Riftbound Frequently Asked Questions

Search verified questions and answers.

When can hidden cards be revealed, particularly on an opponent's turn during neutral open state or when passing priority?
Ruling: Hidden cards can be revealed any time you have priority, just like reactions. On an opponent's turn during neutral open state, you do not gain priority through phase changes - only through chains being opened. If an opponent passes during an open state, their turn ends and you don't have a chance to respond unless this causes something to trigger. Sequence: - During your turn in neutral open state, you can reveal hidden cards as discretionary actions - On opponent's turn, you can only reveal hidden cards when a chain is opened (giving you priority to react) - If opponent passes during open state without opening a chain, their turn ends with no reaction window Nuances: - The temporary trick works: if a unit with temporary at a location with a hidden card is banished, you can react by flipping the hidden card because temporary creates a chain/trigger - During showdowns, when opponent passes focus to you, you can play hidden cards even though it's not a neutral open state - Phase changes alone do not grant priority to the non-turn player
When can players play reactions in Riftbound?
Ruling: Players can play reactions any time they have priority during the Action phase, which occurs when any item is added to a chain (except permanents like units/gears and ADD abilities) and after each item resolves. No player has priority outside the Action phase except when there's a trigger. Sequence: - Priority is passed starting with the person who added an item to the chain - Priority is passed after each item resolves, beginning with the controller of the next item - Players may play reactions when they have priority Nuances: - Permanents (units and gears) and ADD abilities (like runes or Kai'Sa/Darius) create chains but do not pass priority, so they cannot be reacted to - Playing a spell or using an ability always creates a chain if there isn't already one (except passive abilities like green Leona) - During the beginning phase, no player has priority unless there's a trigger
When can reaction spells like Fight or Flight be played to move Blitzcrank back to base before he scores and bounces back to hand?
Ruling: You can only play a reaction spell to move Blitzcrank before he scores if another ability triggers during the Beginning Step (like Dr. Mundo or a Temporary unit dying). If no abilities trigger during the Beginning Step, there is no window to play Fight or Flight before Blitzcrank's "When I hold" ability triggers during the Scoring Step. Sequence: - Beginning Phase consists of Beginning Step, then Scoring Step - Blitzcrank's ability triggers during the Scoring Step when he scores - If another ability triggers during the Beginning Step, you can react to that trigger and move Blitzcrank to base before scoring - If no abilities trigger during the Beginning Step, Blitzcrank will score and trigger his ability with no opportunity to react beforehand - Once Blitzcrank's trigger is on the chain, he will bounce back to hand regardless of where you move him
When can reactions be played in Riftbound, and how do chains and showdowns work with reactions?
Ruling: You can use reactions during your turn or during your opponent's turn only when you gain priority - either when there's an active chain and your opponent passes priority to you, OR during a showdown when you gain focus (and therefore priority). A chain must be started first; base speed discretionary actions (like playing vanilla units or moving to a battlefield you control) do not open a chain where you can react. Sequence: - A chain is started when spells or actions are cast - When a unit moves to a battlefield that is not controlled, an open showdown is started - During a showdown, you can play reactions when you have focus/priority - Your opponent can respond to your attempt to take a battlefield with an action or reaction Nuances: - You cannot use reactions during your main phase just because you have priority - there must be an active chain - Moving to an unoccupied battlefield triggers an open showdown - Hidden cards are not played when hidden; they can be reacted with on the next turn
When can reactions be played on an opponent's turn, and what happens when a unit moves into an empty battlefield?
Ruling: Reactions can be played during chains in a closed state, which occurs when opponents activate abilities on units, play spells, or during showdowns. When a unit moves into an empty battlefield, a showdown still starts and you can react to it, but it skips the "when I defend" and "when I attack" activations and goes right to the ability to play actions and reactions. Sequence: - When a unit moves to an empty battlefield, a showdown is initiated - The showdown skips "when I attack" and "when I defend" triggers (since there's no defender/attacker status) - Players can play actions and reactions during this showdown window - If a defender moves in during this window (e.g., via Ride the Wind), the current showdown concludes with no one taking control - If both players still have units there, a new combat showdown is initiated with proper attacker/defender designation - Only in this new combat showdown do Assault/Shield and "when I attack"/"when I defend" effects trigger Nuances: - Playing a vanilla unit (without "on play" effects) does not create a chain - Standard moves do not create chains themselves - Adding energy, Assault, Shield abilities, and playing units without "on play" effects do not create chains - Assault only applies when defenders are present at the time attackers enter the battlefield - If a defender is added during a showdown to an empty battlefield, the showdown must end and restart as a combat showdown for attacker/defender roles to be defined
When can resources be floated in Riftbound, and what are the limitations on floating resources?
