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Riftbound Frequently Asked Questions

Search verified questions and answers.

If I use Imperial Decree and attack a battlefield with a Sand Soldier vs a unit with 3+ Might and they're playing Draven legend, when does Imperial Decree kill the unit? Does Draven win the combat?
This interaction is governed by the timing rules of combat and the resolution of triggered abilities. ### Ruling **The Draven player will draw a card from their legend ability before the unit is killed by Imperial Decree.** Even though Imperial Decree's effect is active, the "kill" trigger does not resolve until after the combat winner has been determined. Because the combat winner is determined while the Imperial Decree trigger is still pending on the chain, the game state still sees the units as present, allowing Draven's "When you win a combat" ability to trigger and resolve first. ### Sequence of Events 1. **Combat Damage Step:** Combat damage is dealt simultaneously. 2. **Triggering:** Imperial Decree's condition is met (the unit took damage), and its "kill" trigger is added to the chain as a Pending Item. 3. **Pending State:** The trigger cannot resolve yet because the current game effect (the Combat Damage Step) must finish completely first. 4. **Combat Winner Check:** The game checks the battlefield state to determine the winner of the combat. At this moment, the Imperial Decree trigger is still on the chain and has not resolved, so the units that survived the combat damage are still on the board. 5. **Draven's Ability:** Because the opponent's unit is still on the board (and yours is as well), the game evaluates the combat result. If your unit remains and theirs does not (or vice versa), the winner is determined. Draven's "When you win a combat, draw 1" ability triggers and is added to the chain on top of the Imperial Decree trigger. 6. **Chain Resolution (LIFO):** The chain resolves using Last In, First Out: * **First:** Draven's draw ability resolves. * **Second:** Imperial Decree's "kill" trigger resolves, removing the damaged unit from the board. ### Nuances * **Timing Window:** There is a specific timing window between damage being dealt and the unit dying to Imperial Decree where end-of-combat checks occur. This allows Draven to "see" the combat win before the board is cleared by the Decree's delayed effect. * **Attribution:** As noted in the rules, the player who cast Imperial Decree gets credit for the kill, not the unit that dealt the damage. *Note: I could not find a card named "Sand Soldier." This ruling assumes a standard unit was used. If "Sand Soldier" has a specific ability that interacts with combat or triggers, please provide the exact card text for a more precise analysis.*
If I use Imperial Decree during my opponent's turn in a showdown where my stunned 5 Might unit takes 4 combat damage from my opponent's 4 Might unit and dies, does my opponent get credit for the kill and trigger their Solari Shrine?
Ruling: No, the opponent does not get credit for the kill. Imperial Decree kills the unit, so the player who cast Imperial Decree (you) gets credit for the kill, not the opponent. Therefore, the opponent's Solari Shrine will not trigger. Sequence: - Combat damage is dealt (4 damage to the 5 Might unit) - Imperial Decree's delayed trigger condition is met - Imperial Decree's trigger goes on the chain - The trigger resolves and kills the unit Nuances: - The trigger condition (combat damage being dealt) is not the same as the kill action attribution - The owner of the kill action (Imperial Decree's controller) gets the attribution, not the source that triggered the condition (the opponent's unit dealing damage) - It doesn't matter who or what triggered the trigger, only who owned the trigger that killed the unit
If I use Irresistable Faefolk to target and move a unit, can I react to my own Faefolk action before it resolves?
Yes, you can play a [Reaction] to the chain after you have placed the triggered ability of **Irresistible Faefolk** onto it, but before that ability resolves. ### The Reasoning According to the **Chain Rules** and **Section 327** (referenced in the context), triggered abilities such as "When I move to a battlefield..." behave like activated abilities and are placed on the chain. When you move **Irresistible Faefolk** to a battlefield, its ability triggers. You (as the controller) choose to place this ability on the chain. Once this ability is on the chain, the game enters a "Closed State" (defined in Rule 331.1 as occurring when a chain exists). During a Closed State, players with priority have the opportunity to play [Reaction] cards to add to that chain before it resolves. ### Sequence of Events 1. **Move:** You move **Irresistible Faefolk** to a battlefield. 2. **Trigger:** The "When I move to a battlefield..." ability triggers. You place it on the chain. 3. **Chain State (Closed):** The chain now contains the **Irresistible Faefolk** trigger. 4. **Reaction:** You (or your opponent) have the opportunity to play a [Reaction] card, adding it to the top of the chain. 5. **Resolution:** The chain resolves in Last-In, First-Out (LIFO) order. Any [Reaction] you played will resolve first, followed by the **Irresistible Faefolk** trigger. As noted in **RiftJudge FAQ #11094** and **#10923**, the movement or removal of the source of a trigger (like the Faefolk) after it has been placed on the chain does not invalidate the trigger. It remains on the chain and will resolve successfully, referencing the location where it originally arrived.
If I use King's Edict do I have to pay Deflect on the unit I choose?
No, you do not have to pay the **Deflect** cost when using **King's Edict**. According to **RiftJudge FAQ #509** and **FAQ #8616**, **King's Edict** does not target. The spell instructs players to make a choice during its resolution, rather than the spell itself choosing a target when it is placed on the chain. Because the spell does not "choose" a unit as a target, the **Deflect** keyword—which specifically triggers when a spell or ability "chooses" a permanent—does not apply. **Summary of the interaction:** * **King's Edict** is played and placed on the chain. * Because it does not target, no **Deflect** costs are paid at this time. * Upon resolution, each opponent is instructed to choose a unit they control (or a unit you don't control, depending on the specific wording/FAQ interpretation for your format). * Since the choice is made by the players during resolution, **Deflect** is not triggered.
If I use LeBlanc's legend ability to copy Thousand-Tailed Watcher, does the -3 might ability trigger?
Ruling: No, the "When you play me" ability of Thousand-Tailed Watcher will not trigger when copied by LeBlanc's legend ability. Sequence: - First, you play a Reflection unit token (which does not yet have any "When you play me" abilities) - Then, the token becomes a copy of Thousand-Tailed Watcher and gains its text - The "When you play me" ability does not trigger because it was not present on the card at the moment it was played Nuances: - The token gains the ability text after being played, which is too late for the trigger condition to be met - The token will still enter the battlefield as a copy with all of Thousand-Tailed Watcher's stats and abilities, but the triggered ability simply won't fire
If I use Mirror Image on Thousand Tailed Watcher to create a temporary unit, do I still get the 'When you play me' ability effects?
