Legacy admin page — this FAQ browser is scheduled for removal. Use Search or Review Proposals instead.

Riftbound Frequently Asked Questions

Search verified questions and answers.

If I start a showdown and tap Honey Fruit to gain resources, would that result in my chain ending and result in focus passing to my opponent?
To answer your question, we first need to look at how **Honeyfruit** functions within a showdown. According to the card text: **"[T] : [Add] [A]. (Abilities that add resources can't be reacted to.)"** ### The Ruling No, your chain does not "end" in the way you are describing, and Focus does not pass to your opponent as a result of this specific action. Here is the breakdown of why: 1. **"Add" Abilities skip the Chain/Priority process:** Your card note and the core rules specify that abilities that "Add" resources (like Honeyfruit’s ability) resolve immediately upon finalization. They do not enter the chain in a way that allows for reactions or priority passing steps (Rule 337.1.c). 2. **Focus/Priority rules:** Because "Add" abilities finalize and resolve immediately, they do not create a standard chain that requires players to pass priority or shift Focus. Rule 346.1 confirms this: *"Focus will not pass in this way if the chain opened as a result of ... an Add ability being added to the chain."* 3. **Showdown state:** Since you are in a Showdown, your state remains "Open" after the Honeyfruit ability resolves, and you retain Focus. You are free to continue acting or to pass Focus to your opponent afterward. **Summary:** Using Honeyfruit in a showdown is a "silent" action. It provides you with the resource immediately, does not open a chain for your opponent to react to, and does not cause you to lose your Focus. You will still have Focus after using it.
If I start a showdown with my Stewart Poro and with focus I bring in Stalking Wolf, I must kill the Poro right?
No, you are not required to kill your *Stalwart Poro* unless you choose to play *Stalking Wolf*. Here is the breakdown of how this interaction works: 1. **Playing *Stalking Wolf*:** *Stalking Wolf* has the **Ambush** keyword, which allows you to play it as a [Reaction] to a battlefield where you have units. 2. **The Cost:** The card text for *Stalking Wolf* states: *"As an additional cost to play me, kill a Bird, Cat, Dog, or Poro you control."* 3. **The Choice:** Because this is an additional cost to play the card, you only pay it if you choose to play *Stalking Wolf*. If you have other options available to you while you have focus, you are not forced to play *Stalking Wolf* at all. 4. **If you choose to play it:** If you decide to play *Stalking Wolf*, you must pay the cost. If *Stalwart Poro* is the only valid target (a Poro you control) at that battlefield, you would indeed have to kill it to pay the cost of playing the *Stalking Wolf*. **Summary:** You are not forced to kill your *Stalwart Poro*. You only kill it if you choose to play *Stalking Wolf* and it is the unit you select to pay the additional cost.
If I start combat and play Counter Strike, then it resolves. The chain is empty. Is it still my priority? Can I play first still, or is it impossible after I start combat and start a chain?
No, it is not your priority, and you cannot start another chain immediately. According to **Rule 340.2.a** and **RiftJudge FAQ #1968**, during a showdown, once the chain resolves and the turn returns to an Open State, **focus automatically passes to your opponent**. Here is the breakdown of your situation: 1. **Opening the Showdown:** You initiate combat. You gain the "Attacker" designation and gain Focus. 2. **Starting a Chain:** You play *Counter Strike* (or another action) to start a chain. Because you started the chain, it is now a **Closed State**. 3. **Chain Resolves:** The chain resolves, and *Counter Strike* creates its replacement effect. 4. **Priority and Focus:** Once the chain is empty and the state returns to **Open**, Focus automatically passes to the defender (your opponent). **Can you play again?** Yes, but you must wait. After your opponent gains Focus, they have the opportunity to either play an action (starting a new chain) or pass. If they pass, Focus returns to you, and you can then play another action if you wish. Both players must pass consecutively without starting a new chain for the showdown to proceed to the Combat Damage Step (as detailed in **RiftJudge FAQ #3636** and **FAQ #4166**). In short: You cannot act twice in a row. You must allow your opponent the opportunity to respond to the state of the board after your first chain resolves.
If I steal Guardian Angel with Akshan, equip it to my Lucian with Weapon Master, and Akshan dies, does my opponent get the Guardian Angel back?
Yes, your opponent regains control of the **Guardian Angel** when your **Akshan** leaves the board. According to **RiftJudge FAQs #9043** and **#9151**, the control-change effect created by Akshan is tied specifically to that unit. When Akshan leaves the board, that effect ceases to apply, and control of the equipment reverts to its original owner. Here is the breakdown of the interaction: 1. **Stolen Control:** When you play Akshan and use his ability to steal the *Guardian Angel*, you gain control of that gear for as long as Akshan remains in play. 2. **Attachment:** Using a Weaponmaster effect (such as from a card like *Jax*) to move the *Guardian Angel* to your **Lucian** is a valid move. The equipment remains attached to Lucian even if Akshan leaves the board. 3. **Control Returns:** Once Akshan leaves the board, your control-change effect ends. Control of the *Guardian Angel* immediately reverts to your opponent. 4. **Ongoing State:** The equipment does not automatically detach or return to your opponent's hand/base just because control changed; it stays attached to your Lucian. However, because your opponent now controls it again, they may use their own card effects (such as their own Weaponmaster ability) to move the *Guardian Angel* to one of their own units at their convenience. You can no longer use the equipment's abilities while you do not control it.
If I steal Vanguard or a Gear with Akshan and it was exhausted on the enemy side, does it come over ready or exhausted?
When you steal an enemy gear using **Akshan, Mischievous**, it retains its current state (ready or exhausted). According to **RiftJudge FAQ #9510**: "When an enemy gear is moved to your base by **Akshan, Mischievous**, it retains its current state (ready or exhausted)." Control-change effects change which player controls the object, but they do not change the state of the object itself. If the gear was exhausted when it was moved to your base, it remains exhausted under your control.
If I steal a gear with Akshan, and Akshan dies, do my opponents get their gear back?
Yes, when your Akshan leaves the board, you lose control of the gear, and control reverts to its original owner. According to the ruling in **RiftJudge FAQ #5396** and **RiftJudge FAQ #9043**: 1. **Control-change effect:** Akshan’s ability creates a control-change effect that lasts only for as long as that specific Akshan remains on the board. 2. **Akshan leaves the board:** Once Akshan leaves the board, that control-change effect stops applying. 3. **Recalculation:** When your control-change effect stops, the game recalculates control. If no other control-change effects are active on that gear, control automatically reverts to the original owner (the player who brought the card into the game). **Important Nuance:** As noted in **RiftJudge FAQ #9043**, if the gear was attached to a unit, it does **not** automatically detach or return to the opponent's base when control reverts; it remains attached to its current unit until it is moved by another card effect or the unit it is attached to leaves the board. However, because you no longer control the gear, you cannot use any of its activated abilities (as you are no longer its controller).