Ruling: Resources can be floated when paying for costs or anytime you can play a reaction, and also whenever you have priority (which allows recycling runes to float power at any time within timing restrictions). Sequence: - Tap runes to float energy whenever you have priority - Use floated resources to pay costs - Floated resources empty at the end of turn AND after the draw phase Nuances: - You cannot float resources before the channel phase and have them available during your turn (they empty after draw phase) - Reaction effects that generate resources can be used in excess of the cost being paid - You can float resources in excess when paying for costs - Common play pattern: Float energy from runes, recycle one rune for additional effect, then use the floated energy to pay for costs
When can spells be played based on their timing keywords (no timing keyword, Action, Reaction)?
Ruling: Spells with no timing keyword are used in neutral open state (nothing on chain, no showdown). Action speed can be used in neutral open and showdown open states. Reaction speed can be used in all states including when the chain is closed. Sequence: - Base speed (no timing keyword): Anytime on your turn when there is no active showdown or chain - Action Speed: Anytime you can play Base speed, plus anytime you have priority in a showdown with no chain (state is open) - Reaction Speed: Anytime you could play Action, plus anytime you have priority in a showdown regardless of whether there is a chain Nuances: - Each speed inherits from those below it, so anytime you can play base speed you can also play action/reaction - You must have priority to use them - In neutral open state, you can only cast spells on your turn - When it's not your turn, you can only use abilities if there is a chain and you get priority to react, or there is a showdown and you get focus/priority to play on an empty chain
When can units retreat using Reaver's Row - only when the point is contested, or later during combat after chains resolve?
Ruling: Reaver's Row triggers at the start of the combat showdown on the same chain as "when I attack" abilities. You must choose the unit to potentially retreat at that point and decide whether to retreat when the effect resolves. You cannot retreat later in the showdown. Sequence: - "When I attack" abilities trigger first (go lower on chain, resolve last) - Reaver's Row defend trigger goes on chain - Chain resolves backwards, so defend trigger (Reaver's Row) resolves first - Choose whether to retreat the selected unit when effect resolves Nuances: - If an attacking unit like Yasuo has an attack trigger, the defending unit can still retreat before Yasuo's damage because the defend trigger resolves before the attack trigger
When can you 'float' resources (tap runes for Energy or recycle runes for Power) in Riftbound, and specifically, can you recycle a rune gained from Star-Tipped Peak before channeling to have it available untapped?
Ruling: You can tap or recycle runes any time you can play a reaction, or any time a card asks you to pay a cost during card resolution. Runes have reaction speed abilities by default. However, you cannot recycle a rune immediately after gaining it from a trigger like Star-Tipped Peak to use it before channeling, because you only get the rune after the trigger resolves and don't get priority if the chain is empty. Sequence: - Star-Tipped Peak trigger resolves, giving you the rune exhausted - Chain is empty, so no priority to react - You proceed to channeling phase - The rune remains exhausted when channeled Nuances: - You could recycle the rune before channeling if you had a second trigger (like Grove of the God-Willow) that you ordered to resolve last, allowing you to react to that trigger with the rune - Star-Tipped Peak is a "may" ability, so you can choose not to trigger it and get your rune ready during normal channeling instead - Your rune pool (Energy/Power) empties after you draw for turn - You only get priority when the chain empties during showdowns, not during other phases
When can you activate Tideturner from hidden, given that hidden cards can normally only target cards in the same battlefield?