Ruling: Reflection unit tokens do not trigger "When you play me" abilities. While Mirror Image instructs you to play a token, the token is created by the spell's effect rather than being played as a card from your hand or other zone, so the trigger condition is not met. Nuances: - The token enters the board as a copy of the unit, inheriting its stats and abilities, but the triggered ability will not fire - Tokens are distinct from cards in Riftbound, and "When you play me" abilities specifically trigger when a card is played from a zone - The token will still have the Temporary keyword and be killed at the start of your next Beginning Phase
If I use Moonfall on my opponent's 1 might unit, does it go to 0 or -1?
If you use **Moonfall** on an opponent's unit with 1 Might, its Might will become **-1**. According to **Rule 143.2.b**, a unit's Might can mathematically go below 0. While the game treats its Might as 0 for interactive purposes (like combat or checking for lethal damage), the actual Might value for calculation purposes is -1. If you were to subsequently apply a positive Might buff to that unit, it would be added to that -1 value (e.g., a +2 Might buff would result in 1 Might: -1 + 2 = 1).
If I use Moonfall, do I have to pay Deflect if I move an enemy unit to that bf?
To determine if you must pay the **Deflect** cost when using **Moonfall**, you must consider how its effect interacts with the **Deflect** keyword. ### Ruling Yes, you must pay the **Deflect** cost if the enemy unit you choose to move has the **Deflect** keyword. ### Reasoning According to **Rule 809.1.c**, the **Deflect** keyword acts as a mandatory additional cost for any spell or ability an opponent controls that "chooses" the permanent with **Deflect**. * **Choosing:** If **Moonfall** instructs you to select a specific unit to move, this selection counts as "choosing" that permanent. * **Deflect Requirement:** Because **Moonfall** is an ability that chooses an enemy unit, if that unit has **Deflect**, you are required to pay the additional cost imposed by that keyword as part of the process of playing the spell. ### Sequence of Play 1. **Playing the Card:** You play **Moonfall** and proceed to the "Pay Costs" step. 2. **Choosing:** You identify the enemy unit you intend to move. 3. **Mandatory Cost:** The game checks for mandatory additional costs. It identifies the **Deflect** keyword on the chosen enemy unit. 4. **Payment:** * **If you pay the Deflect cost:** You may complete the process of playing **Moonfall**, and the unit is moved as instructed. * **If you cannot or choose not to pay the Deflect cost:** You are prohibited from choosing that unit. If you cannot pay the cost to choose a legal target, you cannot play the ability (or you must choose not to move a unit, if the spell allows). **Summary:** **Deflect** applies to any spell or ability that selects an enemy unit to be moved, as this selection is a form of "choosing" the permanent as defined by **Rule 809.1.c**. *Note: I could not fully verify this ruling against the retrieved rules, as the exact text of Moonfall was not provided.*
If I use Ornn's Forge to discount gear on my turn, then pass it to my opponent, can I still use the discount on their turn?
Ruling: Ornn's Forge provides a passive discount (not an activated ability), so it applies automatically while you control the battlefield. The discount applies to the first friendly non-token gear played each turn, regardless of whose turn it is. Sequence: - The passive ability is always active while you control the battlefield - When you play a non-token gear (including as a reaction on opponent's turn), check if it's the first one played this turn - If yes, the discount automatically applies - Once one gear has been discounted in a turn, the discount is exhausted for the remainder of that turn Nuances: - This is a passive ability (no colon in the text), not an activated ability, so you don't "use" it - The discount can apply on either player's turn as long as you control the battlefield - Playing gear as a reaction during your opponent's turn still counts for the discount if no other non-token gear was played that turn yet
If I use Overzealous Fan's ability to target an enemy unit with Deflect to send it back, do I have to pay the Deflect cost?
Ruling: Yes, you must pay the Deflect cost. Overzealous Fan's ability targets an attacking unit as part of its effect, and Deflect applies to spells and abilities that choose a unit with Deflect. Sequence: - When Overzealous Fan's ability triggers ("When I defend, you may kill me to move an attacking unit to its base"), you choose whether to use it - If you choose to use it, killing the Fan is the cost within the instruction - Moving an attacking unit to its base is the effect, which requires choosing a target - The target must be chosen when the ability goes on the chain - If the chosen unit has Deflect, you must pay the Deflect cost at this time to place the ability on the chain - If you cannot or do not pay the Deflect cost, you cannot choose that unit as a target Nuances: - The cost within the instruction ("kill me") does not involve targeting - The effect portion ("move an attacking unit") does require targeting because it involves choosing a game object in a public zone - Deflect applies because you are choosing an opponent's unit with an ability you control
If I use Pickpocket on my opponent's gold gear and they react by using it, do I still get a gold gear even though I didn't kill theirs?
Ruling: No, you do not get a gold gear if the target gear is used in reaction. You must successfully kill the gear to get the gold gear reward. Nuances: - The "if you do" wording on Pickpocket makes killing the gear a requirement for the second effect - If the target gear is used in reaction, it becomes an invalid target on resolution, so the Kill action cannot be performed - You should target an exhausted gold gear to ensure it cannot be used in reaction - You must at least attempt the Kill action (which requires the target to be legal on resolution) to get the gold gear
If I use Piercing Light and the first target gets removed like by Hidden Blade, what happens?
If you play **Piercing Light** and the first target is removed (for example, by **Hidden Blade**) before Piercing Light resolves, the second target will still take damage. According to the rules and established FAQs for *Piercing Light*: * **"Then" is not a condition:** The word "then" in the card text is a timing instruction, not a dependency. It does not require the first part of the effect to successfully resolve for the second part to occur. * **DAMAYC (Do As Much As You Can):** As per Rule 356.3.e.11, instructions that can be partially followed are followed as much as possible. If the first target is no longer on the battlefield, that specific instruction cannot be executed, but the spell continues to resolve and will attempt to deal damage to the second target. * **Targeting:** Because the targets for *Piercing Light* are chosen when the spell is finalized on the chain, the second target remains a valid target even if the first target is removed before resolution. **Summary of the sequence:** 1. You play *Piercing Light* and choose two targets. 2. An opponent reacts with *Hidden Blade*, removing your first target. 3. When *Piercing Light* resolves, it attempts to deal 2 damage to the first target. Since that target is no longer on the battlefield, that instruction is ignored (Rule 356.3.e.6). 4. The spell continues to the next instruction and deals 2 damage to your second target.
If I use Portal Rescue on a friendly unit of my teammate in 2v2, do I play it to my base?
No, you do not play it to your base. According to the RiftJudge FAQ for **Portal Rescue** (FAQ #5570), when you target a teammate's unit with Portal Rescue, the unit gets played to its **owner's base** (your teammate's base), and your teammate counts as playing the card, not you.
If I use Possession on a Watcher that was played this turn, whose units get -3 Might?