If I steal an enemy equip with a unit ability, but it says the gear is kept until my unit is gone. But I move the gear to a new unit via Jax. Do I lose the gear when the original unit dies?
I cannot provide a definitive ruling on this interaction because the card "Jax" is not found in the *Riftbound* database, and there is no official FAQ or rule covering the specific interaction of moving stolen equipment between units via a legend ability. Based on the provided rules and FAQs, I can offer the following analysis: ### 1. Control of Stolen Equipment According to **RiftJudge FAQ #8562**, when a card like Akshan steals your gear, they gain control of that equipment for as long as their Akshan remains on the board. The duration of control is tied to the source of the effect (the Akshan unit), not the unit the gear is currently attached to. ### 2. Moving Equipment While the rules for a specific "Jax" ability are not available, it is noted that while a gear's own *Equip* ability is inactive while attached, external effects (like *Weaponmaster* or other legend abilities) can be used to move equipment to another unit you control. ### 3. What happens when the unit dies? According to **Rule 435.1** and **RiftJudge FAQ #2960**, when a unit dies, any attached gear detaches and remains at the battlefield (or is recalled to the controller's base during the next cleanup). **Interpretation:** If your ability to control the stolen gear is tied to a specific unit (like Akshan), moving the gear to a different unit does not change the duration of your control. If the source of the control effect (the unit that stole the gear) leaves the board, you would lose control of the gear regardless of which unit it is currently attached to. If you can provide the exact text of the card you are referring to as "Jax," I may be able to provide a more accurate assessment based on its specific wording. Note: I could not fully verify the ruling regarding possessed units against the retrieved rules.
If I steal an equipment with Akshan and attach it to him, can I use Lucian's Weapon Master to move it to Lucian for free? Can my opponent pay to equip it back to their unit?
Ruling: When you control stolen equipment (attached to Akshan), you can use it as if you played it, including using Lucian's Weapon Master to move it for free. Your opponent cannot use its abilities while you control it. Sequence: - While Akshan is in play, you control the stolen equipment - You can use Lucian's Weapon Master to attach it to Lucian for free - The equipment remains on Lucian even after Akshan leaves play - Once Akshan leaves play, control returns to the opponent - After control returns, the opponent can use their attach effects (like Weapon Master) to take it back Nuances: - The equipment doesn't immediately return when Akshan leaves play; it stays on Lucian until the opponent actively moves it or Lucian leaves play - Your opponent cannot pay equip costs or use abilities on the equipment while you control it (while Akshan is in play)
If I steal an opponent's B.F. Sword using Akshan's ability, and use Lucian's Weapon Master ability to equip it to Lucian, and my Akshan dies, what happens to the B.F. Sword?
When your Akshan leaves the board, the control-change effect granted by his ability ceases to apply. Here is what happens to the B.F. Sword: 1. **Control Returns:** Because the effect that gave you control of the equipment is no longer active, control of the B.F. Sword reverts to its original owner. 2. **Attachment Remains:** The equipment does not automatically detach or return to the owner's hand or base simply because control changed. It remains attached to Lucian. 3. **Opponent's Options:** Now that your opponent is the controller of the B.F. Sword again, they can use their own abilities (such as their own Weaponmaster effects or Equip abilities) to move the equipment to one of their units. Until they do so, it remains attached to your Lucian, but you no longer control it and cannot use its abilities. This is supported by **RiftJudge FAQ #694**, which clarifies that stolen equipment remains on the new unit even after the Akshan that stole it leaves play, and that control returns to the original owner at that time.
If I steal control of a repeat spell with Mystic Reversal, do I get both instances of the repeat effect if my opponent paid for both?
Ruling: Yes, you get all instances of the repeat effect that were paid for. When you gain control of a repeat spell, the repeated spell effects are part of the original spell which has been finalized and paid for, so gaining control doesn't change the fact that the repeat cost has been paid. Sequence: - The original spell is cast and repeat costs are paid - The spell (with repeat effects) is finalized - Control of the spell is stolen - The spell performs its effects the number of times corresponding to how many repeat costs were paid Nuances: - Repeat effects don't go on the chain separately; they're essentially appended to the text of the original spell - You get 1 spell that performs its effects multiple times (twice if one repeat cost was paid, three times if two repeat costs were paid, etc.)
If I stole a Ferrous Forerunner with Conscription and it dies in my control, who creates the two Mech tokens? Me or the opponent?
**You** create the two Mech tokens. According to **RiftJudge FAQ #7113** and **FAQ #4623**, when you take control of a unit with a **Deathknell** ability (like Ferrous Forerunner) and it dies while under your control, you are the controller of the Deathknell trigger. Deathknell triggers capture information about the unit at the moment it is killed, including its current controller. Therefore, you control the triggered ability and receive the two Mech tokens.
If I stole a Sprite Fountain with Akshan, will it instantly play a Sprite token on my side?
No, stealing a **Sprite Fountain** with Akshan does not trigger it to create a new Sprite token. ### Reasoning 1. **"When you play me" is a specific trigger:** The ability on *Sprite Fountain* is a "Play Effect." According to Rule 383.4.a, this triggers only when the card is initially played to the board from your hand or another zone (the process of playing the card described in Rule 350). 2. **Stealing is not "playing":** When Akshan’s ability resolves, he moves the enemy gear to your base and you gain control of it. Moving a card from one battlefield or base to another does not count as "playing" the card. Therefore, the "When you play this" condition is never met, and the triggered ability does not go on the chain. 3. **No effect on existing tokens:** Gaining control of *Sprite Fountain* means you now control that specific Gear, but you do not retroactively trigger its play effect. Any Sprite tokens already in play that were created by the original controller remain under their control, as the control-change effect of Akshan applies specifically to the Gear itself, not the tokens it previously created. *Note: I could not fully verify this ruling against the retrieved rules.*
If I stun a unit to prevent damage once in a showdown, do we commence combat a second time without healing taking place in between calculating total might? Example: 5 might, counterstrike proc, into 8 might, I assume takes 5, and triggering a second round of damage calculation, 5 into 3?
