Riftbound Frequently Asked Questions

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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
When contesting an empty battlefield triggers a Non-Combat Showdown, and the opponent moves a unit to that battlefield during the showdown (e.g., with Ride the Wind), what happens?
Ruling: The current Non-Combat Showdown resolves normally (both players pass focus in order). Since both players now have units on the battlefield, control is not established. A new Combat Showdown then begins immediately. Sequence: - The Non-Combat Showdown completes its resolution - No control is established (both players have units present) - A Combat Showdown begins - The player who originally applied contested status to the battlefield becomes the attacker - The player who moved units in second becomes the defender Nuances: - Showdowns cannot change type mid-resolution - During the Combat Showdown, no player has control of the battlefield, so abilities requiring control (like Ahri Legend) will not trigger - Other attack/defend abilities and triggers (like Assault, Ahri Inquisitive) work normally during the Combat Showdown even though no one has control
When controlling Dunebreaker (holding a battlefield) with Jinx Legend and 1 card in hand when opponent passes, can you stack triggers to draw from Legend, then Dunebreaker's hold ability, then normal draw, for 4 cards total?
Ruling: Yes, you can draw 4 cards total. The triggers are forced to resolve in a specific order based on when they occur during the turn structure. Sequence: - Start of beginning phase: Draw for Jinx Legend's Loose Cannon ability (triggered by having 1 card) - During beginning phase: Draw for Dunebreaker's hold ability - Draw phase: Draw for turn - Total: 4 cards (1 starting card + 3 drawn) Nuances: - The ordering is mandatory, not optional - start of beginning phase effects always occur before hold effects, which always occur before the draw phase
When dazzling finds a unit, can it be played anywhere or only to your base/a battlefield you control?
Ruling: When dazzling finds a unit, it follows the same restrictions as playing any card - you can play it to your base or a battlefield you control unless the unit card itself specifies otherwise. Nuances: - Some units like Sneaky Deckhand or Deadbloom Predator have text that allows them to be played to different locations, overriding the default restriction
When defending a battlefield with 1 unit (5 might) against 2 attacking enemy units (2 might and 4 might), can the defender assign damage to kill both enemy units?
Ruling: Both players assign damage to units. The defender can split their damage across multiple attacking units, and the attacker chooses how their units' damage is distributed to defending units. Sequence: - Defender assigns their 5 damage (e.g., 4 damage to enemy unit 2, 1 damage to enemy unit 1) - Attacker assigns their damage (e.g., unit 2 deals 4 damage to defending unit, unit 1 deals 1 damage to defending unit) - Units with lethal damage die (in the example: defending unit dies, enemy unit 2 dies) Nuances: - The defender can choose how to distribute their damage among attacking units - The attacker chooses how each of their units assigns damage to defending units
When defending a battlefield, if a player uses Ride the Wind to move Yasuo to that battlefield during combat, does Yasou's 'When I attack' ability trigger?
Ruling: Yasou's 'When I attack' ability does not trigger when moved to a battlefield where his controller is the defender. All units controlled by the defending player are considered defenders, regardless of when they arrive at the battlefield. Sequence: - Attacker attacks the battlefield and passes without playing Actions - Defender plays Ride the Wind to move Yasou to the battlefield - Ride the Wind chain resolves (Yasou's ability does not trigger) - Focus passes back to the attacker, who can play Actions again Nuances: - After Ride the Wind fully resolves, the attacker regains the opportunity to play Actions and could use cards like Last Breath at that point
When defending at Reaver's Row, if you play Discipline in reaction to the defense trigger and opponent responds with Wind Wall, can you still choose to move your unit back to base after the chain resolves?
Ruling: Yes, you can still choose to move your unit back to base after the chain resolves. You target a unit when Reaver's Row triggers, but you choose whether to actually move that unit back when the trigger resolves. Sequence: - When attacking Reaver's Row, "When I attack" triggers go on the chain - "When I defend" triggers go on the chain (Reaver's Row triggers, defender targets a unit) - Defender may play reactions - Attacker may play reactions - Chain resolves - When Reaver's Row resolves, defender chooses whether to move the targeted unit back or not - After all triggers resolve, attacker may play actions Nuances: - You must target a unit at Reaver's Row when the trigger is added to the chain, but the decision to actually retreat happens at resolution - "May" abilities are optionally taken at resolution unless otherwise noted - The attacker always has priority first in a showdown, even if defend triggers are on the initial chain - Actions cannot be played while there is an active chain
When defending at a battlefield that allows bringing a unit back to base when defending, can the attacker use Fox Fire before the defender triggers the battlefield effect to return their unit to base?
