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Riftbound Frequently Asked Questions

Search verified questions and answers.

If I use Thrill of the Hunt on Darius Trifarian, does it trigger his effect to get ready and +2?
Whether using **Thrill of the Hunt** to banish and re-play **Darius, Trifarian** triggers his ability depends on whether his re-entry becomes the **second card played** during your turn. According to Rule 419.3.c and the logic established in FAQ #10575, playing a card via a game effect (like *Thrill of the Hunt*) counts as "playing a card." Crucially, *Thrill of the Hunt* itself is a card played; therefore, the sequence of events determines Darius's status. ### Scenarios 1. **Darius is the second card:** * If you have played no other cards, and *Thrill of the Hunt* is your first card played, its resolution will put Darius onto the board as the second card played. * **Result:** Darius's ability triggers. He will gain +2 Might and ready himself, as he is on the board to "see" himself being the second card played (per FAQ #1119). 2. **Darius is the third (or later) card:** * If you have already played one or more cards before casting *Thrill of the Hunt*, the spell will count as at least the second card played, making the re-entered Darius the third card played or later. * **Result:** Darius's ability will **not** trigger. Per FAQ #7612 and #2069, the trigger condition is strictly tied to the second card played in a turn. 3. **Darius is the first card:** * This is impossible if using *Thrill of the Hunt*, as the spell itself must be played first, making it the first card played in the sequence. ### Key Considerations * **Trigger Condition:** As noted in FAQ #9135, Darius must be the second *actual card* played. Tokens do not count towards this "second card" condition (FAQ #8290). * **Playing via Effect:** FAQ #10575 and #4088 clarify that the method of play (from hand vs. from an effect) does not disqualify him from the trigger, provided the timing is correct. * **Resolution:** A card is considered "played" once its effects have fully resolved (Rule 419.4.a). Because *Thrill of the Hunt* plays the unit as part of its resolution, the unit enters the board before the "when you play" trigger check happens, allowing Darius to register his own arrival as the second card. **Summary:** You do not need to play Darius from your hand to trigger him; you simply need his re-entry via *Thrill of the Hunt* to coincide with the "second card played" milestone for that turn. *Note: I could not fully verify this ruling against the retrieved rules.*
If I use Thrill of the Hunt on a unit and banish it, does it still keep the minus might from spells?
No, the unit will not retain the minus Might (or any other modifiers) from previous spells. ### Reasoning When your unit is banished by **Thrill of the Hunt**, it leaves the battlefield and enters the Banishment zone. As soon as the unit leaves the board, it ceases to be the same game object it was previously. According to **Rule 705**, when a unit leaves play, all buffs/modifiers are removed from it. Furthermore, when **Thrill of the Hunt** instructs you to play that unit to a battlefield, it enters as a "new object." Because it is a new object, any previous effects or spells that were targeting or modifying the original unit no longer apply to it. This is consistent with the logic established in **RiftJudge FAQ #9687**, which clarifies that a unit moved to Banishment and then re-played enters as a new object, losing any previously attached equipment or persistent effects.
If I use Thrill of the Hunt on a unit, will this unit enter ready when played?
No, the unit will **not** enter ready. When a unit is played via **Thrill of the Hunt**, it enters the battlefield in an exhausted state by default. According to the rules for playing a unit (specifically Rule 811.1.c.3 and related RiftJudge FAQ #10757), playing a card from a non-hand zone—such as from Banishment—follows the same standard rules as playing a unit from your hand. Unless a card explicitly states that a unit enters "ready" (such as via the *Accelerate* keyword or a specific card effect), it will always enter exhausted. **Summary of the sequence:** 1. **Thrill of the Hunt** resolves. 2. Your unit is banished (leaving the battlefield). 3. The unit is then played to a battlefield of your choice. 4. As it is being played, it follows the default state-entry rule and enters the battlefield **exhausted**. *Note: As mentioned in RiftJudge FAQ #10314, keep in mind that since the unit leaves the board to enter Banishment, any gear previously attached to it will detach and be left behind at its previous location.*
If I use Thwonk with Repeat twice on the same unit, does Leona's legend ability trigger once or twice?