No, a second round of combat does not occur. According to **RiftJudge FAQ #6276**, if units from both players remain at the end of a showdown (such as when a unit is stunned and survives), **another showdown does not start**. Instead, the attackers are simply recalled back to their base. ### Why this happens: 1. **Combat is not iterative:** Combat damage is dealt exactly once during the "Combat Damage Step" (Rule 460.1). There is no mechanic that allows combat to "repeat" or "re-trigger" just because a unit was stunned or survived damage. 2. **Stun mechanics:** As specified in **Rule 423.1.b** and **423.1.c**, a stunned unit does not contribute its Might to damage in the combat damage step, but it **still requires full lethal damage** to be destroyed. 3. **Outcome:** Because the stunned unit does not contribute Might, it deals 0 damage to the opponent. However, if the opposing unit fails to deal damage equal to or greater than the stunned unit's full Might, the stunned unit survives. Once the damage is resolved and the units are still on the board, the combat concludes, and the attacker is recalled to base. Your example scenario—where you stun a unit and expect a second, separate round of damage calculation—is not supported by the rules. The combat resolves in one single damage-dealing step, regardless of whether a unit is stunned.
If I stun an enemy unit while I'm defending, can my defending unit kill it?
Yes, your defending unit can kill the stunned enemy unit. According to **Rule 423.1.b**, a stunned unit does not contribute its might to damage in the combat damage step, but it **must still have damage applied to it equal to, or greater than, its full might value to be killed** (Rule 423.1.c). Here is how the interaction works during a Showdown: 1. **Stunning:** When you stun the attacking unit, it remains on the battlefield but loses its ability to deal combat damage (Rule 410.1.b / Rule 423.1.b). 2. **Combat Damage Step:** When the showdown proceeds to the damage step, you (the defender) assign damage to the attacker. Because the attacker is stunned, it cannot deal damage back to your units. 3. **Killing:** If you assign damage equal to or greater than the attacker's might, the attacker is killed and sent to the trash (Rule 428.1.a.2). **Important Note on Combat Resolution:** If you stun the attacker but do not deal enough damage to kill it, and both your unit and the stunned attacker remain on the battlefield after combat damage is assigned, the attacker will be recalled to its controller's base during the combat cleanup (per **RiftJudge FAQ 7095**).
If I stupefy a unit but it's no longer there as a reaction (opponent played retreat or something similar), do I still get the draw?
Yes, you still draw the card. According to **RiftJudge FAQ #669**, spells resolve even if some or all of their targets become illegal. While you must have a valid target to play *Stupefy* initially (as clarified in **FAQ #6785** and **FAQ #4286**), once the spell is on the chain, it will resolve as much as it can. ### Sequence of Events: 1. **Play:** You play *Stupefy* targeting a unit. It is placed on the chain. 2. **Reaction:** Your opponent plays a card (like a retreat effect) that removes the targeted unit from the battlefield. 3. **Resolution:** When *Stupefy* attempts to resolve: * The instruction to "Give a unit -1 might" cannot be executed because the target is no longer on the battlefield (it is now an illegal target). Per **Rule 359.3.e.6**, this instruction is ignored. * The instruction to "Draw 1" does not require a target and is not dependent on the first instruction. Therefore, it still executes. The spell resolves, the targeting instruction is ignored, and you successfully draw your card.
If I summon Breakneck Mech readied because I have 2 mech tokens at a battlefield, can I move the Breakneck Mech and one or two mech tokens over at the same time to attack the enemy unit at their held battlefield?
Yes, you can move the **Breakneck Mech** and your **Mech tokens** to the same battlefield simultaneously to attack, provided you follow the rules for a Standard Move. ### Ruling According to **Rule 144.3**, you may perform a Standard Move for multiple units simultaneously. When you do so: * **Destination:** All units involved in the move must have the same destination (**Rule 144.3.a**). * **Origins:** The units do not need to start from the same location (**Rule 144.3.b**). * **Costs:** You must pay the cost of exhausting each unit involved in the move simultaneously (**Rule 144.3.c**). Because **Breakneck Mech** grants **Ganking** to your other Mechs, your Mech tokens gain the ability to move from battlefield to battlefield (**Rule 144.4.c.1**). As long as the battlefield you are moving to is a legal destination (i.e., it is not currently involved in a combat with two other players, per **Rule 444.2**), you can declare a single Standard Move action to move the Breakneck Mech and your Mech tokens to that battlefield at the same time. ### Important Considerations 1. **Exhaustion:** You must exhaust every unit you are moving as part of the cost. Since the Breakneck Mech enters play ready (if you control another Mech), it is eligible to be exhausted for this move. 2. **Timing:** You must perform this during your Main Phase while the game state is **OPEN** (no chain exists). You cannot perform this move during a Showdown or if a chain is active (**Rule 144.1.b/c**). 3. **Combat:** Moving units into an occupied enemy battlefield will cause a Showdown to begin (**Rule 447.1**). This is my interpretation based on the Standard Move rules and the Ganking keyword. No official FAQ exists for this specific combination of units.
If I take a unit with Possession and then use Portal Rescue on it, does it return to my base or the owner of the card?
Ruling: The unit returns to its owner's base, not the controller's base. Portal Rescue has been errata'd so that the owner of the card plays it to its base. Sequence: - Banish the friendly unit (which you control but don't own) - The unit goes to its owner's banish zone - The owner plays it to its base, ignoring its cost Nuances: - The errata changes Portal Rescue to specify "its owner plays it to its base" rather than the controller playing it
If I take control of an opponent's Deathknell creature (like Ferrous Forerunner) using Hostile Takeover or Possession, then kill it (like with Cull the Weak), do I get the Deathknell trigger before it goes back to the opponent's trash?
Ruling: Yes, you get the Deathknell trigger. Deathknell triggers capture all information about the creature right before it's killed, including its current controller. Nuances: - Even though the creature returns to the opponent's trash after dying, the controller at the moment of death determines who gets the Deathknell trigger - In the case of Ferrous Forerunner, the player who controlled it when it died would get the 2 3-might units, not the original owner
If I tap 3 runes but don't use them, does the floating energy pass on to my enemy's turn or does it disappear after my turn ends?
Ruling: Unspent Energy/Power disappears after each Draw Step and at the End of each turn (including your opponent's turn and draw phase). Nuances: - Energy disappears at multiple points: after each Draw Step, at the end of your turn, at the end of your opponent's turn, and at the end of your opponent's draw phase
If I target Lonely Poro and another unit with Piercing Light, do I have to target Poro first in order to not trigger its Deathknell?