Ruling: When you take control of a Watcher with Possession, your units (the new controller's units) will get -3 Might to a minimum of 1 Might. Sequence: - Watcher is played and its trigger is created - The trigger locks in what "enemy" units are at the time it's created (based on original owner) - Possession is played, taking control of the Watcher - The trigger resolves, affecting what were "enemy" units when the trigger was created (now your units) Nuances: - Taking control of a unit is different from playing it - Control of the game object that created a trigger only matters when the trigger is being created, not when it resolves - Once a trigger goes on the chain, its ownership is already determined
If I use Possession on a unit equipped with Guardian Angel, do I benefit from Guardian Angel's replacement effect?
Ruling: Yes. When you gain control of a unit with Guardian Angel attached, the gear remains attached and its effect text remains active. If the possessed unit would die, Guardian Angel's replacement effect applies automatically—the gear is killed instead, and the unit is healed, exhausted, and recalled to your base. You retain control of the unit because it never actually leaves the board. Sequence: - Guardian Angel is killed and goes to its owner's (your opponent's) trash - The possessed unit is healed, exhausted, and recalled to your base - You retain control of the unit because the replacement effect prevents it from leaving the board Nuances: - Your opponent retains control of the Guardian Angel gear itself, but you benefit from its replacement effect because the effect is mandatory and applies to the unit you control. - The gear's effect text remains active as long as it is attached, regardless of who controls the gear.
If I use Relentless Pursuit on a unit at Vilemaw's Lair, can I move that unit to the other battlefield?
Yes, you can move a unit from **Vilemaw's Lair** to another battlefield using **Relentless Pursuit**. The restriction on **Vilemaw's Lair** specifically states: *"Units can't move from here to **base**."* It does not prevent units from moving between battlefields (often referred to as "Ganking" when done via a Standard Move, or simply moving via a spell effect). ### Key Details: * **Destination Matters:** Vilemaw's Lair only blocks the "Base" as a valid destination for a move. Since you are moving the unit to the "other battlefield," the restriction does not apply. * **Relentless Pursuit Effect:** The spell allows you to move a friendly unit. As long as the destination is not your base, the move resolves normally. * **Conquer Trigger:** Note that Relentless Pursuit grants the unit an ability: *"When I conquer, you may move me to my base."* If the unit moves to the other battlefield and conquers it, that specific triggered move **will fail** because Vilemaw's Lair's restriction (preventing moves to base) would still apply if the unit is still at the Lair (though in this scenario, the unit has already moved to the other battlefield, so it would be able to move to base from that new location). **Related Ruling:** According to official FAQ guidance regarding Vilemaw's Lair: *"Vilemaw's Lair only prevents moving from Vilemaw to base. It... does not prevent moving from Vilemaw to another battlefield."
If I use Relentless Pursuit on my opponent's turn, can I move the unit back to base after conquering even though it's not my turn?
Yes, you can move your unit back to your base after conquering, even if it is currently your opponent's turn. ### Reasoning The "When I conquer, you may move me to my base" ability is a triggered ability granted to the unit by the resolution of **Relentless Pursuit**. Triggered abilities function independently of whose turn it is. As long as the unit meets the condition (successfully conquering a battlefield), the ability will trigger, allowing you to resolve it and move the unit to your base. ### Sequence of Events 1. **Playing Relentless Pursuit:** You play **Relentless Pursuit** (which has the **[Action]** keyword, allowing it to be played during a showdown on an opponent's turn). 2. **Resolution:** The spell resolves, moving your unit to a battlefield and granting it the triggered ability: *"When I conquer, you may move me to my base."* 3. **Conquest:** Your unit conquers the battlefield. 4. **Trigger:** The granted ability triggers. Even though it is your opponent's turn, you may choose to place this triggered ability on the chain. 5. **Resolution:** When the ability resolves, you perform the move to your base. ### Key Clarifications * **Trigger Timing:** As noted in **RiftJudge FAQ #9079**, the move to your base is a triggered ability that occurs upon conquest. Triggered abilities are not restricted by whose turn it is. * **Ready Status:** According to **RiftJudge FAQ #9636** and **RiftJudge FAQ #9079**, this movement is an effect of the spell, not a "Standard Move." It does not consume the unit's "ready" status, nor does it require the unit to be exhausted to perform the move. Note: I could not fully verify the interaction regarding previously scored battlefields against the retrieved rules.
If I use Repeated Bellows Breath on single units at two different locations, does Repulse counter the full spell?
### Ruling **No, Repulse cannot counter a repeated Bellows Breath if that spell targets units at two different locations.** ### Reasoning 1. **Repulse's Targeting Constraint:** Repulse can only be used to counter an enemy spell or ability that targets exactly one friendly unit and no other friendly units. 2. **Bellows Breath's Targeting:** Bellows Breath instructs you to "Deal 1 to up to three units at the same location." When you pay the Repeat cost, you are executing the spell's instructions a second time. If you choose to target units at two different locations, you are making two separate sets of targeting choices. Even if you only choose one unit in the first instance and one unit in the second instance, the spell as a whole has chosen two units. 3. **Interaction:** Because the repeated Bellows Breath (when targeting units at two different locations) chooses more than one unit in total, it fails to meet the targeting requirement of Repulse. Therefore, Repulse is not a legal reaction to that specific instance of the spell. ### Summary of Timing and Chain * **Bellows Breath** is played as an [Action]. * If the **Repeat** cost is paid, the spell is still only played once, but its effect is executed twice upon resolution. * **Repulse** is a [Reaction] that must be played in response to the spell on the chain. * Because the spell's total targeting scope (across both executions) includes multiple units, it does not satisfy the restrictive condition required by Repulse. *Note: I could not fully verify this ruling against the retrieved rules.*
If I use Retreat on my Ekko, and chain Sacrifice on the same Ekko, does Retreat still give me the rune?
No, you will not receive the rune. ### Ruling According to **RiftJudge FAQ #7774**, if the unit targeted by **Retreat** is removed from the battlefield before **Retreat** resolves, the spell cannot return the unit to its owner's hand. Because the target is no longer present, the spell cannot complete its first instruction, and the subsequent instruction—channeling the rune—will not occur. ### Sequence of Events 1. **Cast Retreat:** You play **Retreat**, targeting your Ekko. You place it on the chain. **Retreat** requires a valid target (the unit) to be played. 2. **Chain Reaction:** In response, you play the spell **Sacrifice**, choosing the same Ekko. The cost of the spell is paid at this time. 3. **Closed State:** The chain is now closed. The **Sacrifice** spell is on top of the chain, with **Retreat** beneath it. 4. **Resolution (LIFO - Last-In, First-Out):** * **Sacrifice:** Resolves first. Ekko leaves the board and enters the trash. * **Retreat:** As the next item on the chain, **Retreat** attempts to resolve. It looks for its target (Ekko) on the battlefield. Because the unit is no longer there, the instruction to return it to your hand fails. Per **RiftJudge FAQ #7774**, because the spell cannot return the owner's unit, it does not proceed to the instruction to channel the rune. Note: I could not fully verify this ruling against the retrieved rules.
