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 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.
If I use Charm to move an enemy unit to a battlefield I control, am I the attacker or defender?
Ruling: You are the defender. The attacker is determined by which player controls the units that applied the contested status to the battlefield, not by who played the spell that moved the units. Nuances: - The current rules could be read as "the player who played the spell is the attacker," but this interpretation is incorrect - A future Comprehensive Rules update will clarify that the attacker is the controller of the units that applied contested status - If you control a battlefield and use Charm to bring an enemy unit there, the enemy unit applies the contested status, making your opponent the attacker and you the defender
If I use Charm to move an enemy unit with Assault onto Ahri's battlefield, does that enemy unit count as the attacker and get Assault? Also, when does Ahri's Nine-Tailed Fox ability get added to the chain?
Ruling: Yes, the enemy unit is the attacker because the attacker is the player whose unit creates the contested state at the battlefield. The player who controls the unit that moved is the player who applied contested status. Sequence: (for Nine-Tailed Fox trigger timing) Case A - Attacker is the turn player: - Attacker's "When I attack" triggers - Nine-Tailed Fox trigger - Defender's "When I defend" triggers Case B - Defender is first in turn order (e.g., via Charm): - Nine-Tailed Fox trigger - Attacker's "When I attack" triggers - Defender's "When I defend" triggers Nuances: - Nine-Tailed Fox is treated as an attack trigger ("when X attacks"), not a defend trigger, even though it's controlled by the defender - When multiple attack triggers are controlled by different players, turn order determines the sequence - Attack triggers always resolve before defend triggers
If I use Charm to move an opponent's unit (Kai'sa) to a battlefield with my unit (Sprite), and then the opponent kills my unit with a spell on my turn (like Ray or Void Seeker), does the opponent score a conquering point?
Ruling: If you charm an enemy unit to a battlefield and they end up in control of it, even on your turn, they score it. Nuances: - This applies even though the conquering happens during the active player's turn - The interaction works with instant-speed removal spells like Ray or Void Seeker that can be played on the opponent's turn
If I use Charm to move an opponent's unit into a battlefield where my Deadbloom is alone, does this trigger Master Yi's 'defend alone' ability?
Ruling: Yes, this triggers Master Yi's defend alone ability. The charmed unit is considered the attacker because it is the unit applying contested status to the battlefield. Sequence: - You charm the opponent's unit into the battlefield - The moved unit applies contested status - Since the moved unit's controller is your opponent and they are applying contested, they are the attacker - Your unit (Deadbloom/Master Yi) is defending alone Nuances: - This works the same way for any forced movement effect (Ahri passive, Blitzcrank pull, etc.) - the unit being moved is always the one applying contested status and is therefore the attacker, regardless of how they got there
If I use Charm to move an opponent's unit to an open battlefield on my turn, does my opponent score a point?
Ruling: Yes, the opponent will conquer the battlefield and gain a point when their unit is moved there on your turn. Nuances: - This can be used strategically with cards like Zenith Blade to move an enemy unit to a battlefield, then move your own unit there to both conquer and kill the enemy unit.
If I use Conquer to charm an opponent's character off a battlefield and then use Ride the Wind to move them back to that battlefield, do they score it again?
Ruling: Yes, the opponent can score the battlefield again on your turn if you use Ride the Wind to move them back to it. Sequence: - You use Conquer to charm the opponent's character off a battlefield (on your turn) - You use Ride the Wind to move them back to that battlefield (on your turn) - The opponent scores the battlefield Nuances: - A player can only score each battlefield once per turn - Since Conquer makes it your turn when you control the opponent's character, the opponent scoring on your turn doesn't conflict with them having already scored it on their own turn
If I use Crescent Strike on a unit and my opponent flashes out, does the damage follow?
No, the damage does not "follow" the unit if it moves to a different location. When you play **Crescent Strike**, you choose a battlefield and one specific enemy unit at that location as the primary target. If your opponent reacts by playing a card like **Flash** to move that targeted unit to their base (or any other location) before **Crescent Strike** resolves: 1. **Primary Target:** When the spell attempts to resolve, it checks for the target at the chosen battlefield. Because the unit is no longer there, it is no longer a legal target for the 4-damage portion of the spell. No damage is dealt to that unit (per **RiftJudge FAQ #1794** and **#2967**). 2. **"Other" Units:** The 1-damage effect hits "each other enemy unit" at the *chosen battlefield*. Since the spell resolves at the originally chosen battlefield, it will still deal 1 damage to any other enemy units that remain at that specific location. The unit that was flashed out will not be affected by this, as it is no longer present at that battlefield. ### Sequence of Events: 1. **Chain State:** You play **Crescent Strike**, choosing a battlefield and an enemy unit. The spell enters the chain. 2. **Response:** The opponent plays **Flash** in reaction, moving the targeted unit from the battlefield to their base. 3. **Resolution (LIFO):** * **Flash** resolves first, successfully moving the unit. * **Crescent Strike** resolves. It checks for the target at the chosen battlefield. Finding no legal target, the 4-damage instruction fails (it "mistargets"). * The spell then proceeds to its next instruction: "Deal 1 to each other enemy unit there." It deals 1 damage to any remaining enemy units at the chosen battlefield. This interpretation is consistent with **RiftJudge FAQ #1794** and **#2967**, which clarify that if a unit is moved out of the required zone (a battlefield) in response to a spell that targets it there, it becomes an invalid target and the damage does not resolve.