No, *Lonely Poro*'s *Deathknell* will not trigger in this scenario, and changing the order of targets in *Piercing Light* will not change this outcome. *Lonely Poro*'s *Deathknell* will trigger if it dies while "alone" (meaning no other friendly units are at its battlefield at the moment of death). Because *Piercing Light* deals all its damage as part of a single spell resolution, the game does not check for lethal damage until the spell has finished resolving. Here is the sequence of events: 1. **Resolution:** *Piercing Light* resolves. It deals 2 damage to the first target and 2 damage to the second target. 2. **Lethal Check:** The game checks for lethal damage on all units simultaneously. 3. **Death:** If both the *Lonely Poro* and the other unit are dealt lethal damage, they are both marked to die at the same time. 4. **Condition Check:** Because both units are marked to die simultaneously, the *Lonely Poro* is not "alone" at the moment of its death—the other unit is still present at the battlefield when the death event occurs. According to **FAQ 373**, *Lonely Poro* only triggers if there were no other friendly units at the battlefield when it died. Since the other unit is still present at the battlefield when the *Lonely Poro* is marked for death by the spell, the "alone" condition is not met, and the *Deathknell* will not trigger. Changing the order of targets within the spell does not change the fact that both units are processed for lethal damage at the same time.
If I target Ornn, Forge God equipped with Svellsongur, do I have to pay Deflect 2 or Deflect 4?
Ruling: You must pay Deflect 4. When Svellsongur is attached to Ornn, Forge God, it copies Ornn's text (including Deflect 2) into its own effect text. Since attached equipment's effect text is active and appended to the unit's rules text, Ornn has two instances of Deflect 2. Because Deflect is a stacking keyword, these sum together for a total of Deflect 4. Sequence: - Ornn, Forge God has Deflect 2 as printed text on the unit - Svellsongur attaches to Ornn and copies all of Ornn's text into Svellsongur's effect text - Svellsongur's effect text (now containing Deflect 2) becomes active and is appended to Ornn's rules text - The two instances of Deflect 2 stack, resulting in Deflect 4 total - Any opponent's spell or ability targeting Ornn costs an additional 4 power to play Nuances: - Deflect is explicitly a stacking keyword - multiple instances sum their values - Equipment effect text is active while attached and counts as part of the unit's text - The equipment itself doesn't have Deflect; rather, it grants a second instance of Deflect to the unit it's attached to
If I target a 2 Might unit with Gust at Abandoned Hall, and my opponent responds with Combat Experience targeting the same unit, does the unit receive +1 Might from Abandoned Hall's trigger before Gust resolves?
Ruling: Yes. When Combat Experience finishes resolving, it triggers Abandoned Hall immediately, placing that trigger on the chain above the still-unresolved Gust. The Abandoned Hall trigger resolves next, giving the unit +1 Might (bringing it to 4 total), before Gust attempts to resolve. Since the unit now has 4 Might, it is no longer a legal target for Gust, and Gust's effect fails. Sequence: - Gust is played targeting the 2 Might unit - Combat Experience is played in response, targeting the same unit - Combat Experience resolves, giving the unit +1 Might (now 3 Might) - Abandoned Hall triggers for the opponent and is placed on the chain - Abandoned Hall trigger resolves, giving the unit another +1 Might (now 4 Might) - Gust resolves but fails because the target now has 4 Might - Abandoned Hall triggers for you and is placed on the chain Nuances: - If Combat Experience targeted a different unit, the original target would only receive +1 Might from Abandoned Hall (3 total) and would still be returned to hand by Gust. - Triggered abilities from "when a player plays a spell" effects are placed on the chain after that spell completely finishes resolving.
If I target a unit at a battlefield with Void Seeker and the unit moves to a different battlefield, does Void Seeker still hit?
Ruling: Void Seeker will still hit the unit as long as it remains a legal target. A unit that moves from one battlefield to another is still "at a battlefield" even though it is no longer "here" at the original battlefield. Nuances: - Hidden Blade works differently - if the targeted unit moves from the battlefield where Hidden Blade is hidden, Hidden Blade will not kill the unit and you do not draw a card - The distinction is between "at a battlefield" (any battlefield) vs "here" (the specific battlefield)
If I target a unit at a battlefield with piercing shot and then a unit in base, if my opponent kills the unit at the battlefield with hidden blade, does the unit in base still take damage?
Yes, the unit in the base will still take 2 damage. According to **RiftJudge FAQ #813** and **#9000**, the "then" in *Piercing Light* is a timing instruction, not a condition that requires the first target to remain valid for the second part of the effect to resolve. *Piercing Light* follows "Do As Much As You Can" (DAMAYC) logic. ### Sequence of Events: 1. **You play *Piercing Light*:** You declare your targets (one at a battlefield, one at a base) and put the spell on the chain. 2. **Your opponent responds:** They play *Hidden Blade* (presumably from a *Hidden* state) targeting your unit at the battlefield. 3. **Chain resolves (LIFO - Last In, First Out):** * *Hidden Blade* resolves first: It kills your unit at the battlefield. * *Piercing Light* resolves next: Even though its first target is now gone (it was killed), the spell proceeds to the second part of its instruction and deals 2 damage to your second target (the unit in the base). As per Rule 359.3.e.8, "If an instruction has more than one Target and fewer than all of the Targets become Invalid or Unavailable by the time the spell is finished being played, the instruction will execute, with only the Targets available and valid being operated on."
If I target a unit at a battlefront with Hidden Blade and my opponent reveals their hidden Fight or Flight, what happens? Does the unit survive?
Ruling: The opponent's unit is sent to their base by Fight or Flight, making it no longer a valid target for Hidden Blade. The unit survives and the opponent does not draw two cards. Sequence: - Hidden Blade targets a unit at a battlefront - Opponent reveals hidden Fight or Flight in response - Fight or Flight sends the unit to their base - Hidden Blade loses its target and does not resolve - The unit lives and no cards are drawn
If I target a unit at battlefield A with Carnivorous Snapvine, then my opponent uses Ride the Wind to move it to battlefield B, can I still deal damage to it?
Ruling: You choose the unit, not the battlefield. The unit just needs to be at any battlefield when you target it and when the effect resolves. If the unit is moved to a different battlefield, it still takes damage. However, Ride the Wind cannot actually be used in response to Snapvine's trigger because Ride the Wind does not have the Hidden keyword and can only be played as an Action, and Snapvine doesn't create a showdown. Nuances: - If the unit is moved to base (not a battlefield), the effect won't work - Fight Or Flight (which does have Hidden) could be used in response to move a unit to base and cause Snapvine to fail
If I target a unit with Piercing Light, and the unit backs on base, does the then I deal 2 damages still work?