If I use Retreat to remove the target of my opponent's Rebuke, does Rebuke retarget to bounce their own unit?
Ruling: No, Rebuke will not retarget. When Rebuke is played, the target unit is chosen and locked in. If that target is removed (such as by Retreat), Rebuke will fail to resolve but will not select a new target. Nuances: - The target selection happens when Rebuke is played and cannot change afterward - If the original target becomes invalid, the spell simply fails rather than finding a new target
If I use Ride The Wind on my opponent's turn to move to an open battlefield, do I score a point immediately and then another point on my turn for holding it, or does the one point per battlefield per turn rule prevent this?
Ruling: You can score a point by using Ride The Wind to move to an open battlefield on your opponent's turn, and this does cause a showdown. Since it's an action, you need a showdown window to cast it. Sequence: - Opponent moves to an open battlefield and starts a showdown - You cast Ride The Wind during that showdown window - You move to a different open battlefield - You score a point for that battlefield Nuances: - Ride The Wind requires a showdown window to be cast since it's an action - You can specifically cast it when your opponent goes to an open battlefield and starts a showdown, then move to a different open battlefield
If I use Ride The Wind to move a unit to Abandoned Hall, will I be able to give the unit that moved the plus one Might?
To determine if you can give a unit +1 [M] (Might) when moving it to **Abandoned Hall** using **Ride the Wind**, we must look at the timing of the trigger and the resolution of the spell. ### Ruling **No, you cannot give the unit +1 [M] using the ability of Abandoned Hall in this scenario.** ### Reasoning The ability on **Abandoned Hall** is a triggered ability: *"When a player plays a spell, they may give a unit they control here +1 [M] this turn."* 1. **Trigger Timing:** Triggered abilities that occur when a card is played are placed on the chain as soon as the spell is finalized. 2. **The Sequence:** * You play **Ride the Wind** (a spell). * The ability of **Abandoned Hall** triggers because a spell was played. * The trigger is placed on the chain. At this moment, the unit you intend to move is not yet at the **Abandoned Hall**. * The chain resolves (LIFO). If you choose to resolve the **Abandoned Hall** trigger first, you must choose a target unit *currently* at the **Abandoned Hall**. Since your unit has not moved yet, it is not a legal target for the hall's ability. * If you resolve **Ride the Wind** first, the unit moves to the **Abandoned Hall**, but the trigger for the hall's ability has already been placed on the chain and its targeting/choices were locked in or resolved before the unit arrived. ### Sequence of Events 1. **Play Spell:** You play **Ride the Wind**. 2. **Trigger:** The **Abandoned Hall** ability triggers ("When a player plays a spell..."). 3. **Chain State:** The chain now contains: [Abandoned Hall trigger] -> [Ride the Wind]. 4. **Resolution:** * The **Abandoned Hall** trigger resolves. You must choose a unit you control at the **Abandoned Hall** to receive the +1 [M]. Since your unit is not yet there, you cannot choose it. * **Ride the Wind** resolves. You move your unit to the **Abandoned Hall**. 5. **Conclusion:** Because the trigger condition ("When a player plays a spell") was met and the ability resolved *before* the unit arrived at the battlefield, the unit cannot benefit from that specific trigger. Note: I could not fully verify this ruling against the retrieved rules.
If I use Ride the Wind during a showdown to move to another battlefield, what happens to the first showdown and can I get points from both?
Ruling: You need to let showdowns complete to get their point. If you use Ride the Wind during a showdown as an action, that showdown still continues and must conclude normally with combat damage assigned by units at that battlefield. Sequence: - Use Ride the Wind during a showdown as an action - The original showdown continues, passing focus normally - Combat damage is assigned by units at that battlefield - The showdown concludes and you get the point - If conditions are met for a different showdown at the new battlefield, that showdown happens immediately - You can potentially get points from both showdowns
If I use Ride the Wind during a showdown to start a second showdown on the other battlefield, which showdown resolves first?
Ruling: The first showdown resolves completely before the second showdown begins. Sequence: - Step one: Complete the first showdown - Step two: Resolve the second showdown started by Ride the Wind (it remains pending until the first resolves) Nuances: - It does not matter whether the second showdown is a combat showdown or not
If I use Ride the Wind during my opponent's turn, and move from Battlefield A to Battlefield B, then he buffs his unit, and I decide to use Ride the Wind again, from Battlefield B to Battlefield A, do I score? Since the other battlefield was empty for a while?
No, you will not score a point at Battlefield A if you have already scored it earlier in the turn. According to **Rule 447** and **FAQ #7507**, a player may only score each battlefield once per turn, regardless of whether they leave and re-enter it. Scoring a battlefield earlier in the turn prevents you from scoring it again, even if you move away and return. ### Sequence of Events: 1. **Initial State:** You control Battlefield A and have already scored it this turn. 2. **Move:** You use *Ride the Wind* to move your unit from Battlefield A to Battlefield B. 3. **Opponent Action:** Your opponent initiates a showdown at Battlefield A. 4. **Return:** You use *Ride the Wind* to move your unit from Battlefield B back to Battlefield A. 5. **Scoring:** Because you have already scored Battlefield A this turn, you cannot score it again, regardless of the outcome of the showdown. ### Important Nuances: * **Separate Turns:** As clarified in **RiftJudge FAQ #2364** and **FAQ #6080**, the restriction of "once per battlefield per turn" applies to your turn and your opponent's turn separately. Scoring on your turn does not prevent you from scoring that same battlefield again on your opponent's turn. * **Control Requirement:** You must lose control of the battlefield completely (it must be empty) between showdowns to be eligible to score it again (**FAQ #1067**). * **Showdown Resolution:** Per **FAQ #2099** and **FAQ #4666**, if you move to a battlefield that is currently part of a showdown, the showdown at the original location must conclude before the showdown at the new location can be fully resolved and scored. This interpretation is based on the mechanics of battlefield control and scoring established in **Rule 446.1** (Conquer), **Rule 447**, and the specific scenarios outlined in **FAQ #7507**, **FAQ #2364**, and **FAQ #6080**. Note: I could not fully verify this ruling against the retrieved rules.
If I use Ride the Wind on an exhausted Irelia, Fervent, will she get +1 from being readied, and +1 from being chosen, or just one of them?