If I use Cull the Weak and I select my unit at Dreaming Tree to die, do I get to draw?
No, you do not draw a card. According to the official ruling for this interaction: **Cull the Weak** does not target units. It instructs each player to choose a unit they control as the spell resolves. Because this choice happens during resolution rather than when the spell is played, it does not count as "choosing a friendly unit with a spell" in the targeting sense that **The Dreaming Tree** requires. The Dreaming Tree only triggers when you actively target a friendly unit with a spell (such as using a buff or targeted removal on your own unit).
If I use Deathgrip and kill my Fiora and give its might to a Pit Rookie at the Dreaming Tree, do I draw a card from Dreaming Tree's effect?
Yes, you will draw a card from **The Dreaming Tree**'s effect. Here is the breakdown of why this triggers: 1. **Targeting/Choosing:** The Dreaming Tree triggers when a player "chooses a friendly unit here with a spell." When you play **Deathgrip**, you must choose two units: one friendly unit to kill and "another friendly unit" to receive the Might. 2. **The Trigger:** Since you are choosing the **Pit Rookie** (a friendly unit) at The Dreaming Tree's location as the recipient of the Might buff from your spell (Deathgrip), the condition for the battlefield is met. 3. **Timing:** The Dreaming Tree triggers the moment you choose the target(s) for the spell. The draw from the battlefield will be added to the chain and resolve before the effects of Deathgrip (killing Fiora and buffing the Rookie) actually occur. **Note on Deathgrip:** You will actually end up drawing **two** cards total—one from The Dreaming Tree's trigger and one from the text of Deathgrip itself once it resolves. **Relevant Rules & FAQs:** * **The Dreaming Tree FAQ:** "The trigger condition for Dreaming Tree is satisfied at the moment of targeting, regardless of whether the spell ultimately resolves..." * **Rule 376.1:** Triggered abilities use "the [Nth] time" to identify their conditions. The Dreaming Tree tracks the "first time" a unit is chosen by a spell each turn.
If I use Deathgrip to kill a unit at a battlefield and have Soraka at that same battlefield, does it recall to base exhausted if it had less might than Soraka?
Yes, if you use **Deathgrip** to kill a friendly unit at the same battlefield as **Soraka, Wanderer**, and that unit has less Might than Soraka, the unit will be recalled to your base in an **exhausted** state. ### The Interaction This occurs because Soraka's ability is a **replacement effect** (Rule 366). It intercedes during the resolution of Deathgrip's "Kill" instruction and replaces the "die" event with a different set of actions. ### Sequence of Events 1. **Play Deathgrip:** You play Deathgrip targeting a friendly unit at the same battlefield as Soraka. 2. **Resolution:** As Deathgrip resolves, it attempts to execute the "Kill" instruction. 3. **Replacement:** Soraka's ability triggers because the unit would die and has less Might than her. Her ability replaces the "die" event with: **"heal it, exhaust it, and recall it."** 4. **Outcome:** The unit is healed, becomes exhausted, and is recalled to your base. Because the unit was saved and did not actually die, the "If you do" condition for the second part of Deathgrip (giving Might to another unit) is not met, so that part of the spell does not execute. You will still draw 1 card, as that part of the spell is not contingent on the kill. This is consistent with **RiftJudge FAQ #8731** and **FAQ #9003**, which confirm that Soraka's replacement effect successfully saves the unit and prevents the subsequent "If you do" effect of Deathgrip from occurring.
If I use Deathgrip, can I use it to kill a card in my hand?
No, you cannot use *Deathgrip* to kill a card in your hand. According to **Rule 428.1**, a "Kill" action refers specifically to a permanent moving from the board to the trash. Furthermore, *Deathgrip* specifically targets a "friendly unit." Cards in your hand are not considered units on the board, so they are not valid targets for *Deathgrip*. As established in **RiftJudge FAQ #9295** and **RiftJudge FAQ #9315**, you must choose a valid, friendly unit currently on the board as a target at the moment you play *Deathgrip* and place it on the chain.
If I use Defiant Dance on a recruit to give it 0 might, and my opponent plays Imperial Decree, when we go to damage will the recruit still deal damage and kill my unit?