Ruling: The battlefield effect triggers first when the showdown starts, before any actions like Fox Fire can be played. The defender can choose to use the battlefield effect to bring a unit back to base before the attacker can play Fox Fire. Sequence: - The showdown starts - The battlefield effect triggers and starts a chain - The defender chooses whether to use the "can" effect to bring a unit back to base - After all effects and reactions resolve, actions like Fox Fire can be played - Once the trigger has passed, the battlefield effect can no longer be used Nuances: - Fox Fire is not a reaction unless it's hidden at the battlefield, which it can't be if you are defending that battlefield - The opponent could react to the chain, but Fox Fire specifically cannot be used as a reaction in this scenario
When defending in combat, do you divide your total might among attackers, or do equal might units kill each other?
Ruling: Both attackers and defenders total up their might and distribute it as damage to opponent units in any way they choose. Sequence: - Total up your might - Distribute damage to opponent units in any way you like - Once you start putting damage on a unit, you must assign it lethal damage before moving on to the next unit Nuances: - Defenders have the same damage distribution choice as attackers
When defending with Fiora Peerless, can you play Punch First before her Might-doubling trigger resolves?
Ruling: No, you cannot play Punch First before Fiora's Might-doubling trigger resolves because Punch First is an [Action], and only cards with [Reaction] can be played in response to triggers during a Closed State. You must wait until after the trigger resolves and the chain empties, then play Punch First when you gain Focus as the Defender. Sequence: - Showdown begins and Fiora is designated as Defender - Fiora's "When I defend" trigger is placed on the Initial Chain - Only Reactions can be played in response (game is in Closed State) - Fiora's trigger resolves, doubling her Might from 3 to 6 - Chain empties and Defender gains Focus (Open State) - Now you can play Punch First as an Action - Fiora gains +5 Might for a final total of 11 Nuances: - Actions can be played "on your turn or in showdowns" but only when the chain is empty (Open State) - The distinction between [Action] and [Reaction] keywords is critical for timing
When defending with Master Yi's +2 might bonus and playing a Challenge Action spell during a showdown, does Challenge count only the unit's base might or does it include the defending bonuses?
Ruling: The might increase from defending bonuses counts. The unit has the increased might while the showdown is ongoing, so Challenge uses that total might. Nuances: - The +2 from Master Yi is technically not a "buff" in game terminology, though it functions as a might increase during defense
When defending with Teemo Strategist, when can the opponent react to the ability - before or after revealing cards and targeting a unit?
Ruling: The opponent can react before you reveal cards. Sequence: - Teemo Strategist's ability triggers - Opponent has opportunity to react - Cards are revealed and unit is targeted - Ability resolves Nuances: - If a Nocturne is revealed, it will be played immediately as it's added to the chain as a pending item, and once Teemo is done resolving, pending items are finalized in the order they were added (regardless of who has priority in combat)
When defending with a damaged unit on Reavers Row and Warwick attacks, can I retreat my unit using Reavers Row's ability before Warwick's attack resolves, since Warwick's focus ability goes on the chain first and Reavers Row resolves first?
Ruling: Yes, you can retreat your unit with Reavers Row before Warwick's attack resolves. Since Warwick's focus ability goes on the chain first, Reavers Row's ability goes on after and resolves first. Sequence: - Warwick's attack ability (with focus) goes on the chain first - Reavers Row's ability goes on the chain second - Reavers Row resolves first, retreating the unit - Warwick's attack resolves, but the unit is no longer present Nuances: - The retreated unit will not be destroyed because it is no longer "here" when Warwick's attack resolves
When defending with a unit that has less might than the attacking unit, if the defender stuns the attacker, who recalls from the battlefield?
Ruling: If at the end of combat units remain from both players, then attackers recall. The stunned attacker returns to base and the defender successfully defends. Nuances: - This applies even when the defender has less total might than the attacker - When an opponent moves into an empty battlefield and applies contested status, they become the attacker for that combat - A defender can use Zenith Blade to slide into a contested battlefield after the opponent has moved there, and will still be considered the defender - If the defender stuns the attacker in this scenario, the attacker recalls and the defender conquers the battlefield
When determining the Active Player after an effect resolves, should triggered abilities be ignored when checking for the most recent item on the Chain, or should the controller of the most recent item (even if it's a triggered ability) become the Active Player?