Ruling: Tideturner can be activated from hidden to target units on the other battlefield when all units on its own battlefield are illegal targets, functioning as a reaction. Sequence: - Check if all units on Tideturner's battlefield are illegal targets - If so, Tideturner becomes a reaction - You can then target any unit on the other battlefield Nuances: - This allows you to save a unit on the other battlefield during combat - Can also be activated in response to a spell (though less commonly relevant)
When can you actually play reactions in Riftbound, given that the reminder text says 'any time' but the comprehensive rules seem to give priority only in limited circumstances?
Ruling: You can play reactions any time you have priority, not literally any time. The reminder text is simplified and not meant to be a complete rules explanation. Sequence: - Priority is given in limited circumstances defined by the comprehensive rules (on your action phase in neutral open state, when you gain focus in showdown, in closed state when you hold priority, and in closed state when you are the next relevant player and were passed to) - Additionally, each player gets priority after a card goes on the chain before it resolves (such as after Shakedown is played) - You can play reactions during any of these priority windows Nuances: - Reminder text is intentionally simplified and not legally precise - it reminds you what keywords mean if you know the rules generally, but doesn't provide complete rules details - The owner of a targeted unit doesn't need to be a "relevant player" to respond - all players get priority when cards go on the chain - Priority rules for cards going on the chain are found in the combat section of the rules, which can be non-intuitive
When can you play a +1 might reaction like En Garde to save a unit from Disintegrate's lethal damage?
Ruling: You can only play En Garde before Disintegrate resolves. Once Disintegrate resolves and deals lethal damage, a cleanup occurs immediately and there is no reaction window to save the unit. Sequence: - Player A plays Disintegrate (target selected on play) - Player B can play En Garde here - If En Garde is played, it resolves first, boosting the unit's might - Then Disintegrate resolves against the now-boosted unit - Cleanup occurs immediately after Disintegrate resolves, killing any units with lethal damage - No reaction window exists between spell resolution and unit death Nuances: - Targets for spells are selected on play, not on resolution (unless the spell specifically says otherwise) - Cleanup occurs any time a Chain Item is removed from the Chain - Example 1 (playing En Garde before Disintegrate resolves) is correct - Example 2 (trying to play En Garde after Disintegrate resolves) is incorrect - no reaction window exists
When can you play action spells like Challenge, and can they target units on the opponent's base?
Ruling: Action cards can be played on your turn or during a showdown when there isn't a chain. Unless a spell explicitly restricts where it can target, it can target anywhere (base or battlefield). Nuances: - The general timing rule applies to action cards broadly, not just Challenge specifically
When can you play units directly onto a battlefield? Can you conquer and play units on the same battlefield in the same turn?
Ruling: You need to have a unit on a battlefield to play units directly onto it (control it). You can move a unit onto an open battlefield and then play another unit from your hand onto that same battlefield in the same turn. Sequence: - Move or place a unit onto the battlefield to establish control - Then play additional units from hand onto that battlefield Nuances: - Some card effects may allow placing units on open battlefields without needing control - If you sacrifice your only unit at a battlefield as a cost (like with Cruel Patron), you lose control before the new unit is played, so you cannot play it there unless you control another unit at that battlefield
When can you use REACT spells in response to opponent's abilities, spells, or gear outside of showdown phase?
Ruling: You cannot react to gear or units as they are played. When spells, triggered abilities, or activated abilities are played, they create a chain which allows you to play reaction spells even outside of showdown. Reaction spells can be played in all game states (Neutral/Showdown and Open/Closed). Sequence: - Opponent plays a spell, triggered ability, or activated ability - A chain is formed (Closed state) - You can now respond with reaction spells - This works even outside of showdown (Neutral state) Nuances: - Action spells cannot be played during chains; they can only start chains - Action spells can only be played during Showdown or Neutral Open states - Base spells can only be played during Neutral Open states - Anything that says "add" does not create a chain and cannot be reacted to - Units played without triggered abilities cannot be reacted to before they move to battlefield
When cards have 'when a unit dies' effects, do they trigger when the unit itself dies?
Ruling: No, units with "when a unit dies" effects do not trigger when they themselves die. They would be in the trash when their effect would trigger, so they cannot trigger. Nuances: - This game does not have "Last Known Information" (LKI) rules like some other TCGs such as Magic: The Gathering - Without LKI, cards cannot refer to their field text after they have moved to another zone - Even if multiple units die simultaneously (such as to Bullet Time), the units with "when a unit dies" effects will not trigger for themselves or other units that died at the same time
When casting Blade Flurry and moving Warwick in to attack, does Warwick's ability resolve before, during, or after the combat showdown?