If you use **Ride the Wind** on an exhausted **Irelia, Fervent**, she will gain a total of **+2 Might** (+1 for being chosen and +1 for being readied). According to the official ruling for this interaction: 1. **Ride the Wind** is played and becomes a pending chain item. 2. **Irelia, Fervent** is chosen as the target for the spell, triggering her ability (+1 Might). 3. Irelia's ability enters the chain above Ride the Wind and resolves first. 4. **Ride the Wind** resolves, moving and readying Irelia. 5. Irelia's "ready" trigger adds to the chain as a pending item and resolves (+1 Might). **Nuance:** Irelia must be exhausted beforehand to receive the full +2 bonus, as a unit that is already ready cannot be readied again (Rule 402.1.b). If she is already ready, the "ready" portion of the spell and the corresponding trigger will not occur.
If I use Ride the Wind to conquer a battlefield during my opponent's turn, will I score a point even if I already scored a point at that battlefield during my own turn?
Ruling: Yes, you will score a point during your opponent's turn even if you already scored at that battlefield during your own turn. Battlefields are tracked per-turn for scoring. Nuances: - This applies whether or not you scored points at those battlefields during your own turn - Using Ride the Wind during an opponent's showdown creates a second showdown that resolves after the first showdown completes
If I use Ride the Wind to move Jinx, Demolitionist to a battlefield during an opponent's attack (when I get focus), does she become an attacker with Assault bonus or a defender without it?
Ruling: When you move Jinx into a battlefield during an ongoing combat showdown where your opponent is attacking, she joins as a defender and does not get her Assault bonus. Nuances: - Moving a unit into an ongoing showdown does not start a new showdown; the unit simply joins the existing combat with the appropriate designation (attacker or defender) - To use Jinx's Assault ability, you would need to be the one attacking (moving into a battlefield your opponent controls), or move her into a different battlefield where you are the attacker - If you lose the combat and your opponent conquers, then causes a showdown at another battlefield, you could move Jinx there as an attacker to use Assault
If I use Ride the Wind to move Yasuo Remorseful into a battlefield where I'm already attacking with another unit, does Yasuo's When I Attack ability trigger?
Ruling: Yes, Yasuo's When I Attack ability will trigger when he becomes designated as an attacker during the cleanup of his arrival. Sequence: - Attack a battlefield with a unit - Use Ride the Wind to move Yasuo Remorseful into that battlefield - Yasuo becomes designated as an attacker during cleanup of his arrival - Yasuo's When I Attack ability triggers and starts its own chain
If I use Ride the Wind to move a unit to a battlefield during my opponent's turn in response to them starting an open showdown, who is the attacker and who is the defender?
Ruling: The opponent who initially moved to the open battlefield is the attacker, and you are the defender. This is called a "surprise defence." Sequence: - Opponent moves to open battlefield, triggering an open showdown and applying contested status - You respond with Ride the Wind during the open showdown to move a unit to that battlefield - The open showdown finishes - If units from both players are still present, a combat showdown immediately begins - The opponent remains the attacker because they were the one who originally contested the battlefield Nuances: - The attacker is always the one who contested the battlefield, which was established when the opponent initially moved there - You cannot trigger "on attack" abilities (like G Yasuo's attack trigger) with this defensive move - You can trigger "on defend" abilities with units moved this way
If I use Ride the Wind to move a unit to an empty battlefield I own on my opponent's turn, do I get a conquer point?
Ruling: Yes, you get a conquer point when you use Ride the Wind to move a unit to an empty battlefield you own on your opponent's turn. Sequence: - You control both battlefields - Opponent trades on battlefield A (making it empty) - Opponent attacks battlefield B - You use Ride the Wind to move your unit to the now-empty battlefield A - You gain a conquer point
If I use Ride the Wind to move a unit to an empty battlefield during an ongoing showdown at another battlefield, will my damaged units heal from conquering the empty battlefield before they die in combat?
Ruling: Units only heal after combat cleanup, not from conquering an empty battlefield. The first showdown must finish completely before the showdown at the second battlefield begins. Sequence: - The showdown and combat at battlefield A must finish completely first - Only after that completes does the showdown at battlefield B start - If nothing else happens, units will die in battlefield A, then battlefield B will be conquered Nuances: - Healing occurs after combat cleanup (when combat actually happens), not after any showdown cleanup - Conquering an empty battlefield does not trigger healing - You could prevent deaths by removing the enemy unit during combat (e.g. with Hextech Ray or Gust), which would cause combat to end and trigger healing
If I use Ride the Wind to move a unit to an empty battlefield that my opponent is trying to conquer, who is the attacker and defender, and do 'when I defend' abilities activate?
Ruling: When your opponent moves to contest an empty battlefield first, they become the attacker. If you then use Ride the Wind to move a unit there, you become the defender when the combat begins, and your unit's "when I defend" abilities will activate. Sequence: - Opponent moves unit to empty battlefield during open showdown (no designations yet) - You play Ride the Wind to move your unit to that battlefield - Open showdown ends and combat begins - Opponent becomes attacker (they applied contested status) - You become defender - "When I defend" triggers on your units activate Nuances: - Battlefield abilities that say "when you defend" do NOT trigger for the defending player, because "you" refers to the controller of the battlefield, which neither player controls yet - Unit abilities that say "when I defend" DO trigger for the defending player - Examples of battlefield abilities that wouldn't trigger: Reaver's Row, Fortified Position - Dreaming Tree is exempt due to errata
If I use Ride the Wind to move a unit with Shield onto a contested battlefield during an open non-combat showdown (before combat begins), does the Shield unit enter with Shield active?
Ruling: The Shield unit enters the battlefield during the non-combat showdown, but Shield is not active until that showdown resolves and the combat showdown begins. Units only gain attacker/defender designations (which activate Shield/Assault) when a combat showdown is active. Sequence: - Opponent moves to uncontrolled battlefield, applies contested tag, becomes attacker - During the open non-combat showdown, you use Ride the Wind to move Shield unit to battlefield - Shield unit is present but Shield is not active (unit has base 2 might) - Non-combat showdown resolves (no conquest occurs because both players have units present) - Combat showdown begins and units gain attacker/defender designations - Shield becomes active on your unit (as defender) Nuances: - The Shield unit is vulnerable to damage/effects during the non-combat showdown before Shield activates - You cannot conquer while enemy units are present at the battlefield - Only if all enemy units are removed before the non-combat showdown closes would conquest occur and combat be prevented
If I use Rumble Hotheaded's ability to recycle a mech unit at a battlefield, would I be able to play the unit from trash to the same battlefield that now has no units?