To answer your question: **Yes, your unit will still be killed by Imperial Decree, but the Recruit will not deal any damage.** Here is the breakdown of why this happens based on the game rules: ### 1. The Recruit's Might and Damage According to Rule 443.1.b and 443.1.c, combat damage is calculated using the units' **current Might**. If your Recruit has been reduced to 0 Might by *Defiant Dance*, it has 0 Might to contribute to the combat. * **Rule 443.1.d:** When assigning damage, you assign an amount equal to the unit's Might. If the Recruit's Might is 0, it assigns 0 damage. * **Rule 404.1:** Dealing damage requires a value to be marked on the unit. Since the Recruit has 0 Might, it deals 0 damage. ### 2. Imperial Decree's Interaction *Imperial Decree* triggers when a unit **takes damage**. * **If the Recruit deals 0 damage:** It does not "take" or "deal" damage in a way that satisfies the condition for *Imperial Decree* to trigger. * **If your unit takes damage from the opponent's unit:** If your opponent's unit has at least 1 Might and deals damage to your Recruit, your Recruit will take damage. Because *Imperial Decree* is active, that damage will trigger the effect to kill your Recruit. ### Summary * **Will the Recruit deal damage?** No. Because its Might is 0, it cannot deal damage during the Combat Damage Step. * **Will your unit be killed?** If your unit takes any amount of damage (1 or more) from the opponent's unit during that combat, *Imperial Decree* will trigger and kill your unit. **Important Note:** Reducing a unit's Might to 0 does not kill it (as confirmed by the FAQ regarding *Defiant Dance*). However, if that unit takes even 1 damage from an opponent while *Imperial Decree* is active, it will be killed by the Decree's effect.
If I use Deny on an opponent's spell that targets their unit, does the opponent still get the draw from Dreaming Tree?
Ruling: Yes, the opponent still gets the draw from Dreaming Tree even if you Deny their spell. Sequence: - The spell is activated and a target is selected - Dreaming Tree triggers immediately when the target is selected and the spell goes onto the chain - After Dreaming Tree triggers, you have the opportunity to Deny the spell - Denying the spell does not prevent the draw that already triggered
If I use Double Trouble and do not reveal a unit, do I put the 3 cards back to the top of my main deck?
No, you do not put the cards back on top of your main deck. When you resolve Double Trouble, the instruction "Recycle the rest" means that any cards you looked at but did not draw must be moved to the bottom of your Main Deck. According to Rule 416.1, "Recycling cards is the action in which a player takes one or more cards from a specific zone and then puts it on the bottom of the corresponding deck." Because the cards are being recycled to your Main Deck, they go to the bottom, not the top. Furthermore, Rule 416.5 specifies that if you are recycling multiple cards simultaneously, they are placed on the bottom of the Main Deck in a random order. Note: I could not fully verify this ruling against the retrieved rules.
If I use En Garde on Irelia Fervent while she is alone at a battlefield, does she get +3 might or +4 might?
Irelia, Fervent will receive a total of **+3 Might** when you play *En Garde* on her while she is the only unit you control at that battlefield. According to **RiftJudge FAQ #9564**, the sequence is as follows: 1. **Targeting:** When you play *En Garde* and choose Irelia, Fervent as the target, her own ability triggers because she has been "chosen." This grants her **+1 Might**. 2. **Resolution:** *En Garde* resolves. Because she is the only unit you control at that location, it grants her its base **+1 Might** plus the additional **+1 Might** bonus, for a total of **+2 Might** from the spell. 3. **Total:** 1 (from her own ability) + 2 (from *En Garde*) = **+3 Might**.
If I use Evelynn Entrancing to move an enemy Irelia Fervent to my battlefield I'm holding from face down, I also have a Mutated Mouser, does my Mouser get the defend buff as I am defending or am I technically the attacker since I forced the Irelia to fight?
To answer your question, we must look at how you initiated the combat and the combat designations. ### 1. Attacker vs. Defender According to **RiftJudge FAQ #5394**, **#7275**, and **#8263**, when you use an effect (like **Evelynn, Entrancing**) to move an enemy unit to a battlefield you control, **that enemy unit becomes the attacker**. Even though you played the card and initiated the move, the enemy unit is the one entering your controlled space to contest it. Therefore, **Irelia, Fervent is the attacker**, and you are the **defender**. ### 2. Mutated Mouser’s Shield 2 Because you are the defender in this combat: * Your **Mutated Mouser** has the **Shield 2** keyword, which grants it "+2 [S] while I'm a defender." * Since you are the defender, **Mutated Mouser will get the +2 Might buff** from its Shield keyword for the duration of this combat. ### Summary of Events 1. You reveal **Evelynn, Entrancing** from face-down on a battlefield you control. 2. Evelynn’s ability triggers: You move the enemy **Irelia, Fervent** to your battlefield. 3. Because your opponent's unit is moved to your battlefield to contest it, **Irelia, Fervent is designated as the attacker**, and **you are the defender**. 4. As a defender, **Mutated Mouser's** [Shield 2] ability is active, granting it +2 Might. *** *Note: This interpretation is based on established FAQ rulings regarding moving enemy units to your battlefield (RiftJudge FAQ #5394, #7275). While no specific FAQ exists for this interaction with Evelynn, she follows the same mechanic as other move effects.*
If I use Facebreaker on units that are on The Dreaming Tree, do I draw? Does the draw happen even if Facebreaker gets countered?