Ruling: Leona's legend ability triggers twice. Even though Repeat resolves as a single spell effect, the two stun actions are separate game actions that cannot occur simultaneously, so each triggers Leona independently. Sequence: - The first stun action stuns the target unit and triggers Leona's ability - The second stun action is performed as a separate game action (even though the unit is already stunned) and triggers Leona's ability again Nuances: - Game actions cannot be performed simultaneously, so even effects from a single repeated spell must resolve as sequential separate actions - This applies whether you target the same unit twice or two different units - either way, Leona triggers twice - The key is that each stun is a distinct game action, not whether the stun successfully changes the unit's state
If I use Time Warp while an opponent controls a battlefield, does the opponent get a hold point?
Ruling: No, the opponent does not get a hold point when you use Time Warp while they control a battlefield. Sequence: - Players can only hold during their own turn - When you use Time Warp, the next turn will be yours, not theirs - Therefore, they do not get an opportunity to hold
If I use Tricksy Tentacles and my opponent has 2 Master Yi Tempered at battlefield with both having a plus 1 because he has 6 XP, can I still pull them both to my battlefield or no because they have a +1 might on them?
Whether you can pull both **Master Yi, Tempered** units depends on their total current Might at the time you play and finalize **Tricksy Tentacles**. According to **Rule 710**, units on the board are evaluated according to their **current Might**. ### The Calculation 1. **Base Might:** **Master Yi, Tempered** has a base Might of 4. 2. **Buffs:** You mentioned they have a +1 bonus. If this bonus is a "Buff" (the game mechanic defined in Rule 701-705), it adds +1 to their Might, bringing each Master Yi to **5 Might**. 3. **Total Might:** With two of them, the total Might would be 5 + 5 = **10 Might**. ### Ruling **Tricksy Tentacles** requires the targeted units to have a "total Might of 8 or less." * Since 10 is greater than 8, you **cannot** select both of these Master Yi units as targets for Tricksy Tentacles if they are both sitting at 5 Might each. * If you choose to target them, you must be able to satisfy the "8 or less" condition when you finalize the spell on the chain. If they have a combined Might of 10, they are not legal targets for that specific instruction. This is my interpretation based on the mechanics of current Might (Rule 710) and the targeting requirements of Tricksy Tentacles. No official FAQ exists for this specific interaction.
If I use Unchecked Power to deal 12 damage and kill all units on the battlefield, can my opponent still play a Hidden unit (like Teemo) after the cleanup?
Ruling: No, the opponent cannot play a Hidden unit after Unchecked Power resolves and kills all units. The only opportunity to play the Hidden unit as a reaction is before Unchecked Power resolves, which would make that unit a victim of the damage. Sequence: - Unchecked Power is played - Opponent has opportunity to react (can play Hidden unit here, but it will take the 12 damage) - Unchecked Power resolves, dealing 12 damage to all units - Units die during cleanup - No opportunity to react again until another chain begins Nuances: - Hidden units can be played any time you can play a reaction - You cannot keep units safe by waiting to play them after damage resolution - they must be played before the damaging effect resolves
If I use Unyielding Spirit, then I use Fury of Blades, and I have an Elder Dragon in my base, and my opponent has two Ruined Rex in a battlefield, how would it resolve?