Ruling: Warwick's ability resolves during the combat showdown as part of the Initial Chain, which is the first step of a combat showdown and includes "when I attack/defend" abilities. Sequence: - Blade Flurry is cast and Warwick moves in to attack - Combat showdown begins with the Initial Chain step - Warwick's "when I attack" ability triggers during the Initial Chain - The opponent has a reaction window (not an action window) since there is currently a chain and the attacker has focus Nuances: - You can react to Warwick's trigger with Flurry of Blades for the same result - Flash effects can counter Warwick by saving the target during this reaction window
When casting Bullet Time, can the opponent react after the caster decides how much power to pay during resolution?
Ruling: No, the opponent cannot react after the caster pays power during Bullet Time's resolution. The power payment happens during resolution, not as an additional cost during casting, so there is no reaction window after the amount is determined. Sequence: - Cast Bullet Time by paying its energy and power cost, targeting a battlefield and adding it to the chain - Opponent may react while Bullet Time is on the chain (before it resolves) - If opponent passes, Bullet Time resolves and the caster pays any amount of power to deal that much damage - No reaction window exists after the power amount is paid during resolution Nuances: - The opponent can react before resolution (e.g., with Retreat or buffs) but must do so without knowing how much power will be paid - The caster can respond to opponent reactions by choosing to pay 0 power after resolution if desired
When casting Charm, do you need to declare the target unit's destination before resolution, and what are the legal destinations?
Ruling: When you put Charm on the chain, you must declare both the target enemy unit and its legal end destination. Nuances: - Your own base is not a legal destination for the charmed unit - You can declare your opponent's base as the destination, but if the unit is at Vilemaw, Vilemaw's effect will prevent Charm from having any effect unless the unit moves to another battlefield before Charm resolves - If the enemy unit is at Vilemaw, you cannot move it to your opponent's base, but you can move it to the other battlefield
When casting Divine Judgement by tapping 7 runes and recycling 2, can the player also float a power to hide a card on their Battlefront during the same turn?
Ruling: Yes, the player can add a power to their pool while paying for Divine Judgement. The power won't empty until end of turn, so they'll be able to use it to hide something on their Battlefront. Sequence: - Tap the 7 runes and recycle 2 to cast Divine Judgement - Add a power to the pool from the runes - The power remains available until end of turn - Use the floated power to hide a card on the Battlefront
When casting Divine Judgement, if I pass priority without floating resources and my opponent floats energy/power using mana abilities without adding other effects to the chain, do I get priority back before the spell resolves?
Ruling: Yes, you get priority back. When your opponent activates mana abilities (add abilities), those go on the chain and immediately resolve without passing priority, but they count as "adding something to the chain" which means you receive priority again when your opponent passes. Sequence: - You cast Divine Judgement and pass priority without floating resources - Opponent receives priority and activates mana abilities (these go on chain and immediately resolve) - Opponent passes priority - You receive priority again and can now float your own resources or add effects - If both players pass priority in succession without adding anything, Divine Judgement resolves Nuances: - If you float resources first and pass, your opponent can respond with counterspells like Wind Wall - The priority cycle can continue multiple times - if you both keep adding things and passing, each player gets another opportunity to respond - An opponent could strategically float resources to bait you into spending your resources, then counter your spell when they get priority again
When casting Icathian Rain against a unit with Deflect, do you pay the Deflect cost once or for each time you target that unit?
Ruling: You must pay the Deflect cost for each time you target a unit with Deflect, even if you target the same unit multiple times. Since Icathian Rain targets 6 times, you may need to pay Deflect up to 6 times. Sequence: - Choose all 6 targets for Icathian Rain (you can target the same unit multiple times) - Pay the Deflect cost for each target that has Deflect - Opponent has opportunity to respond with reactions - Spell resolves and all 6 instances of damage happen Nuances: - You pay Deflect costs before the spell can be countered by effects like Windwall - Opponents can play reactions after you choose targets but before the spell resolves - All 6 damage instances happen at resolution; you cannot use reactions between individual shots
When casting a spell like Dragon's Rage or Charm, do you need to declare targets and destinations before opponents can counter it?