Ruling: Yes, using Facebreaker on units at The Dreaming Tree allows you to draw, and you draw even if Facebreaker gets countered. Sequence: - When you play Facebreaker and make the choice to target a unit at The Dreaming Tree, this triggers the draw ability - The draw trigger goes on the chain on top of Facebreaker - The draw resolves first, before Facebreaker resolves - This happens regardless of whether Facebreaker is countered afterward Nuances: - The Dreaming Tree triggers on the Choice (which is a step of playing a spell/ability), not on the spell resolving - This is not a typical "when you play" condition
If I use Falling Star on a unit and they play Thrill of the Hunt, does the Falling Star still go through?
Yes, the *Falling Star* still resolves, but the outcome for the target depends on whether it remains on the board. According to the rules regarding targeting (Rule 359.3.e.7 and the clarification on Alpha Strike/targeting logic), once a spell targets a unit, a targeting relationship is created. As long as that unit remains on the board, the spell will resolve against it even if the unit changes locations. However, *Thrill of the Hunt* moves the unit to a **non-board zone** (Banishment) before returning it to a battlefield. Because the unit is moved to a non-board zone, it ceases to be the same game object. Therefore, the targeting relationship is severed. ### Here is the breakdown: 1. **Chain Start:** You play *Falling Star*, targeting the unit. 2. **Reaction:** The opponent plays *Thrill of the Hunt* as a [Reaction]. 3. **Chain Finalization:** The stack (chain) is now: *Thrill of the Hunt* (top), *Falling Star* (bottom). 4. **Resolution (LIFO):** * *Thrill of the Hunt* resolves: The unit is banished and then played again. Because it moved to a non-board zone, the "arrow" of the *Falling Star* target is removed (as per Rule 359.3.e.7 and the *Alpha Strike* clarification). * *Falling Star* attempts to resolve: Because the specific unit it was targeting was moved to a non-board zone and is no longer the same game object, the targeting restriction is severed. The instruction to "Deal 3 to a unit" for that specific targeting instance fails (mistargets). If you chose the same unit for both instances of damage from *Falling Star*, and that unit was the one affected by *Thrill of the Hunt*, neither instance of damage will hit the unit. If you chose a different unit for the second instance, that second instance will resolve normally against its chosen target.
If I use Fight or Flight to move my opponent's attacking unit to their base during a showdown at Reaver's Row, do I still get the Reaver's Row effect that triggers when defending?
Ruling: Yes, you still get the Reaver's Row effect. Trigger conditions only need to be met at activation and are not re-evaluated at resolution. You remain the defender until the special cleanup step removes attacker and defender status during combat resolution. Sequence: - Opponent moves unit to Reaver's Row, initiating showdown - Reaver's Row trigger goes on chain (you are defending at this point, meeting the trigger condition) - You respond with Fight or Flight, moving opponent's unit to their base - Chain resolves: Fight or Flight effect happens first, then Reaver's Row effect resolves - You retain defender status throughout this process until special cleanup in combat resolution Nuances: - A showdown doesn't abruptly end in the middle of a chain - you must complete the steps of combat - Regular cleanup only removes attacking/defending status from units no longer present at the battlefield, but special cleanup removes it for all units/players during combat resolution - The judge's ruling at locals was incorrect
If I use Flash on my unit after it is being targeted by a Hidden Blade, do I still draw 2?
No, you do not draw 2 cards. According to the **RiftJudge FAQ (ID 2778)**, if you use Flash to move a unit targeted by Hidden Blade back to base in response, the target becomes illegal because it is no longer at a battlefield. When Hidden Blade resolves, it cannot find the target at the battlefield, which makes it impossible to determine "its controller." Consequently, the draw effect does not trigger. ### Sequence of Events: 1. **Player A** plays Hidden Blade targeting a unit at a battlefield. 2. **Player B** (you) responds with Flash, returning that unit to base. 3. The chain resolves in reverse (LIFO). Flash resolves first, moving the unit. 4. Hidden Blade attempts to resolve. It checks for its target at the battlefield. 5. Because the unit is no longer at the battlefield, the target is illegal. The instruction to "Kill a unit at a battlefield" fails, and the instruction to "Its controller draws 2" cannot be executed because the spell cannot identify the controller of a unit that is no longer at the required location. This is consistent with **Rule 359.3.e.12**, which states that if a spell checks information about a target that is no longer legal or whose location has changed such that the information is unavailable, that check returns "null" and all calculations based on it are ignored.
If I use Flash to move my unit back to base in response to Hidden Blade, do I still draw 2 cards?
Ruling: No, you do not draw 2 cards. When you Flash the unit back to base, the target becomes invalid because it is no longer at a battlefield, so the controller reference returns null and nobody draws. Sequence: - Hidden Blade targets a unit at a battlefield - In response, Flash moves the unit back to base - On resolution, Hidden Blade checks if the target is still valid (a unit at a battlefield) - The target is now invalid because it's no longer at a battlefield - Since the target is invalid, "its controller" returns null - No cards are drawn Nuances: - This is different from replacement effects like Zhonya's or Sett that prevent death. In those cases, the target is still valid at resolution (still at a battlefield), so Hidden Blade attempts to kill it and the controller still draws 2 even though the unit doesn't actually die. - The key distinction is whether the target was legal when the spell began resolving. If it was legal and then saved by a replacement effect, you still draw. If it was already invalid at resolution (moved away), you don't draw. - Both the kill and draw effects reference the target, so the target must be legal for either effect to execute.