Yes, you can do this. According to RiftJudge FAQ #9975 and #11123, when you conquer a battlefield with **Rumble, Hotheaded**, the ability is a triggered ability that goes on the chain. Because you are in the process of resolving a chain item, you maintain control of the battlefield even if you recycle the last unit there. Here is the step-by-step sequence based on the established rules: 1. **Trigger:** After you conquer the battlefield with Rumble, his conquer ability is placed on the chain as a pending item. 2. **Chain State:** The game is now in a "closed" state. Per **Rule 187.4.c**, you cannot lose control of a battlefield while there is an item on the chain, even if the battlefield currently has no units. 3. **Resolution:** When the Rumble trigger resolves, you recycle the friendly Mech unit from the battlefield (which is a valid location to recycle from, per FAQ #3053). 4. **Finalization:** As the new Mech is played from your trash onto that same battlefield, it enters the board. Because you maintained control of the battlefield throughout the resolution of the chain, it remains a valid location to play the new Mech. This interaction is specifically confirmed in RiftJudge FAQ #9975 and #11123.
If I use Sabotage to recycle one of my opponent's cards from their hand, does that trigger my Karma's ability?
Ruling: No, using Sabotage to recycle an opponent's card does not trigger your Karma. Karma only triggers when you recycle one of your own cards, not when your opponent recycles their cards. Nuances: - Even though you are the one choosing which card gets recycled via Sabotage, the opponent is considered to be recycling their own card - If your opponent uses Sabotage on you and you recycle one of your cards, that would trigger your Karma
If I use Sacrifice on a temporary unit and my opponent reacts with Abandon. Once Abandon resolves, can I cast Sacrifice again before the temporary trigger?
Yes, you can cast **Sacrifice** again before the **Temporary** trigger resolves. ### Sequence of Events: 1. **Trigger:** At the start of your Beginning Phase, the **Temporary** ability on your unit triggers and is placed on the chain. This puts the game into a **Closed State**. 2. **Original Play:** You play **Sacrifice**, killing your **Mighty** unit as the additional cost. 3. **Opponent's Response:** Your opponent plays **Abandon**, targeting your **Sacrifice**. * *Chain (bottom to top):* [Temporary Trigger] -> [Sacrifice] -> [Abandon] 4. **Resolution of Abandon:** The chain resolves in **LIFO** (Last-In, First-Out) order. **Abandon** resolves first, returning your **Sacrifice** to your hand. * *Chain (bottom to top):* [Temporary Trigger] 5. **Priority Window:** Because the **Temporary** trigger is still on the chain, the game remains in a **Closed State**. You now have priority and your **Sacrifice** back in your hand, allowing you to play it again targeting your (now protected/still-present, if applicable) unit or another **Mighty** unit. 6. **New Play:** You play **Sacrifice** again. It is placed on top of the chain. * *Chain (bottom to top):* [Temporary Trigger] -> [Sacrifice] 7. **Final Resolution:** When all players pass, the chain resolves. Your new **Sacrifice** resolves first (drawing you cards/channeling a rune), followed by the **Temporary** trigger, which will attempt to kill your unit (or fail if it is no longer a legal target/has been sacrificed). According to the **Chain Rules** and established **RiftJudge FAQs (like #9866 and #9457)**, the chain is not a static block; whenever an item on the chain resolves, players receive a window of priority to add new **[Reaction]** speed effects as long as items remain on the chain.
If I use Sacrifice on my Ekko Recurrent, and my opponent uses Defy to counter, does Ekko still die?
Yes, your Ekko, Recurrent still dies. According to **RiftJudge FAQ #10480** and **Rule 357**, the process of playing a spell includes paying its costs *before* the spell is added to the chain and becomes eligible to be countered. ### The Sequence: 1. **Announcement:** You announce you are playing **Sacrifice**. 2. **Payment of Costs:** You pay the energy cost and the additional cost: killing a friendly Mighty unit (your Ekko, Recurrent). This happens *instantly* when you play the card. 3. **Finalization:** Only after your Ekko is killed and sent to the trash is **Sacrifice** finalized and placed on the chain. 4. **Reaction:** Your opponent plays **Defy** to counter **Sacrifice**. ### The Result: Because your Ekko was already killed as a cost to play the spell, it is already in the trash by the time **Defy** is even played. **Rule 425.1.c** confirms that countering a card does not refund any costs paid to play it, including additional costs. Your Ekko remains in the trash, and your **Sacrifice** is removed from the chain.
If I use Sacrifice on my Ruined Rex, then Tactical Retreat, how would it resolve, would I get the effects of everything?
To resolve the interaction between **Sacrifice** and **Tactical Retreat** targeting your **Ruined Rex**, you will successfully resolve the effects of the **Sacrifice** spell, but you will **not** trigger the Deathknell ability of **Ruined Rex**. ### Sequence of Events 1. **Preparation:** To successfully replace the cost of the spell, the **Ruined Rex** must already be under the active effect of a previously played **Tactical Retreat**. 2. **Playing the Cards:** You announce **Sacrifice** and choose your **Ruined Rex** to pay its additional cost ("kill a friendly Mighty unit"). 3. **Paying Costs:** You attempt to pay the cost for **Sacrifice** by killing the **Ruined Rex**. 4. **Replacement:** The replacement effect from **Tactical Retreat** intercedes. Instead of being killed and sent to the trash, the **Ruined Rex** is healed, exhausted, and recalled to your base. 5. **Cost Completion:** Per **Rule 357.2.a**, because the replacement effect of **Tactical Retreat** successfully substituted the "kill" action with a "recall" action, the cost to play **Sacrifice** is still considered paid. 6. **Resolution of Sacrifice:** **Sacrifice** resolves normally. You draw 2 cards and channel 1 rune. 7. **Deathknell Check:** **Ruined Rex** does **not** trigger its Deathknell ability. According to **Rule 808.1.d.1**, Deathknell only triggers if the permanent is actually killed and sent to the trash. Because the "kill" event was replaced by a "recall" event, the trigger condition for Deathknell was never met. ### Summary * **Sacrifice:** Resolves fully (you draw 2 cards and channel 1 rune). * **Ruined Rex:** Survives (is recalled to your base, healed, and exhausted). * **Deathknell:** Does **not** trigger. This ruling is based on the interaction between **Rule 357.2.a** (costs replaced by replacement effects are still paid) and **Rule 808.1.d.1** (Deathknell requires the unit to be killed and sent to the trash to trigger). Consistent with **RiftJudge FAQ #9425**, the spell resolves, but the Deathknell trigger fails to activate because the unit was never sent to the trash. Note: I could not fully verify this ruling against the retrieved rules.
If I use Sacrifice to kill my mighty unit and I have Altar of Memories in play and readied, what is the order of operations of triggers and resolution? Can I draw with Sacrifice before doing Altar trigger?