Yes, the second part of the effect will still deal 2 damage to the second unit. According to **RiftJudge FAQ #813** and **FAQ #9000**, the word "then" in *Piercing Light* is a timing instruction, not a condition that requires the first target to remain valid or present at the battlefield for the second part of the effect to resolve. *Piercing Light* uses "Do As Much As You Can" (DAMAYC) logic. Even if the first unit you targeted at the battlefield moves (for example, by being recalled or moved to a base), the spell will continue to resolve and deal 2 damage to the second target you chose, provided that second target is still legal.
If I target an enemy unit at a BF Wot Defiant Dance and the opponent reacts killing its unit, do I still get +2 from Defiant Dance?
If you target an enemy unit with **Defiant Dance** and that unit is killed by a reaction before the spell resolves, you **will** still receive the +2 Might effect on your other unit. ### Explanation According to **Rule 356.3.e.5**, if any of a spell's targets are no longer legal when the spell resolves, those specific targets are unaffected by the spell. Furthermore, **Rule 356.3.e.8** states that if an instruction has multiple targets and some become invalid, the instruction will execute only on the remaining valid targets. In the case of **Defiant Dance**, the card text requires you to choose two distinct units: one to receive +2 Might and another to receive -2 Might. Because the spell's instructions are linked to these specific targets, if one target becomes illegal (e.g., it is removed from the board), the instruction to apply the effect to that target cannot be executed. The spell will still resolve, applying its effects to the remaining valid target. Since the +2 Might and -2 Might are distinct parts of the spell's instructions, the loss of one target means that specific portion of the effect fails to execute, while the remaining valid target receives its intended effect. *** *Note: I could not fully verify this ruling against the retrieved rules.*
If I target my opponent's unit at a battlefield with a kill spell, and they react by playing a hidden unit at that same battlefield, does the hidden unit resolve before the kill spell?
Ruling: Yes, the hidden unit enters play before the kill spell resolves. Permanent items (including units) leave the chain immediately after finalizing and enter play, then the chain continues resolving in reverse order. Sequence: - Kill spell is played (chain link 1) - Hidden unit is played as a reaction (chain link 2) - Hidden unit finalizes, leaves the chain, and enters play at the battlefield - Kill spell resolves Nuances: - Hidden cards gain the "this battlefield" designation when they are hidden and must be used on that battlefield unless it becomes illegal to do so - This permanent-falling-off-chain rule is why reactive cards like Defy can function properly
If I target my own Ravenbloom Student (2 might) at a battlefield with Piercing Light (deals 2 damage), does the Student die or survive?
Ruling: Ravenbloom Student dies. The cleanup that checks for lethal damage occurs immediately after Piercing Light is removed from the chain, before Ravenbloom Student's "When you play a spell" triggered ability can trigger and give it +1 might. Sequence: - You play Piercing Light, targeting your own Ravenbloom Student (2 might) - Piercing Light resolves and deals 2 damage to the Student - Piercing Light is removed from the chain - Cleanup occurs immediately - During cleanup, the Student has 2 damage marked and 2 might—this is lethal - The Student is killed and placed in trash - Only after cleanup would Ravenbloom Student's triggered ability attempt to trigger, but the Student is already dead Nuances: - A spell only counts as "played" after it completely resolves, so "when you play a spell" triggers happen after the spell finishes resolving - Cleanup occurs after a chain item is removed from the chain, before triggered abilities from that spell can be added to the chain - The +1 might buff from Ravenbloom Student's ability comes too late to save it from the lethal damage
If I target my own unit on Dreaming Tree with Hidden Blade, do I draw 3 cards total? Does Cull the Weak trigger Dreaming Tree's draw effect?
Ruling: When you target your own unit on Dreaming Tree with Hidden Blade, you draw 3 cards total (1 from Dreaming Tree, 2 from Hidden Blade). Cull the Weak does not trigger Dreaming Tree because it doesn't target. Sequence: - Cast Hidden Blade targeting your unit on Dreaming Tree - Dreaming Tree's trigger is added to the chain on top of Hidden Blade - Dreaming Tree's trigger resolves, you draw 1 card - Hidden Blade resolves, you draw 2 more cards Nuances: - Cull the Weak doesn't target because when multiple players choose a set of objects, those objects aren't considered targets
If I target my unit at The Dreaming Tree with a spell and it gets Defied, do I still draw a card?
Ruling: Yes, you still draw a card. The Dreaming Tree's trigger enters the chain when you target the unit, and is not dependent on the resolution of the spell itself. Sequence: - Player 1 plays a spell targeting their unit at The Dreaming Tree - The Dreaming Tree's draw trigger enters the chain - Player 2 can react with Defy (they are reacting to the tree trigger, not the original spell) - The draw resolves regardless of whether the spell is countered Nuances: - You still draw even if the targeted unit is removed from the battlefield before the spell resolves (e.g., with Recall) - Units at the battlefield during showdown count as "here" for The Dreaming Tree's purposes - Spells that target your own attacking unit at The Dreaming Tree (like Cleave) will trigger the draw
If I target units at different locations with Elder Dragon's ability and my opponent moves them to the same location in response, do I still deal damage to both units?
Ruling: No. You must choose only one of the originally targeted units to affect. Elder Dragon's ability requires choosing "up to one enemy unit at each location," meaning targets must be at different locations. If the targeted units are moved to the same location before the ability resolves, they no longer collectively fulfill the targeting restriction, and you must choose a valid subset (only one unit) to affect. Sequence: - You play Elder Dragon and choose one enemy unit at each of two different locations - Opponent plays Flash in response, moving both units to the same location (e.g., their base) - Flash resolves first, moving the units - Elder Dragon's ability resolves and checks targeting restrictions - Because both units are now at the same location, you must choose only one of them to receive the damage Nuances: - The targeting restriction is checked both when the ability is placed on the chain and when it resolves - Even though both units were legally targeted initially, the resolution check requires selecting a valid subset when the restriction is violated
If I trigger Overzealous Fan, can I still play an action?