If I use Flash to target 2 units at Dreaming Tree, how many cards do I draw?
Ruling: You draw only one card. Dreaming Tree triggers only the first time you choose a friendly unit at that location with a spell each turn, regardless of how many units are targeted by that spell. Nuances: - If both locations are Dreaming Tree and you Flash a unit from each location, you draw 2 cards (one trigger per location) - The "first time each turn" restriction is per player, so both players can each trigger Dreaming Tree once per turn - You must move any units you target with Flash (you cannot target a unit and choose not to move it)
If I use Frigid Touch repeatedly, can I tap Ezreal Legend?
Yes, you can tap your Ezreal legend if you use *Frigid Touch* with *Repeat*. ### The Ruling According to **RiftJudge FAQ #9470** and **RiftJudge FAQ #9631**, Ezreal's legend ability is an activated ability with a "use only if" condition. This condition checks if you have chosen enemy units or gear as targets twice this turn. When you play *Frigid Touch* with *Repeat*, you are playing one spell that targets a unit twice (once for the initial effect, and once for the repeated effect). Because you have chosen an enemy unit as a target twice, you have satisfied the condition for Ezreal's legend ability. ### The Sequence 1. **Playing the Spell:** You play *Frigid Touch* and pay the *Repeat* cost. 2. **Targeting:** As part of playing the spell, you choose an enemy unit as the target for the first effect and an enemy unit as the target for the second effect (these can be the same unit or different units). 3. **Condition Met:** Because you have now chosen enemy units as targets twice this turn, the condition for Ezreal's legend ability is satisfied for the remainder of the turn. 4. **Activation:** Once the spell is on the chain (or even if it is countered later), you may exhaust your Ezreal legend to activate its ability and draw a card, provided you have priority in an Open State. *Note: This is my interpretation based on the provided FAQs regarding targeting and Ezreal's legend ability. No official rulebook entry explicitly details this specific interaction, but it is consistent with the established RiftJudge FAQs.*
If I use Full the Weak and kill my own Immortal Phoenix, can I use the Immortal Phoenix that got killed to come back?
Yes, you can play that same **Immortal Phoenix** from your trash. According to the official FAQ and **Rule 376.2.c.1**, this interaction works because the Phoenix is moved to the trash during the resolution of the spell, and its trigger condition is evaluated immediately after the unit is killed. **The Sequence:** 1. You play **Cull the Weak**. 2. As the spell resolves, you choose to kill your **Immortal Phoenix**. 3. The Phoenix is moved from the board to the trash (Rule 415.1). 4. The spell finishes resolving. At this point, the game checks for triggers. Since a unit was killed by a spell and the Phoenix is now in the trash, its ability triggers. 5. You may then pay {1} Energy and {1} Fury Power to play it from the trash. **Relevant Rule:** > **Rule 376.2.c.1:** "If a Game Object with a Triggered Ability that is active in a specific zone, it is evaluated and subsequently triggered if it enters that zone at the same time that its Trigger’s condition is met. **Example: Immortal Phoenix... This ability triggers if Immortal Phoenix is in your trash immediately after you kill a unit with a spell, even if the unit you killed with a spell was that Immortal Phoenix.**"
If I use Gust on a Noxian Drummer, is the token generated?
Ruling: No, the token is not generated. When Gust removes the unit, the ability can't find "here" to generate the token. Nuances: - If Fight or Flight is played during the showdown, the token is already there before Gust could be used - If Fight or Flight is played from hidden before the showdown to move the drummer to base, then the token will be at its base
If I use Gust on a token, does it count as dying for Yellow Viktor's ability?
Ruling: No, when a token is bounced to hand by Gust, it does not die. Instead, it ceases to exist. Sequence: - Token is bounced to opponent's hand - Token ceases to exist (does not trigger death effects)
If I use Heedles Resurrection to kill Brynhir during an enemy's turn (my reaction), can I play him right away from my trash? Since I paid using Brynhir, technically I can use it from my trash?
No, you cannot use *Heedless Resurrection* to kill Brynhir Thundersong and then immediately play that same Brynhir from your trash. According to the rules of game timing and targeting, this interaction fails for the following reasons: ### The Sequence 1. **Play the Spell:** You announce you are playing *Heedless Resurrection*. 2. **Make Choices:** You must choose a target unit from your trash to be resurrected. At this moment, your Brynhir Thundersong is still on the board and is **not** in your trash, so it is not a valid target. 3. **Lock Targets:** Targets are locked in during Step 2 (Rule 355.15). You cannot change this selection once the spell has begun the process of being played. 4. **Pay Costs:** You then pay the additional cost of the spell by killing your friendly Brynhir Thundersong, moving it to the trash. 5. **Resolution:** Because your target was already locked in during Step 2, you cannot retroactively choose the Brynhir that just arrived in the trash. This is a specific limitation of how *Heedless Resurrection* (and similar spells with targeting requirements) functions; the game engine requires you to declare your target before you pay the costs that would put a new card into the trash. *Sources: RiftJudge FAQ #9523, FAQ #9891, and FAQ #10143.*
If I use Heedless Resurrection and kill Kog'Maw as the additional cost, does the resurrected unit take damage from Kog'Maw's Deathknell?