To resolve this interaction, we must follow the chain mechanics and the passive effect of *Elder Dragon*. Here is the step-by-step resolution: ### The Chain Since both *Unyielding Spirit* and *Flurry of Blades* are [Reaction] spells, they are added to the chain. Assuming you played them in the order you stated, the chain looks like this (LIFO - Last In, First Out): 1. **Top:** *Flurry of Blades* 2. **Bottom:** *Unyielding Spirit* ### Sequence of Resolution 1. **Flurry of Blades Resolves:** * It deals 1 damage to all units at all battlefields. * Because you control *Elder Dragon*, its passive ability applies: "Any amount of your damage is enough to kill enemy units." * Since *Flurry of Blades* is your damage, the 1 damage dealt to the two *Ruined Rex* units is lethal. * Both *Ruined Rex* units die and are sent to the trash. * **Deathknell triggers:** Both *Ruined Rex* units have *Deathknell* abilities. These go onto the chain (above any remaining items) in the order of your opponent's choosing. 2. **Chain Continues (Deathknell triggers resolve):** * Your opponent resolves the *Ruined Rex* *Deathknell* triggers, dealing 4 damage to a target of their choice. 3. **Unyielding Spirit Resolves:** * Once the *Deathknell* triggers have finished resolving, the chain returns to *Unyielding Spirit*. * *Unyielding Spirit* resolves, granting its protection effect: "Prevent all spell and ability damage this turn." * **Crucially:** This protection applies to the remainder of the turn. If your units were targeted by the *Ruined Rex* *Deathknell* triggers, that damage was already dealt (as those triggers resolved *before* *Unyielding Spirit* finished resolving). ### Important Nuances * **Order of Operations:** Because *Flurry of Blades* resolves before *Unyielding Spirit* finishes resolving, the *Ruined Rex* units die and trigger their *Deathknell* effects before your units gain the protection from *Unyielding Spirit*. * **Elder Dragon's Passive:** The passive effect applies because *Flurry of Blades* is damage controlled by you. Even though it only deals 1 damage, it satisfies the "lethal" requirement for enemy units due to *Elder Dragon*. * **Protection Timing:** *Unyielding Spirit* only prevents damage *after* it resolves. Damage dealt by effects on the chain that resolve before it (like the *Deathknell* triggers) will still be dealt to your units. *This is my interpretation based on the standard chain resolution (LIFO) and the provided card abilities. No official FAQ exists for this specific combination.*
If I use Viktor's ability to create a token and my opponent reacts with Gust to make me lose control of the battlefield, can I still play the token on that battlefield since I chose the location first?
Ruling: No, you do not choose the location when Viktor's ability is activated. The location is chosen when the token is played after Viktor's ability resolves, so Gust can legally be played in response and you will not control the battlefield when you need to choose where to play the token. Sequence: - Viktor's ability is activated and goes on the chain - Opponent can react with Gust, removing your control of the battlefield - Viktor's ability resolves and creates a token that goes on the chain - When playing the token (after Viktor resolves), you choose the location at that time - Since you no longer control the battlefield, you cannot play the token there Nuances: - The location choice is part of playing the token card, not part of activating Viktor's ability - Gust is a legal play because it doesn't create an illegal state itself - the battlefield being controlled by no one is legal - Tokens use the chain when being played
If I use Void Seeker on Darius Trifarian and afterwards use The List with Noxus, does Darius die?
To determine if Darius, Trifarian dies when targeted by *Void Seeker* and affected by *The List*, we must examine how damage and Might modifications interact. ### Ruling **Yes, Darius, Trifarian will die during the next cleanup step.** ### Sequence Analysis 1. **Void Seeker:** *Void Seeker* resolves, dealing 4 damage to Darius, Trifarian. Darius currently has 5 Might and 4 damage marked on him. 2. **The List:** *The List* is exhausted, naming the "Noxus" tag, which reduces Darius's Might by 2 for the turn. 3. **Resulting State:** * **Might:** Darius's current Might becomes 3 (5 base - 2). * **Damage:** Darius still has 4 damage marked on him. 4. **Cleanup:** During the next combat or turn cleanup, the game checks if the damage marked on a unit is greater than or equal to its current Might. Because 4 (damage) ≥ 3 (Might), Darius dies. ### Key Rules * **Might vs. Damage:** Damage marked on a unit is compared against its current Might to determine if it dies. Modifying a unit's Might does not heal damage already marked on it. Damage and Might reduction are additive processes; the order in which they are applied does not matter as long as the damage is not healed. * **The List:** As an activated ability, *The List* targets a unit with a chosen tag and reduces its Might by 2 for the turn. * **Targeting:** Darius, Trifarian possesses the "Noxus" tag, making him a valid target when "Noxus" is chosen. *** Note: I could not fully verify this ruling against the retrieved rules, as specific details regarding *The List* and the "Noxus" tag were not provided in the source context.