Ruling: The controller of the most recent item on the Chain becomes the Active Player, even if that item is a triggered ability. Do not ignore triggered abilities for this calculation. Nuances: - Rule 541.2 (which states triggered abilities do not affect the order of the Active Player) is likely to be deleted in future rules updates - Triggered ability rules may be reworked in the future, but no definite timeline or approach has been confirmed
When do 'When I move, ...' triggers like on Traveling Merchant resolve relative to Combat/Showdown being staged on a battlefield?
Ruling: Move triggers resolve before Combat or Showdown begins. The trigger is placed on the chain as a pending item during the move, then finalized during cleanup before any staged Showdown or Combat can begin. Sequence: - Move occurs and the 'when I move' trigger is put as a pending item on the chain - Cleanup happens after the move - During cleanup, Showdowns and Combat are marked as Staged at relevant battlefields - Pending items on the chain (including the move trigger) are finalized - Showdown or Combat cannot begin yet because the state is not open (the move trigger is on the chain) - Chain resolves through FEPR to clear it - Once the chain is empty and state is Neutral Open, staged Showdown or Combat can begin Nuances: - Showdown and Combat can only begin from a Neutral Open State, so they must wait until the chain is empty
When do 'When I move/attack/defend' triggers resolve, and what happens if a unit like Yasuo is killed after triggering 'When I attack' but before combat damage?
Ruling: 'When I move' triggers resolve on their own chain before the showdown begins. Once that chain resolves, the showdown starts and 'When I attack' and 'When I defend' triggers go on a new chain together. Yasuo's 'When I attack' ability triggers and resolves as soon as he becomes an attacker, dealing damage before he can be killed by non-reaction speed cards like Hextech Ray, but he will die before dealing combat damage. Sequence: - Unit moves to battlefield, 'When I move' trigger goes on chain - Move trigger chain resolves (reactions can be added) - Showdown begins: 'When I attack' triggers are added to new chain - 'When I defend' triggers are added to same chain - Reactions can be added - Chain resolves in reverse order - Players pass focus back and forth, starting new chains with actions/reactions - Once both players pass in a row, combat damage is dealt Nuances: - Non-reaction speed cards cannot be played until the chain is empty, so they cannot interrupt triggered abilities - If a unit is moved into an already ongoing combat (e.g., with Ride the Wind), the move trigger goes on the same chain as the attack/defend trigger, with move resolving before attack/defend - 'When I attack' and 'When I defend' triggers only happen once per combat, even if the unit leaves and returns to the same combat - Units moved into combat after it starts still trigger their 'When I attack' or 'When I defend' abilities when they gain attacker/defender status
When do 'When you play' effects trigger - as soon as you begin playing the card or after the card finishes resolving?
Ruling: 'When you play' effects trigger when the appropriate card finishes resolving. Sequence: - Play the card (e.g., Teemo from hidden) - The unit instantly resolves - Then 'When you play' triggers (e.g., Ember Monk) go on the chain - You can order simultaneous triggers as you see fit Nuances: - The play effect goes on the same chain as the unit being played (matters for focus in showdowns) - When a card finishes resolving doesn't mean its trigger has also resolved - the trigger still needs to resolve separately from the chain
When do 'when attacking' effects happen, and can the opponent respond to protect a unit being attacked?
Ruling: 'When attacking' effects are the first thing that enters the chain when you start a showdown. The opponent can only respond with reaction spells, and the attacker has priority to cast their own additional reaction spells first. Sequence: - 'When attacking' abilities enter the chain first - 'When defending' abilities go next - Reaction spells can be played on top of the chain - Everything resolves backwards Nuances: - The opponent cannot use non-reaction spells since the chain has already started - The attacker maintains priority to cast additional reaction spells before the opponent
When do Shield and Yi Legend abilities activate - before or after defend and attack triggers resolve?
Ruling: Shield and Yi Legend abilities activate when a unit gains the defender designation, which occurs before attack/defend triggers resolve. Sequence: - Unit gains defender designation - Shield and Yi Legend abilities activate (Yi only if defending alone) - Attack/defend triggers resolve Nuances: - Yi Legend ability requires the unit to be defending alone, while Shield does not have this restriction
When do attack/defend effects (like Wielder of Water's +2/+2) fall off, and can you respond with reactions (like Gust) before the conquer happens?