Ruling: No. The resurrected unit will not take damage from Kog'Maw's Deathknell because the Deathknell resolves before the unit is resurrected. Sequence: - Heedless Resurrection is placed on the chain as a pending item - During finalization, you kill Kog'Maw to pay the additional cost - Kog'Maw's Deathknell trigger is added to the chain on top of Heedless Resurrection before Kog'Maw moves to trash - Both items finalize (Heedless Resurrection first per append order, then Deathknell) - The chain resolves in LIFO order: Deathknell resolves first, dealing 4 damage to all units at that battlefield - Heedless Resurrection then resolves, placing the chosen unit on the chain as a pending item - The resurrected unit enters play after Deathknell has already resolved Nuances: - You cannot choose Kog'Maw as the resurrection target during finalization because he is still on the board at that point - Items finalize in the order they were appended to the chain, even though Deathknell is on top
If I use Heedless Resurrection and kill my only unit at a battlefield to pay its cost, can I play the resurrected unit to that same battlefield?
Ruling: It depends on whether you are attacking or defending, and whether a showdown is ongoing. Sequence: - Targets are chosen before costs are paid, so you cannot resurrect the same unit you kill for the cost. - If resurrecting a different unit from your trash, battlefield control determines where you can play it. Nuances: - **On defense during a showdown:** Yes, you can play the resurrected unit to that battlefield. You retain control because battlefield control cannot change during an ongoing showdown. - **Outside of a showdown (open play):** Yes, you can play the resurrected unit to that battlefield. You only lose control of a battlefield when you have no units there AND the turn is in an open state. Since Heedless Resurrection creates a chain (closed state), you retain control throughout its resolution. - **On attack:** No, you cannot play the resurrected unit to that battlefield. As the attacker, you do not control the contested battlefield and cannot play units there.
If I use Heedless as the attacker, can I play a unit to the battlefield I was attacking?
As the attacker, **no, you cannot play the resurrected unit to the battlefield you are attacking.** According to **RiftJudge FAQ #9753** and the related ruling logic: * **Battlefield Control:** During a showdown, you do not control the contested battlefield. Because you are the attacker, your control is restricted to your own base (and potentially other battlefields you occupy), but you cannot play units into the battlefield you are currently attacking. * **Heedless Resurrection's Restrictions:** While *Heedless Resurrection* creates a chain that allows you to play a unit from your trash, that unit must be played to a valid location. As the attacker, the contested battlefield is not a valid destination for you to play a unit. **Summary of the interaction:** 1. You initiate the *Heedless Resurrection* chain as a [Reaction]. 2. You pay the cost (killing a friendly unit). 3. Even though *Heedless Resurrection* is on the chain (keeping the game state closed), you still cannot play the resurrected unit into the battlefield you are attacking, because as the attacker, you lack the required control of that battlefield to place a unit there.
If I use Here to Help to play Akshan in reaction to Dazzling Aurora's End of Round trigger and steal Aurora, does the trigger still resolve?
Ruling: Yes, the Aurora trigger will still resolve normally. Once a triggered ability is on the chain/stack, removing or stealing the source unit does not prevent the trigger from resolving. Nuances: - This is different from when a unit dies at the same time as its trigger condition (like Viktor dying to Unchecked Power while other units die) - in that case, the trigger never goes on the stack - Once a trigger is on the stack, it will resolve unless specifically countered by a card effect - The trigger does not check the game state of the source card when resolving, only when initially triggering
If I use Here to Help's reaction to play a Deadbloom with the discount, does the Deadbloom need to be played at the battlefield where Here to Help is hidden?
Ruling: Yes, the Deadbloom must be played at the battlefield where Here to Help is hidden. When a hidden spell or play effect causes you to play a unit, you must choose to play that unit at that battlefield. Sequence: - Here to Help (hidden) triggers and allows you to play Deadbloom with a discount - Deadbloom's ability offers the option to be played to any valid location - The hidden battlefield restriction applies, limiting the valid options - You must play the Deadbloom at the hidden battlefield Nuances: - Restrictions trump allowed effects in general - You don't control an occupied enemy battlefield, which can further limit valid play locations - Since Deadbloom offers options for play location, those options are restricted to only the hidden battlefield
If I use Hextech Ray on a 5-Might unit (dealing 3 damage) and then use Smoke Screen on it (reducing it to 1 Might), does it die?