Ruling: Yes, you must declare the target and destination when you cast the spell, before opponents can counter it with cards like Defy or other counter spells. Sequence: - Declare target and destination when casting the spell - Opponent has opportunity to counter the spell - If spell resolves, Dragon's Rage creates a reflexive trigger (the "do this:" part) that targets a unit to fight - The reflexive trigger cannot be countered (only the original spell can be countered) Nuances: - Dragon's Rage is unique because it uses a reflexive trigger - you only declare the initial target and destination when casting, not the unit it will fight - The fight target is chosen when the reflexive trigger is created upon resolution - Charm works the same way as Dragon's Rage's first part (declare target and destination, can be countered)
When casting a spell with Repeat, does the player need to declare the Repeat after checking if the opponent uses Defy?
Ruling: No. You must declare and pay for Repeat as part of playing the spell onto the Chain, before passing priority. You cannot wait to see if the opponent uses Defy. Sequence: - Declare the spell and whether you are paying the Repeat cost - Choose targets, modes, and other relevant spell details - Pass priority (opponent can now respond with Defy or other responses) Nuances: - Repeat does not create a reflexive trigger; it is an additional cost paid when casting - A spell with Repeat paid is still one single spell on the Chain - If Defy is used on a spell with Repeat, it cancels the entire spell (both instances) - Defy checks the base cost of the spell, so Repeat does not affect whether a spell can be Defied
When casting multiple spells targeting a unit in base (not in combat), does the unit heal between spells, or does damage persist?
Ruling: Casting spells is not combat. Units only heal at the end of combat showdowns (when attacking an already controlled battlefield) and at the end of each player's turn. Damage from multiple spells cast in succession persists until one of these healing triggers occurs. Sequence: - Kaisa can cast first Falling Star, dealing 6 damage to Thousand-Tailed Watcher in base - Kaisa can immediately cast second Falling Star, dealing another 6 damage - The Watcher does not heal between these spells because no combat or turn end has occurred - The damage accumulates and kills the Watcher Nuances: - Moving to an empty battlefield creates an "open showdown" which does NOT trigger healing - Only "combat showdowns" (attacking already controlled battlefields) trigger healing - Units also heal at the end of each player's turn (both players' turns) - During a showdown, spells can target units anywhere, including units in base that are not part of the showdown - Healing is always global when it occurs, affecting all units
When channeling runes with a card like Catalyst, do those channeled runes enter ready or exhausted?
Ruling: Channeled runes enter ready by default. However, if a card specifies that the runes enter exhausted (like Catalyst does), they enter exhausted. Nuances: - Cards must explicitly state if channeled runes enter exhausted - Catalyst specifically states its channeled runes enter exhausted - Most cards that channel runes have them enter exhausted, though some effects (like Obelisk of Power) can have runes enter ready
When charming a unit with a 'When I Attack' ability onto a battlefield, what is the chain resolution order, and does the opponent get focus first even though it's my turn?
Ruling: When you charm a unit with a 'When I Attack' ability onto your battlefield, the chain resolution order is attacker triggers first, then defender triggers. Even though it's your turn, your opponent gets focus first because they applied the contested status (through your charm spell). Sequence: - When I Attack triggers resolve first - When I Defend triggers resolve second - Attacker resolves - Defender resolves Nuances: - The order is technically "attacker triggers > defender triggers" rather than strictly "when attack > when defend" (relevant for abilities like Ahri Legend) - Reaver's Row is treated the same as "When I Defend" for timing purposes - When charming an opponent's unit onto your Reaver's Row, they choose their target first (as defender trigger), then you can pull that target to base
When combat damage cleanup happens at one battlefield, does damage get removed from units at other battlefields as well?
Ruling: During a combat cleanup, damage is healed from all units everywhere, not just units at the battlefield where combat occurred. Nuances: - This applies even when the opponent controls multiple battlefields - Damage from sources like Flurry of Blades that affected units at all battlefields will be removed from all those units during any combat cleanup
When combat ends at one battlefield, do units at other battlefields (and at base) heal from damage, including units damaged by spells like Falling Star?