If I use Void Seeker to deal 4 damage to a 7 might unit, then use Smoke Screen to reduce it by 4 might, does the unit die?
Ruling: Yes, the unit will die during the next cleanup when the game checks if damage marked on it is greater than or equal to its might. Sequence: - Apply Void Seeker (4 damage) and Smoke Screen (-4 might) in either order - During the next cleanup, the game checks if damage ≥ might - The unit dies (4 damage ≥ 3 might) Nuances: - The order of applying damage and might reduction generally doesn't matter, as long as damage isn't healed between application and cleanup - Order only matters for "when you kill with a spell" triggers: Smoke Screen first then damage counts as a spell kill, but damage first then Smoke Screen does not count as a spell kill
If I use Voidseeker on a unit and the opponent flashes it to their base, do I still draw a card?
Ruling: Yes, you still draw a card even if the unit is flashed to base in response to Voidseeker. Nuances: - The draw part of Voidseeker has no dependency on the damage part due to the period separator between the two effects - Even if there were a comma instead of a period, you would still be able to draw (similar to how "discard 1, draw 1" triggers resolve with DAMAYC)
If I use Zenith Blade defensively when my opponent attacks a battlefield, and neither unit dies in combat, do I score the battlefield point?
Ruling: If your opponent moves into an empty battlefield and you use Zenith Blade to stun and move a unit there, the attacker recalls and you score and conquer the battlefield. If you already controlled the battlefield they attacked, you won't get the point since you already controlled it. Nuances: - You can only score if you haven't already scored on that battlefield this turn - The attacker is only formally assigned if the battlefield is occupied when combat showdown starts, but using Zenith Blade creates a "contested" status that makes them the attacker and you the defender - When no one wins combat, the attacker must recall
If I use a card that allows me to draw cards at reaction speed during a showdown, am I allowed to play a card I draw at reaction speed?
Yes, you are allowed to play a card you draw at Reaction speed during a showdown. According to **RiftJudge FAQ #2948** and **RiftJudge FAQ #4246**, when a card resolves from the chain and allows you to draw a card, you can immediately play that card as a reaction (if it has the Reaction keyword or is otherwise at Reaction speed) before the next item on the chain resolves. ### The Timing Sequence When an effect on the chain resolves: 1. The resolution of that chain item concludes. 2. The controller of the *next* item on the chain gains priority. 3. If no other items are on the chain, the player who currently has focus retains priority to play a new card or activate an ability at Reaction speed. 4. You may play the card you just drew if it is legally timed (e.g., has the **[Reaction]** keyword or is otherwise permitted to be played at that timing). 5. Players continue to pass priority until both pass consecutively, which then allows the next item on the chain to resolve. As noted in **RiftJudge FAQ #4908**, you cannot "chain block" to prevent your opponent from responding; adding a card to the chain simply gives you priority again, which you must eventually pass to your opponent to allow the chain to continue resolving.
If I use a movement spell/ability on units in Vilemaw's Lair, what happens?
