, none of its effects—neither the first stun nor the repeated stun—will occur.
**Summary:** You counter the entire spell instance, meaning both stun actions are negated.
If I sacrifice a Lonely Poro with Deathknell for Baited Hook, do I draw a card from the Deathknell trigger before resolving Baited Hook?
No, you do not draw the card from the **Lonely Poro's** *Deathknell* trigger before resolving the rest of **Baited Hook**.
According to the rules of *Deathknell* (Rule 734.1.d.2) and the established interaction with *Baited Hook*, the *Deathknell* trigger is created as a "pending item" when the unit is killed, but it cannot enter the chain until *Baited Hook* has completely finished resolving.
### Sequence of Resolution:
1. **Activation:** You activate *Baited Hook*, targeting your *Lonely Poro*.
2. **Resolution Begins:** *Baited Hook* begins to resolve. It kills the *Lonely Poro*.
3. **Pending Trigger:** The *Lonely Poro's* *Deathknell* trigger becomes "pending." It waits in a pending state because *Baited Hook* is still in the middle of its resolution process.
4. **Hook Continues:** *Baited Hook* continues its effect: you look at the top 5 cards of your deck, choose a unit, and play it.
5. **Finalization:** Once *Baited Hook* finishes resolving, all pending items finalize and enter the chain. The *Deathknell* trigger enters the chain, and the unit played from your deck enters the board.
6. **Resolution:** The chain resolves in **LIFO (Last In, First Out)** order. This means the unit played from your deck (and any "When You Play Me" effects it might have) will resolve **before** the *Lonely Poro's* *Deathknell* trigger.
**Summary:** You will resolve the unit played from *Baited Hook* first, and only after that resolves will you resolve the *Lonely Poro's* *Deathknell* trigger to draw your card.
If I sacrifice my Riftherald and don't have hand cards after sacrifice, what resolves first: sacrifice effect or Riftherald play effect?
### Resolution Order: Rift Herald and Sacrifice
When playing *Sacrifice*, its additional cost requires you to kill a friendly [Mighty] unit. If you choose *Rift Herald*, its *Deathknell* ability triggers. Because triggered abilities are placed on the chain immediately after the cost that triggered them is paid, the *Deathknell* effect is placed on the chain *after* the *Sacrifice* spell has been announced but *before* the play process is finalized. Consequently, the *Deathknell* effect sits on top of *Sacrifice*.
The chain resolves in **LIFO** (Last-In, First-Out) order:
1. **Rift Herald’s *Deathknell* resolves first:** You are instructed to play a unit from your hand to your base. If you have no cards in your hand, this instruction cannot be followed and is ignored (**Rule 359.3.e.11**).
2. ***Sacrifice* resolves second:** You draw 2 cards and channel 1 rune.
### Sequence of Events
1. **Announcement:** You declare you are playing *Sacrifice*.
2. **Payment of Costs:** You pay the additional cost to "kill a friendly [Mighty] unit" by choosing *Rift Herald*.
3. **Trigger:** The *Rift Herald's* *Deathknell* ability triggers. Per the rules regarding triggers resulting from the payment of costs, the trigger is placed on the chain on top of the *Sacrifice* spell.
4. **Finalization:** The chain is finalized in the following order (from bottom to top):
* [Bottom] *Sacrifice*
* [Top] *Rift Herald's Deathknell*
5. **Resolution:** The items resolve in LIFO order, starting with the *Deathknell* effect.
*Note: This ruling is based on the interaction between Rule 357.2 and the LIFO resolution rules (Rule 340). I could not fully verify the citation of Rule 422.1.b against the retrieved rules.*
If I sacrifice my only unit (a Poro) on a battlefield to pay for Baited Hook, can I still play the new unit to that battlefield?
Ruling: No, you cannot play the new unit to that battlefield. When you sacrifice your only unit on the battlefield, you lose control of that battlefield immediately.
Nuances:
- The rule about retaining control when units move during combat only applies during combat, not when sacrificing units to pay costs outside of combat.
If I sacrifice my unit with Deathgrip targeting a 2 might unit and the 2 might unit gets gusted, does my sacrificed unit still die?
Yes, your sacrificed unit will still die.
This interaction is governed by the principles of targeting and partial resolution (as seen in **RiftJudge FAQ #10055** and **#10226**). Here is the sequence of events:
1. **Playing Deathgrip:** You play **Deathgrip**, targeting a friendly unit to kill (sacrifice) and another friendly unit to receive the Might bonus. When **Deathgrip** is placed on the chain, both units are locked as targets.
2. **Playing Gust:** Your opponent responds by playing **Gust**, targeting the unit you chose to receive the Might bonus. **Gust** is placed on top of the chain.
3. **Chain Resolves (LIFO - Last-In, First-Out):**
* **Resolution of Gust:** **Gust** resolves first, returning your targeted unit to your hand.
* **Resolution of Deathgrip:** **Deathgrip** now attempts to resolve.