Ruling: Yes, the unit dies. A unit dies when it has damage marked on it equal to or greater than its current Might. Sequence: - Hextech Ray deals 3 damage to the 5-Might unit - Smoke Screen reduces the unit to 1 Might - The unit now has 3 damage marked on it and 1 Might, so it dies Nuances: - Damage is tracked as "damage marked on a unit" rather than as remaining HP - The unit must have non-zero damage for this rule to apply (a unit with 0 damage and 0 Might does not die)
If I use Hextech Ray to deal 3 damage to a target in a showdown and pass priority, can my opponent use Ride the Wind to move the target and cause Hextech Ray to fizzle?
Ruling: Your opponent cannot use Ride the Wind to respond to Hextech Ray because Ride the Wind is an action card, not a reaction. Only reactions and appropriate triggers can respond to actions in a chain. If a target were moved by some other means before Hextech Ray resolves, it would not deal damage as the target would no longer be valid. Sequence: - An action card is played first to begin the chain - Only reactions and triggers can be played in response to actions - Once no one has more reactions/triggers, the chain resolves in first-in-last-out order - After the chain fully resolves, whoever has priority can play another action to begin a new chain Nuances: - Actions can only ever be the first thing in a chain, never played in response to other actions - Cards that say they can be played in showdowns still follow the action/reaction chain rules - If a spell's target becomes invalid before resolution, it will not perform effects that require that target
If I use Hidden Blade on a target and my opponent uses Retreat in response, do they still draw 2?
Ruling: No, the controller does not draw 2 cards because when Hidden Blade resolves, the target is no longer legal due to Retreat removing it. Sequence: - Hidden Blade is played targeting a unit - Opponent responds with Retreat on that unit - Retreat resolves first, removing the unit - Hidden Blade resolves but has no legal target - No cards are drawn Nuances: - The controller draws if the target is legal when the card begins resolving - If a unit dies and a replacement effect like Zhonyas or Sett's legend ability prevents the death, the controller still draws 2 cards because the target was legal when resolution began - Replacement effects don't cause the unit to "die and then come back" - the death is replaced entirely
If I use Hidden Blade on a unit and my opponent kills that unit with a spell on the chain before Hidden Blade resolves, does the controller still draw 2?
Ruling: If the unit is killed before Hidden Blade resolves, no one draws 2 cards. However, if the unit is moved to a different zone (like being recalled to base) by a replacement effect during Hidden Blade's resolution, the controller still draws 2. Sequence: - Hidden Blade begins resolving and captures information about the target unit - If a replacement effect (like Sett's ability or Zhonyas) moves the unit during resolution, Hidden Blade retains the controller information from the start of resolution - The controller draws 2 even though the unit wasn't killed Nuances: - If the unit is killed by another spell before Hidden Blade resolves (like with Flurry of Blades), the target becomes illegal and the spell cannot determine the controller, so no one draws - If the unit is saved by a replacement effect during Hidden Blade's resolution (not before), the controller information is retained from the start of resolution and that player draws 2 - The key distinction is whether the unit becomes an illegal target before resolution starts versus during resolution with a replacement effect
If I use Hidden Blade on my own unit at The Dreaming Tree, do I draw 2 or 3 cards total?
Ruling: You draw 3 cards total. You target your own unit with Hidden Blade, which triggers The Dreaming Tree to draw 1 card, and Hidden Blade itself draws 2 cards. Sequence: - Play Hidden Blade, targeting your own unit on The Dreaming Tree. Hidden Blade is finalized on chain. - The Dreaming Tree is triggered. That effect is also finalized on chain. - Assuming both players pass, The Dreaming Tree resolves first (draw 1), then Hidden Blade resolves (draw 2). Nuances: - "Choose" and "target" are effectively the same for cards like The Dreaming Tree. Cards triggered on "choose" are actually triggered on "target." - Targeting is: anything you choose in a public zone, that you alone choose, that isn't costs or replacement effects. - Some cards that say "choose" aren't actually targeting (like Cull or Divine Judgment), specifically when they force other players to act as well (each player does X).
If I use Hidden Blade to kill my own unit in response to my opponent's Hidden Blade targeting that same unit, do I draw 2 cards from both Hidden Blades?
Ruling: No, you only draw 2 cards from the Hidden Blade that successfully kills the unit. When you kill your own unit first, the opponent's Hidden Blade loses its valid target and cannot determine the controller of the unit (since it no longer exists at the battlefield), so its draw effect does not trigger. Sequence: - You respond to opponent's Hidden Blade by flipping your own Hidden Blade to kill your unit - Your Hidden Blade resolves first, kills the unit, and you draw 2 cards - Opponent's Hidden Blade tries to resolve but the target unit is no longer at the battlefield - Opponent's Hidden Blade cannot determine "its controller" because the unit doesn't exist anymore - No additional cards are drawn from opponent's Hidden Blade Nuances: - If the unit is moved away from the battlefield (e.g., via Retreat or Flash), Hidden Blade also fails to draw cards because the target is no longer valid - Exception: If the unit is saved by Hourglass, you still draw 2 cards because the unit was still "a unit at a battlefield" at the time Hidden Blade resolved, even though the kill was replaced
If I use Hook to look at the top card of my deck and see an Undertitan, do I get to float 2 energy?