Yes, you can still play an action after triggering **Overzealous Fan's** ability. According to **RiftJudge FAQ #8798** and **FAQ #9694**, a combat showdown does not end immediately when a unit is moved or removed from the battlefield (such as by *Overzealous Fan*). The showdown continues until both players pass consecutively with focus on an empty chain. Even if *Overzealous Fan* is killed, the showdown remains active, and you retain the opportunity to play other [ACTION] or [REACTION] cards provided you have the focus to do so. ### Understanding the Timing (Unleashed Update) The rules regarding the "kill me" cost for *Overzealous Fan* were updated in the *Unleashed* patch. Based on **RiftJudge FAQ #8702** and **FAQ #9611**, the interaction functions as follows: 1. **Trigger Condition Met:** When *Overzealous Fan* gains the "Defender" designation during a combat showdown, its ability triggers. 2. **Optional Choice:** Because the ability text says "you may," the ability is optional (Rule 383.3.a). 3. **Paying the Cost:** If you choose to use the ability, you must kill *Overzealous Fan* upfront as a cost to place the ability on the chain (Rule 383.3.b.1). **Summary:** Because the showdown persists after the Fan's ability triggers, resolves, or is countered, you are free to continue playing actions until the showdown officially concludes by both players passing priority on an empty chain. Note: I could not fully verify the specific mechanical state definitions referenced in the draft against the retrieved rules.
If I trigger a non-combat showdown on an empty battlefield, ride the wind my unit to base, and then my opponent uses focus to ride the wind their unit to the battlefield, at which point does it change from a non-combat to combat showdown?
Based on the rules of Riftbound and the established FAQs regarding showdowns, here is the ruling for your scenario: ### Ruling **The showdown does not change from a non-combat to a combat showdown.** A showdown cannot change its type once it has begun. Instead, the current non-combat showdown will resolve normally, and if both players have units present at the battlefield when it ends, a new combat showdown will be staged and begin immediately afterward. ### Sequence of Events 1. **Initial State:** You trigger a non-combat showdown on an empty battlefield. 2. **Your Action:** You play *Ride the Wind* to move your unit to your base. 3. **Opponent's Action:** Your opponent plays *Ride the Wind* to move their unit to the battlefield. 4. **Showdown Resolution:** Players continue to pass focus in order until the current non-combat showdown ends. 5. **Cleanup/Staging:** Because both players now have units present at the battlefield, control cannot be established. A new **Combat Showdown** is staged and begins immediately. 6. **Designations:** In this new combat showdown: * The player who originally applied the "Contested" status to the battlefield becomes the **Attacker**. * The player who moved their unit to the battlefield second becomes the **Defender**. ### Key Nuances * **Showdowns cannot change type:** As stated in the FAQ, "Showdowns cannot change type mid-resolution." * **Staged Combat:** When a non-combat showdown ends with units from two opposing players present, the game automatically transitions to a combat showdown. * **Attacker/Defender:** The attacker is always the player who first applied the "Contested" status to that battlefield, regardless of the movement sequence. According to **Rule 345.2.b**: *"If two players’ Units remain at the Battlefield, Control cannot be established and the Battlefield remains Contested. This results in a Staged Combat."*
If I use 2 Cleaves (each giving a unit ASSAULT 3) on the same unit, does it get +3 or +6 (does ASSAULT stack)?
Ruling: ASSAULT is a stacking keyword. Multiple instances of ASSAULT add up together, so two Cleaves giving ASSAULT 3 each would result in ASSAULT 6. Nuances: - ASSAULT only applies while the unit is an attacker - ASSAULT is functionally "While I am an attacker, I have +X [S]" - Once combat resolves, the unit is no longer an attacker and loses the ASSAULT bonus
If I use Acceptable Losses to kill a Gold Gear token, can I still tap the Gold Gear to get power, or would I then have to pick a different Gear to destroy to resolve the spell?
Yes, you can use the Gold gear token's ability in response to *Acceptable Losses*, but it will affect how *Acceptable Losses* resolves. ### The Sequence 1. **Playing the Spell:** You play *Acceptable Losses* (an [Action] spell) while the game is in an **open state**. It enters the chain. The game state is now **closed**. 2. **Responding:** You activate the [Reaction] ability on your Gold gear token to gain its power. 3. **Paying the Cost:** As a cost to activate its ability, you kill the Gold gear token (Rule 401.1). 4. **Chain Resolution (LIFO):** The chain resolves in Last-In, First-Out order (Rule 359.3): * **Gold Gear Ability:** The Gold gear's ability resolves, and you gain its power. * **Acceptable Losses:** *Acceptable Losses* attempts to resolve. ### Impact on *Acceptable Losses* When *Acceptable Losses* resolves, its instruction is: "Each player kills one of their gear." * Because you killed your Gold gear token to pay the activation cost of its ability, it is no longer on the battlefield when *Acceptable Losses* resolves. * If you have no other gear on the battlefield, the instruction for you to kill a gear simply cannot be performed and is ignored (Rule 359.3.e.6). * You **do not** get to pick a different gear if you had no other gear to choose from initially; you simply fulfill the instruction as much as possible (which, in this case, is nothing). *** **Important Clarification:** * **Costs vs. Effects:** Killing the Gold gear is a **cost** paid to activate its ability, not an effect of the ability. Once it is killed to pay for that cost, it is in the trash and cannot be used again. * **No Targeting:** As established in RiftJudge FAQ #4344, *Acceptable Losses* does not target. Players choose their own gear to kill at resolution. By destroying your own gear in response, you effectively prevent *Acceptable Losses* from being able to kill that specific gear.
If I use Angle Shot on an already attached equipment, do I have to detach it?
Yes, you must choose one of the two options provided by **Angle Shot**. According to the card text, when you play **Angle Shot**, you must: 1. **Attach** that Equipment to that unit, OR 2. **Detach** that Equipment from that unit. Because the card gives you a choice between two specific actions, you must perform one of them. If you choose to detach the equipment, it will be detached from the unit it is currently attached to.
If I use Arcane Shift to blink my only unit at a battlefield I control, can I play it back to that same battlefield?
Ruling: You cannot play the unit back to the same battlefield unless you are in combat at that battlefield. When you blink your only unit, you lose control of the battlefield during the cleanup step that occurs between Arcane Shift resolving and the unit being finalized to the chain. Sequence: - Arcane Shift resolves and instructs you to play the unit (adding it as pending to the chain) - A cleanup step occurs - During cleanup, since you have no units at the battlefield and are not in combat there, you lose control of it - The unit finalizes to the chain, but you no longer control the battlefield so cannot play it there Nuances: - If you are in combat at the battlefield (it is contested), you maintain control throughout the showdown and can play the unit back - Arcane Shift requires targeting both a friendly unit AND an enemy unit at a battlefield - you cannot play it without valid targets for both - "Do as much as you can" only applies during resolution, not when initially targeting the spell - You can Arcane Shift a unit from one battlefield and play it to a different battlefield you control
If I use Atakan eff to reduce his cost sacrificing my only unit on battlefield, can I play Atakan on that battlefield or do I lose the control before it?