Ruling: Attacker/Defender labels and their associated buffs are removed during post-combat special cleanup, before the on-conquer trigger is finalized to the chain. You cannot play reactions between the buff falling off and the conquer happening, as both occur during combat cleanup steps without a window for reactions. Sequence: - Combat resolves - Post-combat special cleanup occurs (Attacker/Defender labels removed, buffs fall off) - Conquer happens (still part of cleanup) - On-conquer triggers are added to chain as pending - Normal cleanup occurs (triggers finalized to chain) - Players can now respond with reactions Nuances: - If a Deathknell trigger occurs, you would be able to Gust before the conquer happens, as Deathknell triggers resolve before the conquer step - Monastery of Hirana's trigger will be added to the chain even if a non-buffed unit conquers, giving you an opportunity to play reactions after the conquer
When do cards with targeting effects (like 'Kill a unit at a battlefield') choose their targets, and can targets be changed if the original target becomes invalid?
Ruling: Targets are chosen when the card enters the chain (when you play it). You cannot change targets after they are chosen. Nuances: - If the original target becomes invalid (e.g., no longer at the battlefield) before resolution, you cannot choose a new target even if other valid targets exist
When do defending buffs to might or units with the 'shield' keyword apply - at any battlefield or only during a showdown?
Ruling: Defending buffs to might and units with the "shield" keyword only apply at a battlefield during a combat showdown, not simply by being at a battlefield. Nuances: - You are not considered a defender if there is no combat occurring.
When do move effects trigger in relation to the combat flowchart, and what happens if a unit is removed (e.g., by Gust) in response to the move trigger?
Ruling: Move effects trigger before the combat flowchart begins (before showdown). If you remove the unit in response to the move trigger, no combat showdown will start because Staged Combats that stop being Staged before the Steps of Combat are initiated are not resolved or executed. Sequence: - Unit moves, triggering any move effects - Move trigger goes on the chain - Players may respond (e.g., with Gust) - Chain resolves - If unit is still staged for combat, showdown begins with the combat flowchart - If unit was removed, no showdown occurs Nuances: - The initial chain with attack/defend triggers is already part of the showdown - Gusting a unit during the attack/defend trigger chain does not stop the showdown that has already started - However, gusting during the move trigger (before showdown starts) prevents the showdown entirely
When do players get priority during their opponent's turn to play reactions?
Ruling: You get priority in four windows: (1) On your turn during action phase when it's not a showdown and there's nothing on the chain, (2) During a showdown when you have focus and there's nothing on the chain, (3) When a chain item resolves and you control the new topmost item, (4) When there is a chain and a player passes you priority. You don't get priority at end of turn unless a chain item is created then. Sequence: - When an opponent plays a card, they hold priority first - When they pass priority to you, you can respond - During showdowns, focus passes back and forth between players until both pass without starting a chain - After each chain link resolves, cleanup happens (damage/death checks) Nuances: - During window 1 (action phase, your turn, no showdown), you can play base speed, action, or reaction cards/abilities - During window 2 (showdown with focus), you can play action or reaction cards/abilities - During windows 3 and 4 (chain active), you can only play reaction cards/abilities - Even the defender can have focus during a showdown to start a new chain with an action spell - Units die either when a kill action happens or during cleanup after damage greater than or equal to their might is marked on them
When do spells go to the trash - immediately when played or after they resolve?
Ruling: Spells go to the trash after they resolve, not immediately when played. Sequence: - When a spell is played, it enters a temporal zone called the Chain - The spell remains in the Chain zone until it resolves - After resolution, the spell moves to the trash Nuances: - This matters for effects that count cards in trash or return cards from trash to hand - For example, Convergent Mutation is not in the trash when it resolves, so it doesn't count toward its own Might bonus calculation
When do units heal, particularly after spells used outside of showdowns versus during combat?
Ruling: Units heal at the end of combat and at the end of turn. A unit damaged by a spell outside of a showdown would not heal until one of these two timing windows occurs. Sequence: - Damage remains on units until end of combat or end of turn - At end of combat, all units at all locations heal - At end of turn, all units heal Nuances: - Damage is cleared after combat showdowns specifically, not after all showdown types - When damage is cleared after combat, it affects all units everywhere, not just units that participated in that combat
When do you announce the targets for Dragon's Rage - on cast or when resolving the spell?