Ruling: No, you do not get the 2 energy from Undertitan when using Hook. Hook only lets you look at cards, not reveal them, and Undertitan's ability requires the card to be revealed from the top of your deck. Nuances: - Look and Reveal are different game actions - looking at a card does not count as revealing it - Cards like Nocturne work with effects like Stacked Deck because Nocturne's text specifically says "As you look at or reveal me from the top of your deck" (covering both cases)
If I use Hostile Takeover on an opponent's Ferrous Forerunner, attack with it, then Hidden Blade it, do I keep the mech tokens created by its Deathknell ability and draw cards from Hidden Blade?
Ruling: Yes, you keep both the mech tokens from Ferrous Forerunner's Deathknell and draw 2 cards from Hidden Blade. You own and control the Deathknell effect when it triggers, and Hidden Blade looks back to see you were the controller when the unit died. Sequence: - Cast Hostile Takeover on opponent's Ferrous Forerunner at a battlefield - Take control of Forerunner and ready it - Move it into battle and win the showdown - Cast Hidden Blade on the Forerunner - Deathknell triggers under your control, creating 2 mech tokens for you - Hidden Blade draws you 2 cards Nuances: - There is no effect that would return the tokens to the opponent since Hostile Takeover only returns the unit itself, not tokens created while under your control - Hidden Blade "looks back" to the state the unit was in when killed, confirming you were its controller for the draw effect
If I use Hostile Takeover to take control of my opponent’s only unit at a battlefield, will there be a showdown? Will it be a combat?
You’ll start a noncombat showdown. (Hostile Takeover’s reminder text is a little misleading in this regard—you have to have some kind of showdown before you can conquer.) This ruling applies any time you have a unit at a battlefield when your opponent still controls that battlefield, but doesn’t have any units there. (Yes, that can happen. Hostile Takeover and Stormbringer are the easiest ways to do it.) There’s a gap in the current rules that leaves this situation without an obvious outcome. We plan to address that gap in the next regular rules update. The issue is surprisingly complex, and we’re not 100% sure what the answer will be when we’re done. In the meantime, though, we believe starting a noncombat showdown is the least disruptive way to handle this scenario. If you need really precise timing: assume that your opponent loses control of the battlefield in the same cleanup that begins the showdown, even though ordinarily control is “frozen” once the battlefield becomes contested.
If I use Hostile Takeover, is the unit now considered friendly and can I kill it with Deathgrip?
Yes, if you use **Hostile Takeover** to take control of an enemy unit, that unit becomes a friendly unit under your control for the duration of the effect. Because it is now a friendly unit, it is a legal target for **Deathgrip**. According to the rules and FAQs regarding control-changing effects: * When you take control of a unit, it becomes your friendly unit. * **Deathgrip** requires you to "Kill a friendly unit." Since the unit you took control of is now under your control, it satisfies this requirement. As noted in the FAQ regarding **Deathgrip**: > "1) the friendly unit is a target, not a cost; 2) it is chosen along with the other friendly unit and killed as the spell resolves; 3) if you don’t actually kill it for any reason... you do not give the second friendly unit any Might." Therefore, you can target the unit you took with **Hostile Takeover** to satisfy the "Kill a friendly unit" requirement of **Deathgrip**.
If I use Imperial Decree and Bellows Breath on an Irelia with Guardian Angel, will both die?
Yes, your **Irelia** will be killed. The interaction between **Imperial Decree** and a **Repeated** spell results in multiple kill triggers. Because **Guardian Angel** is a one-time replacement effect, it can only save the unit from the first kill trigger; the subsequent trigger will then find and kill the unit. ### Sequence of Events: 1. **Imperial Decree** is played and resolves, creating an active effect for the turn. 2. **Bellows Breath** is played with the **[Repeat]** cost paid, targeting **Irelia**. 3. **Bellows Breath** resolves: * The first instance deals 1 damage. **Imperial Decree** triggers, placing a "kill" trigger (ID1) on the chain. * The second instance (**Repeat**) deals 1 damage. **Imperial Decree** triggers again, placing a second "kill" trigger (ID2) on the chain. 4. The chain resolves in **LIFO (Last-In, First-Out)** order: * **ID2 resolves first:** It attempts to kill **Irelia**. **Guardian Angel** activates as a replacement effect, destroying itself to save **Irelia**. **Irelia** is healed, exhausted, and recalled to your base. * **ID1 resolves next:** It attempts to kill **Irelia**. Because **Guardian Angel** has already been destroyed, there is no protection remaining. **Irelia** is killed at your base. ### Key Nuances: * **Replacement Effect:** **Guardian Angel** is a one-time replacement effect. Once consumed to save the unit from the first kill trigger, it cannot protect against subsequent triggers. * **Tracking:** **Imperial Decree’s** kill trigger does not require the unit to remain at its original battlefield. It tracks the unit to its new location (your base) and executes the kill there. * **Damage Instances:** Paying the **[Repeat]** cost for **Bellows Breath** creates two distinct damage events, which is why **Imperial Decree** triggers twice.
← PreviousPage 96 of 224Next →