Yes, you can play Atakhan to the same battlefield. According to **Rule 187.4.c** (as updated in the *Unleashed* rules), you do not lose control of a battlefield while there are items on the chain. ### The Sequence of Resolution 1. **Playing Atakhan:** You begin the process of playing Atakhan. You choose to pay his additional cost by killing your only unit at the battlefield. 2. **Chain State:** Atakhan is placed on the chain as an item. Because an item is on the chain, the state is **CLOSED**. 3. **No Immediate Cleanup:** Although the battlefield now has no units on it, **Rule 187.4.c** specifies that you cannot lose control of the battlefield while there is an item on the chain. 4. **Finalization:** Once Atakhan resolves and enters play, your unit is now present at the battlefield. Because you have a unit there, you successfully maintain control of the battlefield. As stated in the **Rules FAQ Clarification (2026-04-29)**: > "Control of battlefields cannot be lost while there are items on the chain, per rule 187.4.c. This means that spells and abilities that... kill units as a cost or effect in order to play another unit, will be able to kill or banish units at battlefields and then play the resulting unit to that same battlefield."
If I use Baited Hook on Glassic, does its Deathknell happen first or the Baited Hook effect?
When you use **Baited Hook** on a unit with **Deathknell** (such as *Glasc Mixologist*), the resolution order is fixed by the rules of the chain (**LIFO**—Last In, First Out). You do not have a choice to resolve your reveal effect before the *Deathknell* trigger. According to **RiftJudge FAQ #9826** and **Rule 808.1.d.2**, the *Deathknell* trigger is added to the chain as a pending item the moment the unit is killed by the *Baited Hook* instruction, *before* the *Baited Hook* effect continues to resolve. ### Sequence of Resolution: 1. **Activation:** You activate *Baited Hook*, paying its costs and targeting the *Deathknell* unit. 2. **Resolution Begins:** *Baited Hook* begins to resolve. It kills the target unit. 3. **Trigger Creation:** Because the unit has *Deathknell*, its trigger is created and added to the chain as a pending item before the unit is moved to the trash (per **Rule 808.1.d.2**). 4. **Hook Continues:** *Baited Hook* finishes its remaining instructions: you look at the top 5 cards and (optionally) play a unit. 5. **New Unit Finalizes:** If you play a unit from your deck, it enters the board and finalizes. If that unit has a "When you play me" (WYPM) ability, that ability is added to the chain as a pending item. 6. **Resolution (LIFO):** The chain resolves in reverse order: * Any WYPM ability from the new unit resolves first. * The *Deathknell* trigger resolves last. **In summary:** You do not choose the order. The *Deathknell* trigger is created first, but because the chain resolves in **LIFO** order, the *Deathknell* trigger will always resolve **after** the effects of *Baited Hook* have finished. *** *Note: I referred to "Glasc Mixologist" based on the context of the FAQ, as I could not find a card simply named "Glasc" with Deathknell in the database. Please ensure you are referring to the specific card "Glasc Mixologist" or provide the exact card name if it differs.*
If I use Baited Hook on Honest Broker and I play Karthus off of the trigger, how many times does Honest Broker's Deathknell trigger?
Honest Broker’s Deathknell will trigger **one time**. According to the official FAQ regarding the interaction between **Baited Hook** and **Karthus**, Karthus must be on the board at the moment the Deathknell trigger is created for his doubling effect to apply. ### Sequence of Resolution: 1. **Baited Hook** resolves: You kill **Honest Broker**. 2. The **Deathknell** trigger for Honest Broker becomes **pending**. It cannot enter the chain yet because Baited Hook is still resolving (Rule 734.1.d.2). 3. Baited Hook continues: You look at the top 5 cards and find **Karthus, Eternal**. Karthus is played and becomes a **pending item** on the chain. 4. Baited Hook finishes resolving. Now, all pending items finalize in the order they were created: * First, the **Deathknell** trigger finalizes and enters the chain. * Second, **Karthus** finalizes and resolves immediately (as a unit permanent), entering the board. 5. Because the Deathknell trigger was already created and put on the chain *before* Karthus was on the board, Karthus's passive ability ("Your Deathknell effects trigger an additional time") does not see the event to double it. **Summary:** Karthus needs to be on the board when the trigger *happens*, not just when it resolves. Since Honest Broker died while Karthus was still in your deck/pending, you only get the single trigger.
If I use Baited Hook on a Ruined Rex and summon a Karthus, does the Deathknell effect from Ruined Rex happen twice?
No, the *Deathknell* effect from Ruined Rex will only trigger **one time**. According to the established game rules for *Baited Hook* and *Karthus, Eternal*, Karthus must already be on the battlefield at the moment a *Deathknell* trigger is created for his passive ability to apply and double it. ### Sequence of Resolution: 1. **Baited Hook** resolves: You kill your **Ruined Rex**. 2. The **Deathknell** trigger for Ruined Rex becomes **pending**. It cannot enter the chain yet because *Baited Hook* is still in the middle of resolving its instructions (Rule 734.1.d.2). 3. **Baited Hook** continues: You look at the top 5 cards and find **Karthus, Eternal**. You play him, and he becomes a **pending item** on the chain. 4. **Baited Hook** finishes resolving. Now, all pending items finalize in the order they were created: * First, the **Deathknell** trigger for Ruined Rex finalizes and enters the chain. * Second, **Karthus, Eternal** finalizes and enters the battlefield. Because the *Deathknell* trigger was created and placed on the chain *before* Karthus was on the battlefield, his passive ability ("Your [Deathknell] effects trigger an additional time") does not see the event to double it. *This is based on RiftJudge FAQ #1116, FAQ #9256, and FAQ #8551, which all confirm that Karthus must be present when the trigger is created.*
If I use Baited Hook on a unit with GA, does it activate or does Guardian Angel recall mean it was not killed?
If you use **Baited Hook** on a unit equipped with **Guardian Angel**, the unit is **not killed**, and you will not be able to play a unit from your deck. According to **RiftJudge FAQ #8203** and **Rule 359.3.e.12**, Baited Hook specifically requires a "killed unit" to reference its Might value. Because Guardian Angel is a replacement effect that intercedes during the resolution of the kill instruction, it replaces the "kill" action with a "recall" action. Since no unit was actually killed (it was recalled instead), there is no "killed unit" to reference. ### Sequence of Events: 1. **Baited Hook** resolves its instruction to "Kill a friendly unit." 2. **Guardian Angel's** replacement effect triggers, replacing the kill with a recall. 3. The unit is recalled to your base instead of being sent to the trash. 4. Because no unit was killed, Baited Hook's check for the "killed unit's Might" returns **null**. 5. You look at the top 5 cards of your deck, but because the Might value is null, you cannot satisfy the condition to play a unit (as no unit has a Might value of "null"). 6. You recycle the 5 cards. This is consistent with the ruling that Baited Hook requires an actual kill game action (moving a permanent from the board to the trash) to function. If the unit is saved by any effect (like Guardian Angel, Sett, or Soraka), the kill instruction fails to produce a valid Might value.