* **Partial Resolution:** While the unit intended to receive the Might bonus is no longer on the board and thus is an illegal target, the unit you targeted to be killed remains on the board and is still a legal target. Therefore, the spell resolves partially: you must still kill the friendly unit you targeted.
* **Might Bonus:** Because the unit targeted to receive the Might bonus is no longer on the battlefield, the bonus cannot be applied.
* **Draw:** You still draw one card, as the draw instruction is not contingent on the success of the other effects.
**Summary:** Because the target for the kill remains valid, the spell resolves partially and your unit is killed as instructed. You do not get the Might bonus, but you do still draw your card.
If I save a unit from Hidden Blade with Zhonya's Hourglass, do I still draw 2?
Ruling: Yes, you still draw 2 cards. The "its controller draws 2" effect only needs the unit's information to be referenceable, which it is when the unit is on the board and a valid target on resolution.
Nuances:
- If a replacement effect banished the unit instead of it dying, the controller would NOT draw 2, because Hidden Blade was not the effect that moved the unit to a different zone
- Effects that move units to different zones get a specific carve-out to reference those units (like how Baited Hook and normal Hidden Blade work when units die)
- A spell can only look back at a unit's characteristics if that spell itself moved the unit to a different zone, not if a different effect did the moving
If I save a unit with the boss from hidden blade, do I still draw 2?
Yes, you still draw 2 cards.
According to the official rulings for this interaction:
When *Hidden Blade* resolves, its "kill" instruction executes. *The Boss's* ability acts as a replacement effect that intercedes during this execution, changing the outcome for the unit (recalling it instead of killing it). Because the *Hidden Blade* instruction still executed and the unit remains a valid referent for its controller, the draw effect still applies.
The key is that the replacement effect changes *what happens* to the unit, but it does not prevent the *Hidden Blade* spell from resolving or identifying the unit's controller.
If I score a Battlefield on my turn and then move everything away from it and retake it on the same turn, do I get Conquer effects (Rek'Sai for example)?
No, you do not trigger conquer effects (such as those on a card like Rek'Sai) if you retake a battlefield you have already scored earlier in the same turn.
According to the established rulings in the game:
* **You can only score each battlefield once per turn.** (Rule 447)
* **Conquering is a subtype of scoring.** (Rule 446.1)
* **Conquer effects only trigger when you successfully conquer a battlefield.** (Rule 376.4.b.2.a)
Because you have already scored the battlefield once that turn (either by holding it or by a previous conquer), you cannot score it again. Since you cannot score it again, you cannot perform the "Conquer" action, and therefore any "When you conquer" effects will not trigger. This remains true even if you leave the battlefield and retake it later in the same turn.
If I score both battlefields in my turn, pass, and then my opponent conquers the battlefields and pulls my unit into a battlefield with Charm which I win, do I score the point on that battlefield during my opponent's turn?
Ruling: Yes, you score the point on the battlefield during your opponent's turn when you win the battle.
Nuances:
- If it would be the final point needed to win, you cannot win because you haven't scored at all battlefields during "this" turn (your opponent's turn), so the game would draw instead.
If I score both battlefields on my turn, then on my opponent's turn I move my unit from one battlefield to another (previously scored) battlefield, can I score that battlefield again on my opponent's turn?
Ruling: Yes, you can score the same battlefield again on your opponent's turn. The "once per Battlefield per turn" restriction resets each turn, regardless of whose turn it is.
Sequence:
- Your turn: You score Battlefield A and Battlefield B (2 points total), end turn
- Opponent's turn: Opponent starts a showdown at Battlefield A
- During the showdown: You move your unit from A to B
- Battlefield B becomes Contested (if it was empty/uncontrolled)
- You establish control/conquer Battlefield B on opponent's turn (1 additional point)
- Total: 3 points (2 from your turn, 1 from opponent's turn)
Nuances:
- The scoring restriction is "once per battlefield per turn" where "turn" means any player's turn, not just your own turn
- Each new turn (whether yours or opponent's) resets the scoring restriction for all battlefields
- You can only score if you actually establish control through conquering - simply maintaining control doesn't trigger scoring
- If you leave a battlefield and don't return to it during opponent's turn, you don't get another scoring opportunity there
If I see 3 Nocturnes from Stacked Deck, can I pay for all 3 even though I will be drawing one off Stacked Deck before the trigger resolves?
Ruling: You can banish all three Nocturnes when revealed by Stacked Deck. Stacked Deck won't do anything since the banished Nocturnes are no longer valid cards to add to your hand or recycle.