Ruling: Yes, all units everywhere heal when any combat ends, including units at other battlefields and at base. Sequence: - Combat cleanup occurs as the first step of the Resolution Step after combat - During combat cleanup, a Special Cleanup is invoked - All marked damage is cleared from all units (everywhere) Nuances: - This healing applies even to units damaged by spells like Falling Star or Icathian Rain that are not participating in the combat that just ended
When combat is initiated and triggers go on the initial chain, does the defender get focus after the initial chain resolves, or does the attacker always get focus first in the showdown?
Ruling: After the initial chain resolves, the attacker always gains focus first, regardless of whether triggers were present on the initial chain. Nuances: - This is a known rules issue where the current comprehensive rules don't clearly support this outcome - The rules will be clarified in a future comprehensive rules document update
When combat resolves at one battlefield, does damage get removed from units at other battlefields that were not involved in the combat?
Ruling: Yes, when combat fully resolves, all marked damage is cleared from all units at all locations, including units at battlefields that were not involved in the combat. Sequence: - Combat occurs at one battlefield - Combat fully completes and enters the resolution step - All marked damage is cleared from all units at all locations simultaneously Nuances: - This applies even to damage dealt earlier in the turn (such as from Hextech Ray) to units at different battlefields - This rule is not intuitive and can lead to misunderstandings about staging or baiting reactions
When combat starts, is there a window to play cards before Attack/Defend abilities trigger, and does Teemo, Strategist's errata prevent him from triggering his Defend ability when played from hidden during combat?
Ruling: There is no window to play cards between starting combat and when Attack/Defend abilities trigger, unless a triggered ability occurs during movement that creates a priority window. Teemo, Strategist still works when played from hidden at reaction speed during combat because "When I Defend" triggers when a card gains the defending designation, not only at the start of combat. Sequence: - Combat starts and Attack/Defend abilities trigger immediately - Players get priority to respond after these triggers are on the chain - If Teemo is played from hidden at reaction speed during the showdown, he becomes a defending card - When he gains the defending card designation, his "When I Defend" ability triggers Nuances: - The only exception for a window before Attack/Defend triggers would be if a triggered ability occurred during movement (such as a merchant move trigger) - Teemo's errata was specifically implemented because of changes to defender triggers, to ensure he doesn't trigger twice
When conquering Candlelit Sanctum and seeing Nocturne in the top cards, can you exhaust runes to create floating mana before recycling to pay for Nocturne?
Ruling: Yes, you can exhaust runes to create floating mana before recycling to pay for Nocturne. Whenever you need to pay resources, you get a chance to tap and recycle as many runes as you want to float energy, or activate any other reaction add effects. Sequence: - Conquer Candlelit Sanctum and look at top cards - See Nocturne among the cards - When paying for Nocturne, exhaust runes to float energy - Use the floating energy to pay for recycling Nocturne Nuances: - Energy created this way stays in your pool until you use it or end of turn - This applies to any reaction add effects, not just runes
When conquering Candlelit Sanctum for your 8th point (which draws a card instead of scoring), do the card draw and conquer effects happen simultaneously so they can be layered, or is there a specific order?
Ruling: You draw the card before resolving Candlelit Sanctum's conquer effect. The scoring (or drawing instead of scoring at 8 points) happens before conquer triggers are put on the chain. Sequence: - The scoring process occurs (you draw a card instead of gaining a point since you're at 8 points) - Conquer/hold triggers are then put on the chain - Conquer effects resolve Nuances: - Conquer and Hold abilities are subsets of "score abilities" - Drawing a card instead of scoring still counts as conquering the battlefield and triggers conquer effects
When conquering Hirana Monastery, does the buff that needs to be spent have to be from that battlefield, or can it be from a unit in base or on a different battlefield?
Ruling: Any buff on your board can be spent to conquer Hirana Monastery, regardless of whether it is on a unit in your base or on a different battlefield. Nuances: - The buff does not need to be specifically from the Hirana Monastery battlefield itself
When conquering The Candlelit Sanctum with 7 points already, does the score point and draw happen before or after looking at the top two cards?