Ruling: Targets are never selected on resolution. Dragon's Rage targets a unit on activation (the unit to be moved and the destination), and then creates a reflexive trigger that targets another unit at the destination. Sequence: - First part: On activation, target an enemy unit and declare a destination. This moves the unit. - Second part: After the move resolves, a reflexive trigger enters the chain that targets an enemy unit at the previously declared destination to deal damage. - You can respond to either part of Dragon's Rage. Nuances: - If no move is performed, the reflexive trigger never enters the chain. - To counter Dragon's Rage, move the targeted unit to the destination before the first part resolves - this prevents the move from happening and stops the reflexive trigger from entering the chain. - Moving the unit in response to the first part won't prevent the move if the origin and destination are still different. - A move requires choosing an origin and destination that are different from each other. - If the unit is moved to a battlefield, you can use Flash in response to the reflexive trigger. If moved to your base, Flash will not save the unit.
When do you announce/choose the amount of damage that Bullet Time deals - when it is played or when it resolves?
Ruling: You choose and pay the amount of power when Bullet Time resolves, not when it is played. The amount you pay becomes the amount of damage it deals. Nuances: - Abilities that have 'may' in them always make that choice on resolution
When do you choose targets for Falling Star's damage, and how does this interact with En Garde?
Ruling: You choose targets for Falling Star when you play it, but damage is allocated when it resolves. This means the opponent can see which units are targeted before deciding whether to use En Garde. Sequence: - Play Falling Star and declare targets (e.g., unit A for 3 damage and unit B for 3 damage, or unit A for both instances of 3 damage) - Opponent can react with En Garde or other responses based on the declared targets - Falling Star resolves and deals the damage to the targeted units Nuances: - You can target the same unit with both instances of 3 damage to ensure it dies - The opponent can see your targeting choices before deciding whether to use En Garde, allowing them to avoid wasting protection on a unit that would die anyway
When do you choose targets for Volibear's furious attack ability, and when do you distribute damage?
Ruling: You declare targets when Volibear attacks (when the ability goes on the stack). The opponent can then react knowing what your targets are. When the ability resolves, you distribute the damage among the chosen targets. Sequence: - Declare any number of targets (0-5) when Volibear attacks - Opponent can react knowing what the targets are - When the ability resolves, distribute damage to all chosen targets Nuances: - Each chosen target must receive at least 1 damage if possible - You cannot choose multiple targets and then only damage one of them - You can deal more than 1 damage to each target
When do you choose the battlefield for Bullet Time - upon putting it on the chain or on resolution?
Ruling: You choose the battlefield when putting Bullet Time on the chain (during finalize), not on resolution. Sequence: - Put Bullet Time on the chain AND choose the battlefield - Players have a chance to react - Bullet Time resolves: pay the runes and deal damage Nuances: - Paying runes and dealing damage happens on resolution, but battlefield selection happens earlier during finalize
When do you choose the target for Reaver's Row, and when do you decide whether to move it?
Ruling: You choose the target when the ability triggers. You decide whether to move the unit or not when the ability resolves. Sequence: - Step 1: Choose target when ability triggers - Step 2: Decide whether to move the targeted unit when ability resolves Nuances: - This timing structure (making necessary choices on trigger, then deciding optional effects on resolution) applies to other similar effects in the game
When do you choose to repeat a card - on activation or on resolution?
Ruling: You must choose to repeat when you pay the cost of playing the spell, as part of finalizing the card. The repeated spell creates one chain item with its effect twice, not two separate activations. Sequence: - Play the spell with Repeat - Decide right then whether to pay the Repeat cost - If paying Repeat, finalize the effect twice as one chain item - Opponent then gets priority to respond Nuances: - There is only one activation, not two separate ones - If the repeated spell is countered, you do not get the Repeat cost refunded (like any other additional cost) - The Repeat additional cost is not factored into base cost thresholds for effects like Defy
When do you decide who goes first - before or after revealing battlefields?
Ruling: You decide play order after determining battlefields. The sequence is: reveal legends, choose champions, determine battlefields, then decide play order. Sequence: - Reveal Legends - Choose Champions - Determine Battlefields - Decide Play Order - Resolve Mulligans - Start the Game
When do you declare targets for spells and abilities in Riftbound - at cast or at resolution?