Sequence:
- When you reveal 3 Nocturnes from Stacked Deck, you can choose to banish all three
- A new chain starts with all 3 Nocturnes (which can't be reacted to because units can't be reacted to)
- Before each Nocturne goes on the chain, you choose between finalizing the unit (by paying its cost) or leaving it in banish
- If you choose not to finalize, the Nocturne stays in banish and the unit is not finalized on the chain
Nuances:
- Nocturne's trigger works with any effect that instructs you to publicly reveal cards from the top of the deck or allows you to secretly see them (like Stacked Deck, Candlelight Sanctum, or the purple Poro with Vision)
- The "and don't draw them" text prevents you from drawing regularly and cheating Nocturne into play that way
- You are not required to play Nocturne if you banish it; the wording is "you may banish, then play"
If I spend 4 or more energy to cast a spell on my opponent's turn, can I play Jhin, Meticulous Killer for his alternative cost during that turn?
Ruling: No. While spending 4 or more energy on a spell during your opponent's turn satisfies Jhin's alternative cost condition, you still cannot play him because you lack the timing permission to do so. Units can only be played during your own turn in a Neutral Open state unless they have a keyword like Ambush that grants special timing.
Nuances:
- Jhin's alternative cost is a replacement effect that changes what you pay, not a triggered ability, and it does not override standard timing restrictions.
- The condition lasts only for the current turn, so it expires at the end of your opponent's turn before you regain priority on your own turn.
- Only cards with Ambush or explicit Reaction timing can be played from hand during an opponent's turn.
If I spend on a buff on Monastery of Hirana, and I have Warmog equipped, do I get the buff back?
No, you do not get the buff back.
When you spend a buff to trigger the ability on **Monastery of Hirana**, that buff is removed from your unit (Rule 702.2.b). **Warmog's Armor** does not have an ability that automatically replaces or restores a buff once it has been spent.
Here is the breakdown of how these interactions work:
1. **Spending the Buff:** When you spend a buff for the Monastery of Hirana's ability, the buff counter is removed from the unit (Rule 702.2.b).
2. **Warmog's Armor Trigger:** Warmog's Armor only grants a buff "When I conquer." It does not trigger when you spend a buff or when a buff is removed.
3. **Future Conquers:** If the unit with Warmog's Armor conquers again in the future, the equipment's ability will trigger again, and the unit will receive a new +1 Might buff (provided it does not already have one, as per Rule 702.3).
In summary, spending the buff removes it, and it will only be replaced if the unit performs another conquer action while equipped with Warmog's Armor.
If I star-crossed a reflection unit that has a deathknell effect, does that deathknell effect trigger?
No, the **Deathknell** effect will not trigger.
According to **Rule 808.1.d**, the trigger condition for **Deathknell** is the permanent being **killed and sent to the trash**.
**Star-Crossed** instructs you to return a unit to its owner's **hand**. Because the unit is moved to the hand and not the trash, the condition for the Deathknell ability is never met. Therefore, the ability does not trigger. This is consistent with how other effects that move a unit to a zone other than the trash (such as recalls or banishes) interact with Deathknell (see **Rule 808.1.d.1** and **RiftJudge FAQ #9664**).
If I start a contested showdown with a 1M unit then my opponent responds with Rengar Trophy Hunter then I stun Rengar what will the outcome of the Showdown be?
To determine the outcome of your showdown, we must follow the sequence of events and apply the combat rules as they stand after you stun *Rengar, Trophy Hunter*.
### The Sequence of Events
1. **Initial Move:** You move your unit (1 Might) to an empty, uncontrolled battlefield. The battlefield becomes **Contested**. You are designated the **Attacker** (Rule 442.1.a.1).
2. **Opponent's Response:** Your opponent plays *Rengar, Trophy Hunter* as a **[Reaction]** to the contested battlefield. Upon entering, they become the **Defender** (Rule 442.1.a.2).
3. **Your Response:** You play *Back Off* as a **[Reaction]**, targeting *Rengar, Trophy Hunter*. He becomes **Stunned**.
4. **Transition to Combat:** The chain empties, both players pass focus, and the non-combat showdown transitions into a **Combat Showdown** (Rule 459.2).
### Combat Resolution
* **Combat Damage Step:**
* Your unit deals 1 damage to *Rengar*.
* Because *Rengar* is **Stunned**, he does **not** contribute his Might to damage (Rule 423.1.b). He deals 0 damage to your unit.
* **Combat Cleanup (Recall):**
* Units heal (Rule 461.1.a.1).
* **Recall:** According to **Rule 461.1.a.2**, attacking units are recalled to their controller's base if a defender is still present at the battlefield.
* Since your unit (the Attacker) survives (it took 0 damage) and *Rengar* (the Defender) is still present at the battlefield, **your unit is recalled to your base**.
### Final Outcome
* **Rengar, Trophy Hunter:** Remains on the battlefield.
* **Your Unit:** Recalled to your base.
* **Conquer:** Because your opponent is the only player with a unit remaining at the battlefield during the Resolution step, they **establish control** and successfully **conquer** the battlefield (Rule 461.5).
**Summary:** Even though you stunned *Rengar*, because he remained on the battlefield after combat damage, your attacking unit is recalled to your base during the combat cleanup. Your opponent effectively wins the showdown and conquers the battlefield.