Ruling: The score point and draw happen first, before looking at the top two cards. The Candlelit Sanctum's ability triggers after the conquer is completed, which includes scoring and drawing. Sequence: - Score a point and draw a card (completing the conquer) - Look at the top two cards of your main deck - Recycle one or both cards, or put them back in any order
When conquering Zaun Warrens with Red Kai'sa and no cards in hand, can you choose the order of conquer effects to draw from Zaun Warrens first, then discard to Red Kai'sa, ending with two cards instead of one?
Ruling: Yes, you can choose the order of conquer triggers, so you can have Zaun Warrens trigger before Red Kai'sa to end up with two cards in hand instead of one. Sequence: - Gain the point from conquering - Conquer triggers go on the chain in your chosen order - Resolve triggers in order (e.g., Zaun Warrens draws first, then Red Kai'sa discards) Nuances: - If you conquer at 7 points (triggering the draw instead of gaining an 8th point), that draw happens before conquer triggers go on the chain, because the draw replaces gaining the point and points are gained before conquer triggers - This means the 7-point draw cannot be ordered relative to other conquer triggers
When conquering Zaun Warrens with no cards in hand, do you still get to draw a card if you cannot discard?
Ruling: Yes, you still draw a card even if you have no cards to discard. The discard and draw effects are independent of each other. Nuances: - The card does not use "to" linking the discard and draw, meaning they are separate effects rather than a cost and benefit
When conquering Zaun Warrens, what is the order of conquer triggers and scoring effects?
Ruling: Drawing the card is part of the conquer score. The conquer effect triggers when you conquer (when you draw a card) and is finalized in the following cleanup, so you draw first and then resolve the Zaun Warrens trigger. Sequence: - Draw a card (as part of conquering/scoring) - Resolve Zaun Warrens trigger in the following cleanup
When conquering a battlefield at 7 points with Zaun Warren and an empty hand, can you choose the order of drawing from the conquer attempt and Zaun Warren's discard-then-draw effect?
Ruling: You cannot choose the order. Scoring the point (or drawing a card when at 7 points) happens as part of the conquer effect itself and does not use the chain. Zaun Warren's trigger only goes on the chain after the conquer is complete. Sequence: - You conquer the battlefield and immediately draw a card (instead of scoring point 8) as part of the conquer effect - Zaun Warren's conquer trigger then goes on the chain - When Zaun Warren's trigger resolves, you discard then draw Nuances: - The scoring/card draw is part of the conquer effect itself, not a separate triggered ability - Zaun Warren only triggers after the conquer is done, so it cannot be stacked before the conquer's built-in effects
When conquering a battlefield that has a 'discard 1 and draw 1' effect, and my unit also has a 'draw one when conquering' effect, what order do these effects resolve?
Ruling: When multiple abilities trigger at the same time (such as "when you conquer" effects), the owner of those abilities chooses the order they are placed onto the Chain. Sequence: - Both the battlefield's conquer effect and the unit's conquer effect trigger simultaneously - The player who controls both abilities chooses which order to place them onto the Chain - The effects then resolve in the order chosen
When conquering a battlefield where units die in the process, do death triggers (like Viktor/Deathknell) and conquer triggers (like Zaun Warrens) go on the chain at the same time, or does one happen before the other?
Ruling: Death triggers occur before conquer triggers. Units die first during the resolution step, triggering abilities like Deathknell and Viktor. After those triggers resolve, the battlefield is conquered and conquer triggers go on the chain. Sequence: - Units with lethal damage die during the resolution step - Death triggers (Deathknell, Viktor, etc.) go on the chain - Death triggers resolve - Battlefield is conquered (if no defending units remain but attacking units do) - Conquer triggers (like Zaun Warrens) go on the chain - Conquer triggers resolve Nuances: - In the original example with Viktor, Gemcraft Seer, and Zaun Warrens: Vision triggers from Gemcraft Seer must resolve before Zaun Warrens triggers, even if you wanted to draw first - Players can play reactions to triggered abilities during the resolution step, but cannot activate abilities - The resolution step processes sequentially - each sub-step depends on the previous one completing
When conquering a battlefield, can you move ready units from base to the battlefield, and can you bring units from other battlefields?