Ruling: You declare targets when you put the spell or ability on the chain, not when it resolves. Nuances: - Any effect that asks you to choose an object on the board (in any wording) requires a target - Cards like "Deal 3 to a unit" and "Choose an enemy unit" both use the same targeting timing despite different wording - If a target becomes invalid before the spell resolves (e.g., a unit is retreated from the battlefield), the spell does not affect that target
When do you declare targets/make choices - when playing a card or upon resolution?
Ruling: Targeting and costs occur when an effect goes on the chain. Choices that are part of the effect (not costs) occur upon resolution. Sequence: - When playing a card: Declare targets and pay costs - Upon resolution: Make choices that are part of the effect text Nuances: - Target on resolution may occur when a prior effect in resolution is needed to be able to target - Split damage effects target units on play, but the actual distribution between those units is decided on resolution - Secondary targets (like Dragon's Rage's second unit) are chosen on resolution - Effects like "discard 1" that are part of the effect text (not costs) have the choice made at resolution
When do you draw when you conquer at 7 points - does it use the stack so you can order triggers, or does it happen before everything else?
Ruling: Drawing a card at 7 points is a replacement for winning a point. It happens simultaneously with the conquer, before conquer triggers. Sequence: - The draw happens simultaneously with the conquer - Conquer triggers occur after - You cannot order the draw with conquer triggers because the draw happens before them Nuances: - This is not a replacement effect in the technical rules sense, but rather a replacement for winning the point itself - It does not use the chain
When do you pay power for Bullet Time - on cast or on resolution?
Ruling: You pay power for Bullet Time on resolution, not on cast, because it is not an additional cost effect. Nuances: - You cannot respond with a buff to your unit after the power cost is paid because the spell is already resolving at that point.
When do you pay the power cost for Bullet Time's effect, and can you exhaust/recycle runes for energy and power during its resolution?
Ruling: You pay the power cost for Bullet Time upon resolution, not when casting it. You can use reaction-speed add abilities (both exhausting runes for energy and recycling runes for power) during Bullet Time's resolution when paying the power cost. Sequence: - Cast Bullet Time, paying only its base energy cost and choosing a target battlefield - Players pass priority and Bullet Time begins to resolve - During resolution, you can exhaust runes for energy and/or recycle runes for power - You then pay any amount of power and deal that much damage to all enemy units at the chosen battlefield Nuances: - If Bullet Time is countered, you do not pay any power (unlike additional costs which are paid when casting) - Your opponent cannot see how much power you will pay before deciding whether to respond to Bullet Time - Rule 416.3 allows using reaction-speed add abilities any time spells or abilities require resources to be paid, which applies during Bullet Time's resolution - This works the same way as blue Teemo - the amount is not declared until resolution
When do you pick a unit target for a spell like Gust - when you play it or when it resolves?
Ruling: You pick the unit when you place the spell on the chain, not when it resolves. Sequence: - Choose the target when placing the spell on the chain - Target legality is checked at that time (must be legal when chosen) - Target legality is checked again when the spell resolves to ensure the target is still legal Nuances: - You cannot choose an illegal target initially with the intention of making it legal later - If your opponent reacts to raise their units' might after you've chosen the target, the target has already been selected
When do you score points for controlling a battlefield - do you get a point when you move to an empty battlefield and end your turn, and another point if the enemy does nothing on their turn?
Ruling: You score a conquer point immediately when you take control of a battlefield (after combat/showdown resolves), not at the end of your turn. You then score a hold point if you still control that battlefield at the beginning of your next turn. Sequence: - Move units to battlefield - If contested, resolve showdown/combat - If your units control the battlefield, score a conquer point (once per battlefield per turn) - Continue with rest of turn - At the beginning of your next turn, if you still control the battlefield, score a hold point Nuances: - The conquer point is scored before your turn ends, not at the end of turn - You can only score one conquer point per battlefield per turn
When do you score points for controlling a battlefield/zone in Riftbound?
Ruling: You score a point if you control a battlefield at the START of your turn, not at the end of your turn. Nuances: - This timing distinction is critical for determining win conditions and whether a player can recover from a losing position
When do you select the runes to ready for Targon's Peak, and does it create a chain?