If I use Baited Hook on my last unit at a battlefield, can I still play the unit from Baited Hook to that battlefield?
Yes, you can play the unit to the battlefield where the original unit was killed. According to **RiftJudge FAQ #8752** (which addresses this specific interaction), battlefields only become uncontrolled when they are empty during an **Open State**. Because the game enters a **Closed State** while *Baited Hook* is resolving on the chain, control of the battlefield is locked throughout the entire process, including the moment it is temporarily unoccupied. ### Sequence of Events: 1. **Activation:** You pay the costs (1 Energy, 1 Order Power, and Exhaust the Gear) and declare a target friendly unit at the battlefield. 2. **Resolution Starts (Closed State):** The ability begins to resolve. The game is now in a Closed State, meaning your control of the battlefield is locked. 3. **Kill Effect:** The targeted friendly unit is killed and sent to the trash. 4. **Look & Select:** You look at the top 5 cards of your Main Deck and choose a unit with appropriate Might. 5. **Placement:** You play the chosen unit to the now-vacant battlefield. 6. **Resolution Ends:** The chain finishes resolving, and the game returns to an Open State. Since there is now a unit present at the battlefield, you retain control. *** *Note: This ruling is based on the mechanics of the Closed State and Rule 187.4.c, as clarified in the Riftbound rules update.*
If I use Bellows Breath and damage a unit, then use Imperial Decree after, does that unit die?
No, the unit will not die from *Imperial Decree*. According to **RiftJudge FAQ #8633** and **#9561**, *Imperial Decree* only kills units that take damage **after** the card has resolved and its effect has become active. It does not look back in time to kill units that were already damaged before *Imperial Decree* was played. ### Sequence Analysis: 1. **You play *Bellows Breath*:** You resolve the spell and deal damage to the unit. The event of "taking damage" occurs at this time. 2. **You play *Imperial Decree*:** Once it resolves, it creates a delayed triggered ability for the remainder of the turn. 3. **Result:** Because the unit took damage **before** *Imperial Decree* created its triggered ability, the trigger condition is not met. The unit remains on the board with its existing damage, but it is not killed by *Imperial Decree*. If the same unit were to take **additional** damage later in the same turn while *Imperial Decree* is active, the trigger would fire at that time and kill the unit.
If I use Called Shots and repeat it, can it still be countered by Defy?
Yes, **Called Shot** can be countered by **Defy** even if you choose to pay the Repeat cost. According to the official FAQ #3145 and the game rules regarding **Defy**: 1. **Defy checks Base Cost:** Defy only evaluates the printed (base) cost of the spell on the chain. It does not consider any additional costs paid, such as the Repeat cost. 2. **Called Shot's Base Cost:** Called Shot has a base cost of 0 Energy and 0 Power. Since this is within the target requirements for Defy, it is a legal target. 3. **Repeat is not a separate spell:** Paying the Repeat cost does not create a second spell on the chain; it modifies the existing spell to execute its instructions a second time upon resolution (Rule 746.1.d). 4. **Countering stops the whole effect:** When a spell is countered, it does nothing and is placed in the trash (Rule 412.1.a). This stops the entire spell, including both the initial effect and the repeated effect. ### Sequence of Events: * **Cast:** You place Called Shot on the chain and choose whether to pay the Repeat cost. * **Finalize:** The spell is finalized on the chain. * **Respond:** Your opponent adds Defy to the chain, targeting Called Shot. * **Resolve:** Defy resolves, countering Called Shot. The entire spell (including the repeated portion) is removed from the chain and placed in the trash. Note: I could not fully verify this ruling against the retrieved rules.
If I use Challenge in a showdown targeting my stunned 3 might unit against an attacking 6 might unit, does the stunned unit still deal damage via Challenge, allowing my other 3 might unit to finish off the damaged attacker?
Ruling: Yes, a stunned unit can deal damage through Challenge because Challenge damage is not combat damage, which is what Stun prevents. The stunned 3M unit deals 3 damage via Challenge to the 6M attacker, then the other 3M unit can finish it off in the showdown. Sequence: - Challenge is played targeting the stunned 3M unit and the 6M attacking unit - Both units deal their might to each other (3 damage marked on the 6M unit) - The stunned 3M unit dies - The 6M unit (with 3 damage marked) trades with the other 3M unit in the showdown Nuances: - Stun only prevents combat damage, not damage from card effects like Challenge
If I use Challenge to move my unit from one battlefield to challenge blue Ahri on another battlefield, does her -2 might effect still target my unit even though my unit wasn't originally on her battlefield? Also, can my opponent react with Block to give shield 3?
Ruling: Blue Ahri's -2 might effect and Block's shield 3 do not apply when using Challenge outside of a showdown, as these effects only trigger during combat showdowns where there are designated attackers and defenders. Nuances: - If Challenge is used during a combat showdown, these effects will apply - Non-combat showdowns do not have attackers and defenders, so these effects would not apply even during those showdowns - Shield 3 only applies to defenders, which only exist in combat showdowns
If I use Challenge while my unit is in base and I conquer an open battlefield after that, do I heal?
No, you do not heal in this scenario. According to **RiftJudge FAQ #2241** and **#7796**, there is a critical distinction between a **combat showdown** and an **open showdown**: * **Combat Showdown:** Occurs when a unit moves to an opponent-controlled battlefield. This triggers combat, which includes a "Combat Cleanup" step where all units heal. * **Open Showdown:** Occurs when a unit moves to an empty (uncontrolled) battlefield. This is a showdown, but it is **not combat**. Because it is not combat, there is no combat cleanup, and therefore no healing occurs. Since you are conquering an open battlefield, you are engaging in a non-combat showdown. As stated in **RiftJudge FAQ #1209**, "Non-combat showdowns do not have combat cleanup," and without that cleanup, your units do not heal. Additionally, regarding your use of **Challenge**: * **Challenge** is not combat; it is simply an effect that deals damage. * As noted in **RiftJudge FAQ #7008**, units do not heal after using Challenge. They remain damaged until they heal after combat or at the end of the turn. In summary: Moving to an empty battlefield does not trigger the combat cleanup required to heal your units.
← PreviousPage 95 of 224Next →