Whether a movement spell or ability works on units at **Vilemaw's Lair** depends entirely on the **destination** of the movement: ### 1. Moving to Base If you use a spell or ability that instructs you to move units from Vilemaw's Lair to your **base**, the movement **fails**. * **The Restriction:** Vilemaw's Lair has the static ability: *"Units can't move from here to base."* * **The Interaction:** In *Riftbound*, a "can't" restriction always overrides a "can" (or "do") effect. * **Resolution:** Per Rule 359.3.e.6, because the instruction cannot be followed, it is simply ignored. If the spell has other instructions (like "ready the unit" or "draw a card"), those will still execute normally (see RiftJudge FAQ #5381, #8472, #8933). ### 2. Moving to Another Battlefield If you use a spell or ability that instructs you to move units from Vilemaw's Lair to **another battlefield** (not the base), the movement is **legal and successful**. * **The Restriction:** Vilemaw's Lair only restricts movement to the *base*. It does not prevent movement between battlefields (often referred to as ganking if using a standard move, or simply moving via spell effect). * **Result:** The unit will successfully relocate to the other battlefield (see RiftJudge FAQ #8472). ### Important Note on "Recall" Be aware that **Recall** is not the same thing as a **Move**. Effects that "return" a unit to your hand or base (like *Zhonya's Hourglass* or the automatic cleanup of attackers after combat) are not movement actions. Therefore, these effects **bypass** the Vilemaw's Lair restriction entirely (see RiftJudge FAQ #532, #7877, #8489).
If I use a repeated Rocket Barrage on a Zhonya's Hourglass and a 4 Might unit in their base, does the Zhonya's Hourglass save their unit from the repeated cast?
Whether Zhonya's Hourglass saves the unit depends on how the Repeat instances of Rocket Barrage are resolved. According to **FAQ 5839**, when a spell with Repeat deals damage multiple times, the unit is not checked for lethal damage until the entire spell has finished resolving. Zhonya's Hourglass acts as a replacement effect that triggers during the cleanup step after the spell finishes, preventing the unit from dying. ### Sequence of Events: 1. **Resolution Begins:** You play Rocket Barrage and pay the Repeat cost. 2. **First Instance:** The first instance of Rocket Barrage resolves. 3. **Second Instance:** The second instance of Rocket Barrage resolves. 4. **Spell Finishes:** The spell finishes resolving completely. 5. **Cleanup/Death Check:** The game performs a state-based check for lethal damage. 6. **Replacement Effect:** If Zhonya's Hourglass is still on the board, it triggers as a replacement effect (Rule 366). Instead of the unit dying, the Zhonya's Hourglass is destroyed, and the unit is healed, exhausted, and recalled to its base. Because Zhonya's Hourglass is a replacement effect, it does not use the chain. However, if a mode of Rocket Barrage is used to destroy the Zhonya's Hourglass during the resolution of the spell, the Hourglass will be in the trash before the cleanup step and will not be available to save the unit. Note: I could not fully verify this ruling against the retrieved rules.
If I use a replacement effect like Unlicensed Armory or Zhonya's Hourglass to save a unit I'm killing to pay for Heedless Resurrection's cost, does the spell still work?
Ruling: No. While the cost is technically paid (per Rule 357.2.a, replacement effects still satisfy cost payment), Heedless Resurrection will fail to resurrect anything when it resolves. The spell references "the killed unit" to determine the Energy and Power limits for what you can play from trash. Since no unit was actually killed (it was saved instead), this reference returns a null value, not zero. You cannot compare unit costs against null, so no unit can be selected from your trash, even a zero-cost unit. Sequence: - You play Heedless Resurrection and attempt to kill a unit as its additional cost - A replacement effect (Unlicensed Armory, Zhonya's Hourglass, etc.) saves the unit by recalling it instead - The cost is considered paid and the spell goes on the chain - When the spell resolves, it cannot find "the killed unit" to reference - The Energy and Power comparison returns null - The spell resolves but does nothing
If I use a spell that chooses multiple minions, if my opponent uses Not So Fast, does it cancel the whole effect of the spell, or only the application on the unit they used Not So Fast on?