Yes, you will draw for **Sacrifice** before the **Altar of Memories** trigger is put on the chain. According to the rules and the RiftJudge FAQ for **Altar of Memories** (RiftJudge FAQ #7577), triggered abilities do not resolve immediately upon the inciting event; they are added to the chain as "pending" items and finalize during the next cleanup after the current action finishes resolving. ### Sequence of Events: 1. **Playing the Spell:** You announce **Sacrifice** and choose your Mighty unit as the target for the "kill" cost. 2. **Paying Costs:** You kill your Mighty unit. This satisfies the cost for **Sacrifice**. 3. **Triggering Altar:** Because a friendly unit died, the **Altar of Memories** trigger condition is met. It is added to the chain as a **Pending Item**. 4. **Resolution of Sacrifice:** **Sacrifice** finishes its resolution: you draw 2 cards and channel 1 rune. 5. **Finalization:** With **Sacrifice** fully resolved, the game moves to the "Finalize" step (Rule 340.3). The pending **Altar of Memories** trigger finalizes and is placed on the chain as a chain item. 6. **Resolution of Altar:** You now have priority to resolve the **Altar of Memories** trigger, allowing you to exhaust it to draw 1 and manipulate your deck. **Summary:** You get the cards from **Sacrifice** first. The **Altar of Memories** ability only enters the chain once **Sacrifice** has completely finished resolving.
If I use Sett Legend to save the unit I targeted with Deathgrip to kill, do I still get to give the might bonus to another unit?
No, you do not get to give the Might bonus to another unit if you use Sett’s legend ability to save the unit targeted by **Deathgrip**. ### Ruling As established in **RiftJudge FAQ #8668**, **#9246**, and **#9835**, the Might bonus provided by **Deathgrip** is contingent on the successful completion of the "Kill a friendly unit" instruction. Because Sett’s ability is a replacement effect (Rule 366), it replaces the "die" event with a "heal, exhaust, and recall" event. Because the unit is never actually killed, the "If you do" condition for the Might bonus fails, and the bonus cannot be applied to another unit. ### Sequence of Events 1. **Playing Deathgrip:** You play **Deathgrip**, targeting a friendly unit to be killed and another friendly unit to receive the Might bonus. 2. **Resolution:** **Deathgrip** begins to resolve and attempts to execute the "Kill a friendly unit" instruction. 3. **Replacement:** Sett’s ability (a replacement effect) triggers to intervene. You pay the cost (exhausting Sett and paying [C]), and the unit is recalled to your base instead of being killed. 4. **Condition Check:** Because the unit was not actually killed (the death was prevented), the "If you do" condition for the Might bonus is not met. 5. **Finalization:** You do not apply the Might bonus. However, you still draw 1 card, as the card draw instruction is not contingent on the successful kill. **Important Nuance:** Sett's ability is a replacement effect, not a triggered ability. It modifies the event as it happens and does not use the chain (FAQ #9835). Because the unit was recalled and never sent to the trash, it does not "die," and any "Deathknell" abilities the unit may have had will not trigger (FAQ #9246).
If I use Sett's ability to save a unit, can Immortal Phoenix still be summoned from the trash?
Ruling: No, the unit actually has to die for Immortal Phoenix to trigger. Sett's ability prevents the death, so Immortal Phoenix cannot be summoned. Nuances: - This interaction is clarified in the rules FAQ, specifically in the bottom section
If I use Singularity on a Glasc Mixologist and Pickpocket, can he use the Death Knell to bring the Pickpocket back?
Yes, you can use the *Deathknell* ability of **Glasc Mixologist** to bring **Pickpocket** back from your trash. ### Sequence of Events 1. **Singularity** is played, targeting **Glasc Mixologist** (and potentially another unit). 2. **Singularity** resolves, dealing 6 damage to **Glasc Mixologist**. 3. Since **Glasc Mixologist** has 5 Might, it takes lethal damage and is marked for death. 4. **Cleanup** begins (Rule 322). 5. **Glasc Mixologist**'s *Deathknell* triggers and is added to the chain as a Pending Item (Rule 734.1.d.2). 6. **Glasc Mixologist** is killed and moved to the trash (Rule 322.4). 7. The *Deathknell* trigger finalizes on the chain (Rule 322.12). 8. You resolve the *Deathknell* effect: "You may play a unit with cost no more than [3] and no more than [A] from your trash, ignoring its cost." 9. You choose **Pickpocket** (which has a base Energy cost of 3) from your trash and play it to the board. ### Important Nuances * **"When you play me" triggers:** Because you are playing **Pickpocket** from your trash via the *Deathknell* effect, its "When you play me" ability will trigger. Playing a card from the trash is still "playing" the card. Once **Pickpocket** enters the board, its triggered ability is added to the chain (Rule 376.4.a). * **Cost:** The *Deathknell* effect allows you to play the unit "ignoring its cost," so you do not need to pay the 3 Energy for **Pickpocket**. * **Legality:** **Pickpocket** meets the requirements of the *Deathknell* effect (cost no more than 3). Note: I could not fully verify this ruling against the retrieved rules.
If I use Star Crossed to return an enemy unit that is being targeted to receive the might from Deathgrip, does the unit that was killed to buff still die?
To answer your question: Yes, the friendly unit targeted by **Deathgrip** still dies, but the second friendly unit does not receive the Might bonus. ### The Sequence of Events 1. **Playing Deathgrip:** You play **Deathgrip** targeting a friendly unit to kill and another friendly unit to receive a Might bonus. **Deathgrip** is placed on the chain. Both units are locked as targets when the spell is placed on the chain (FAQ #8401, #9315). 2. **Playing Star-Crossed:** In response, your opponent plays **Star-Crossed**, targeting the friendly unit you chose to receive the Might bonus. 3. **Resolution of Star-Crossed:** The chain resolves LIFO (Last-In, First-Out). **Star-Crossed** resolves first, and the friendly unit targeted to receive the Might bonus is returned to your hand. 4. **Resolution of Deathgrip:** **Deathgrip** now attempts to resolve. * **Partial Resolution:** Because only one of the spell's targets has become illegal (the unit returned to your hand), the spell continues to resolve on all remaining legal targets (Rule 359.3.e.8). The unit targeted to be killed remains a legal target on the board and is destroyed. * **Might Bonus:** Because the "If you do" condition for the Might bonus is dependent on the successful destruction of the target unit (FAQ #8401, #8668), and the unit intended to receive the bonus is no longer on the board, the Might bonus is not applied. * **Draw:** You still draw one card, as the draw instruction is not contingent on the successful execution of the effects (FAQ #8668). ### Summary Because the unit targeted to receive the Might bonus is moved to a non-board zone before the spell resolves, the target becomes invalid for that specific effect. However, because the unit targeted to be killed remains a valid target, the spell resolves partially, killing the unit, but failing to apply the Might bonus. Note: I could not fully verify this ruling against the retrieved rules.