Ruling: When conquering a battlefield, you can move any number of ready units from your base to that battlefield. You cannot bring units from other battlefields unless those units have ganking, in which case you can bring one or more ganking units from other battlefields as long as they all move to the same target battlefield. Sequence: - Move any number of ready units from base to the target battlefield - Optionally, move one or more units with ganking from other battlefields to the same target battlefield Nuances: - Units from other battlefields can only join if they have the ganking ability - All ganking units must move to the same target battlefield
When conquering a battlefield, if both a unit ability and the battlefield's ability trigger on conquest, which resolves first?
Ruling: When multiple abilities trigger on the same event (conquering), you get to select the order in which they resolve. Sequence: - Conquer the battlefield - Both abilities trigger simultaneously - You choose which ability to resolve first - Resolve the second ability Nuances: - In the Rek'Sai and Hall of Legends example, you can choose to pay to ready Rek'Sai first (using Hall of Legends), then use her ability, or vice versa.
When conquering a location, does the point/card draw happen before or after the battlefield effect triggers?
Ruling: When you conquer a location, you get the point (or draw a card if replacing the point) first, then the conquer triggers/battlefield effects happen afterward. Sequence: - Conquer the location - Gain the point or draw the replacement card - Resolve conquer triggers/battlefield effects Nuances: - This means a player at 7 points conquering Candlelit Sanctum would draw their card first before scrying from the battlefield effect
When conquering an unoccupied battlefield, is there a showdown and are attacker/defender determined?
Ruling: There is a showdown for responses by players, but it is not a combat, so no attacker/defender is determined and no combat-related triggers or passive effects (like assault or attacking/defending triggers) occur. Nuances: - Effects that trigger on "showdown" will trigger - Effects that trigger on "combat" or "attacking/defending" will not trigger - Combat passive effects like assault do not apply - Players can still play responses during the showdown (e.g., Hextech Ray)
When conquering on an open battlefield, can the opponent play action cards, or only reactions?
Ruling: Yes, actions can be played when conquering on an open battlefield. Additionally, all players are considered relevant in the case of an empty battlefield. Nuances: - Both actions and reactions can be played in response to conquering on an open battlefield - If a unit enters an open battlefield and is removed (e.g., by Gust) before resolution, the point is not scored
When conquering with Kaisa, can you score the point first and then use her effect to cast a spell from discard?
Ruling: Yes, Kaisa's ability triggers after you have scored the point from conquering, so you can use that point to cast a spell from discard. Sequence: - Conquer with Kaisa - Score the point - Kaisa's ability triggers - Cast a spell from discard using the point you just scored
When conquering with Qiyana in Candlelit Sanctum and wanting to start a chain, how do you order the triggers so Sanctum resolves first, and when do you decide whether Qiyana draws or channels?
Ruling: You declare Qiyana as Chain 1 and Sanctum as Chain 2, so Sanctum resolves first (last in, first out). You decide whether Qiyana draws or channels when her trigger resolves, not when it triggers, so you can see the Sanctum result before deciding. Sequence: - Declare Qiyana's trigger as Chain 1 - Declare Sanctum's trigger as Chain 2 - Resolve Sanctum first (Chain 2) - Resolve Qiyana's trigger (Chain 1), deciding at this point whether to draw or channel Nuances: - At tournaments, saying "C1 Qiyana, C2 Sanctum" is sufficient shorthand - If conquering for the final point of the game, the final point draw happens before any Qiyana/Sanctum triggers - If Qiyana dies during the battle, you do not draw even if you still conquer
When conquering with Sett (who gains a buff when conquering if he doesn't have one) on Monastery of Hirana battlefield (which lets you spend a buff to draw when conquering), can you order the triggers so Sett gains a buff from his own trigger and then spend it for Hirana's draw effect?
Ruling: Yes, you can spend the buff to draw and get the buff back. You control both triggers and they happen simultaneously, so you can order them as you please. Sequence: - Order Sett's trigger first to gain a buff (if he doesn't have one) - Then order Hirana's trigger to spend that buff to draw a card - Alternatively, if Sett is already buffed, you can spend the existing buff with Hirana's trigger first, then gain another buff from Sett's trigger
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