Ruling: Targon's Peak creates a delayed trigger when you conquer. You select the runes at the end of turn when the delayed trigger goes onto the chain, not when you conquer. Sequence: - When you conquer, the "When you conquer" trigger goes on the chain with no targets and resolves, creating a delayed trigger for end of turn - At end of turn, the delayed trigger activates and goes onto the chain - You choose your targets (0-2 runes) when the delayed trigger is placed on the chain at end of turn - When it resolves, the chosen runes ready immediately Nuances: - This is different from Dark Child/Green Sona which explicitly trigger at end of turn as their primary trigger - Under the new tournament rules for missed triggers, you don't need to announce the conquer trigger since it has no immediate observable impact; you only need to announce at end of turn when readying runes - The delayed trigger behaves like any other triggered ability when it goes on the chain at end of turn
When do you tap Kaisa to add a Power when playing Hextech Ray in response to an opponent moving a unit to a battlefield?
Ruling: You tap Kaisa at the point when you play Hextech Ray, paying 1 energy and declaring the target. Kaisa's "add" ability can be activated during the process of paying costs for cards. Sequence: - Opponent moves into a battlefield and passes priority - You gain priority and focus during the showdown - You tap Kaisa while playing Hextech Ray at action speed, paying 1 energy and declaring the target - Pass priority to opponent who can respond with a reaction or pass - If opponent passes, Hextech Ray resolves Nuances: - "Add" abilities can be activated during paying costs for cards
When does 'until the end of this turn' expire - when you pass turn or after both players have played?
Ruling: Effects that last "until the end of this turn" expire when you pass to another player. Sequence: - You pass turn to the other player - Any "at the end of turn" triggers resolve (like Dazzling Aurora) - Then the turn ends and the effect expires Nuances: - The effect ends after your portion of the turn, not after both players have acted
When does Ahri legend's Nine-Tailed Fox effect trigger, can it be missed, and what happens if the opponent plays too quickly?
Ruling: Ahri's effect triggers when attackers and defenders are established, before "when I attack" effects. It is a defender trigger that resolves before attacker triggers in the initial chain (LIFO order). This trigger can be missed if not declared in time. Sequence: - Attackers and defenders are established - Ahri's effect triggers (defender trigger) - Initial chain forms with attacker triggers, then defender triggers - Chain resolves LIFO (defender triggers resolve before attacker triggers) Nuances: - The Ahri player can miss the timing if they do not declare the -1 effect when appropriate - If the opponent plays too fast or skips combat steps (shortcuts), the defending player is entitled to intercept and rewind to proper order to activate Ahri's effect - The trigger can only be missed if enough time was given and the defender failed to declare it before the opponent begins stating actions/reactions to start a chain
When does Assault apply in relation to Ahri Legend's ability that reduces attacking units' Might by 1?
Ruling: Assault is a passive ability that applies as soon as a unit gains the attacker designation. By the time Ahri Nine-Tailed Fox's ability goes on the chain, the unit already has the attacker designation and thus already has the Assault bonus. Sequence: - Unit moves to battlefield and gains attacker designation - Assault bonus applies immediately - Ahri's ability triggers and goes on the chain - Ahri's ability resolves, reducing Might by 1 Nuances: - If Cleave is played after Ahri's trigger resolves (using the first focus of combat), a unit with base 3 Might will be at 4 Might (3 base + 3 Assault - 1 Ahri + 1 Cleave) - If Cleave is played before moving the unit to battlefield to begin combat, the unit will be at 3 Might (4 base from Cleave + 3 Assault - 1 Ahri - 3 from Assault wearing off after Cleave resolves pre-combat)
When does Blue Teemo pick targets for his effect and when does he need to pay Deflect costs?
Ruling: Teemo chooses a single target when his ability enters the chain (when Deflect costs must be paid), then reveals Hidden cards to determine how much damage that target takes. Sequence: - Teemo's ability enters the chain - Teemo chooses one target and pays any Deflect costs - Hidden cards are revealed - Damage equal to the number of Hidden cards revealed is dealt to that target Nuances: - Teemo does not ping multiple times like Icathian Rain; he deals all damage to one target - The interaction with Void-Gate effects was initially answered incorrectly in this thread and was later corrected in a separate discussion
When does Carnivorous heal damage? If Carnivorous deals damage to a unit before attacking a battlefield, does it carry that damage into combat?
Ruling: Units are only healed after a combat (from a combat showdown) and at the end of the turn. Effects that deal damage outside of combat do not trigger healing. Sequence: - Carnivorous deals damage to a unit with its effect - Carnivorous retains that damage - If Carnivorous moves to a battlefield in the same turn, it enters combat with the damage already on it - Carnivorous only heals after the combat showdown or at end of turn Nuances: - The same principle applies to damage spells used before attacking a battlefield - the damage persists until healing occurs
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