If I use Strike Down to have my friendly Lucian Merciless (with Warmog and a buff from Warmog from conquering) then detach the Warmog, does Lucian keep the buff or not?
Yes, your Lucian, Merciless will keep the buff. According to **RiftJudge FAQ #8468** and **#529**, when an equipment (like Warmog's Armor) detaches from a unit, the unit **retains any buffs** it already gained while the equipment was attached. Here is the breakdown of the interaction: 1. **Buff Persistence:** Buffs are objects placed on a unit (Rule 702). They remain on the unit until the unit leaves play or the buff is specifically spent or removed. Detaching an equipment does not remove existing buffs. 2. **Equipment Status:** Once Warmog's Armor is detached by the effect of **Strike Down**, its text becomes inactive on Lucian. While Lucian will keep the +1 Might buff he already earned, he will not gain *new* buffs from future conquers unless you re-equip him with Warmog's Armor or another source of that effect. 3. **Strike Down Sequence:** * You play **Strike Down**, targeting your equipped Lucian. * Lucian deals damage equal to his current Might (including the +1 buff from the previous conquer). * The equipment (Warmog's Armor) detaches. * Lucian remains on the battlefield with his existing +1 Might buff intact.
If I use Stupefy on a unit my opponent wants to kill to pay for Sacrifice's additional cost, can I prevent the unit from being killed?
Ruling: No. Costs, including additional costs, are paid before the spell becomes pending on the chain and before the opponent has priority to respond. By the time you can play Stupefy, the unit has already been killed and is in the trash. Sequence: - The player announces they are playing Sacrifice - During the "Pay Costs" step, they kill a friendly Mighty unit (e.g., Ekko, Recurrent) - If the killed unit has a Deathknell, it becomes pending on the chain - The unit is placed in the trash, completing the cost payment - Sacrifice is finalized and added to the chain - Only now does the opponent receive priority to play reactions - The killed unit is no longer a valid target for Stupefy as it is already in the trash Nuances: - If the killed unit has a Deathknell, it resolves before Sacrifice resolves on the chain - A unit "is Mighty" as long as its Might is 5 or greater
If I use Switcheroo on my Mundo and my own Traveling Merchant, does Mundo refresh himself and become 2 + cards in trash?
Ruling: No. Switcheroo snapshots the might difference at resolution and applies continuous modifiers. Mundo will get -X Might and Merchant will get +X Might, where X is (Mundo's might at resolution - 2). If more cards go to trash after resolution, Mundo's might will increase but the Switcheroo modifiers remain at their snapshotted values. Sequence: - Switcheroo resolves and calculates X = (Mundo's current might - 2) - Merchant gets +X Might (snapshotted, continuous) - Mundo gets -X Might (snapshotted, continuous) - If more cards go to trash later, Mundo's passive increases his might, but the Switcheroo modifier stays the same Nuances: - Switcheroo applies the inverse of the might increase to the unit with more might - The modifiers are snapshotted at resolution time, not dynamic - You can use Switcheroo on units controlled by any player
If I use Temporal Portal on a spell that has reduced cost, will the repeat from the Temporal Portal cost the reduced cost or base cost?
When you use **Temporal Portal** to grant **Repeat** to a spell, the cost of that Repeat is determined by the card's printed cost, and cost reductions apply to the total cost of the spell (base cost + Repeat cost) rather than being applied twice. According to the official rulings on this interaction: 1. **Cost Calculation:** When you play a spell with Repeat (or granted Repeat via Temporal Portal), you calculate the total cost as: **(Base Cost) + (Repeat Cost) - (Total Cost Reductions)**. 2. **Printed Cost:** Anything that references a card's "cost" looks at its printed (base) cost. Cost reductions are passive abilities that apply during the cost determination step, but they do not change the card's printed cost for the purpose of calculating the Repeat cost. 3. **Single Reduction:** The cost reduction applies only once to the combined total of the base cost and the Repeat cost. **Example Sequence:** * You cast a spell with a base cost of 3 and grant it Repeat (which also costs 3). * If you have a cost reduction of 2, the calculation is: **3 (Base) + 3 (Repeat) - 2 (Reduction) = 4 total energy**. * Upon resolution, the spell's instructions are executed twice. In summary, the Repeat cost is not "reduced" separately; rather, the total energy you pay for the spell (including the Repeat cost) is reduced by the total amount of your cost-reduction effects.
If I use Temporal Portal to give Hidden Blade the Repeat keyword, then kill my opponent's unit twice with it, how many cards does each player draw?
Ruling: You draw 0 cards total. Your opponent draws 2 cards total. Sequence: - First execution: Hidden Blade kills the targeted unit. The kill instruction executes successfully, so the linked draw instruction also executes - the unit's controller (your opponent) draws 2 cards. - Second execution (Repeat): Hidden Blade attempts to kill the same unit again, but it's already dead. The kill instruction is ignored because there's no valid target. - Because the kill instruction is ignored on the second execution, the linked draw instruction is also ignored. No one draws cards from the second execution. Nuances: - Hidden Blade uses linked instructions - the draw effect is linked to the kill effect that precedes it. - When an earlier instruction in a linked chain is ignored (like trying to kill an already-dead unit), all later linked instructions are also ignored. - Each execution of a Repeat effect is evaluated independently for whether its instructions execute or are ignored.
If I use Thrill of the Hunt on Akshan on my opponent's Aurora trigger and steal their Aurora, will they still get to summon a unit?
Yes, the opponent will still get to summon a unit. According to **RiftJudge FAQ #306**, once a triggered ability is on the chain, removing or stealing the source of the ability (the **Dazzling Aurora**) does not prevent that ability from resolving. ### Sequence of Events: 1. **Trigger:** The end-of-turn trigger for **Dazzling Aurora** is placed on the chain. 2. **Reaction:** You play **Thrill of the Hunt** in response to the trigger. You banish Akshan, then play him to a battlefield (assuming you have a valid target/location). 3. **Stealing:** Through the effect of your actions (or if the "stealing" refers to a specific interaction like *Here to Help* as mentioned in the FAQ), the **Dazzling Aurora** is moved to your control. 4. **Resolution:** Because the ability is already on the chain, it resolves normally when its turn comes, regardless of the fact that you now control the Aurora. The trigger does not check the status or controller of the source gear at the time of resolution; it only checks the trigger condition at the time it was initially placed on the chain.
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