If you play a spell that targets multiple units and your opponent plays **Not So Fast**, it counters the **entire spell**, not just the effect on one unit. According to **Riftbound FAQ #8423** and **Riftbound FAQ #7323**, when you use *Not So Fast* to counter a spell or ability that chooses a friendly unit or gear, the entire effect is cancelled. Even if the spell has multiple targets or uses the "Repeat" mechanic to affect multiple things, *Not So Fast* counters the spell as a single chain item. ### Why this happens: * **The Chain is Atomic:** When a spell is placed on the chain, it is treated as a single object. * **Countering the Spell:** *Not So Fast* targets the spell itself. Because the spell is a single chain item, countering it prevents it from resolving entirely, regardless of how many units it was intended to affect. * **No Partial Resolution:** A spell does not partially resolve just because one of its targets was "countered" or invalidated by a counterspell. In summary, playing *Not So Fast* completely cancels the spell, and none of its instructions will execute.
If I use a spell to move a unit from a battlefield with a 'when a player plays a spell' triggered ability, does the unit receive the buff from that battlefield?
Ruling: No. The unit will not receive the buff because it is no longer at the battlefield when the trigger resolves. Under the Unleashed rules update, "play" in a triggered ability refers to when the spell finishes resolving, not when it is finalized onto the chain. Sequence: - You play the spell targeting the unit at the battlefield, and it is finalized onto the chain - The spell resolves, moving the unit away from the battlefield - After the spell finishes resolving, it is considered "played" and the battlefield's triggered ability is placed on the chain - When the trigger resolves, it looks for a unit "here" at the battlefield, but the unit has already moved, so it cannot receive the buff Nuances: - If you move a unit TO the battlefield with a spell, the unit will be present when the trigger resolves and can receive the buff - Passive abilities that check for "play" evaluate at finalization, not resolution - This distinction was clarified in the Unleashed Rules Update (April 2026)
If I use another effect to spend the buff on Sett, Brawler, do I get to use his effect, "Spend my buff: Give me +4 Might this turn"?
No, you do not get to use his effect if another card spends the buff. According to the official FAQ for Sett, Brawler: "Ruling: No, Sett must spend his own buff to activate his ability. Another card spending a buff (like Call to Glory) will not trigger Sett's ability." Sett's ability is an activated ability that requires you to pay the cost of spending the buff *on him* to trigger the effect. If an external effect removes or spends that buff, the cost for Sett's ability has not been paid by the ability itself, and therefore the +4 Might effect will not occur.
If I use my irresistable faefolk to pull an enemy to an unoccupied battlefield, who is attacker and who is defender?
When you move **Irresistible Faefolk** to an unoccupied (uncontrolled) battlefield and use its ability to move an enemy unit to that same battlefield, **you are the attacker** and the **enemy unit is the defender**. According to **Rule 459.2.b.1** and consistent **RiftJudge FAQs** (such as **#9714**, **#9828**, and **#10101**), the determination of attacker and defender is based on which player applied the "Contested" status to the battlefield first. ### The sequence of events: 1. **Move:** You move **Irresistible Faefolk** to an unoccupied battlefield. By doing so, you are the player who applies the "Contested" status to that battlefield. This gives you the **attacker** designation. 2. **Trigger:** **Irresistible Faefolk's** ability ("When I move to a battlefield...") triggers and is placed on the chain. 3. **Resolution:** When the ability resolves, you choose an enemy unit and move it to that same battlefield. 4. **Combat:** Because units from opposing players are now present at a contested battlefield, the showdown transitions into a Combat Showdown. Even though your ability was the mechanic that moved the enemy unit into the combat, you remain the **attacker** because you were the player who initiated the combat by applying the "Contested" status to the battlefield first.
If I use sacrifice on a might unit and then save it using Tactical Retreat do I draw 2?
Yes, you do draw 2 cards. According to **RiftJudge FAQ #9425**, when you play **Sacrifice** and use **Tactical Retreat** to save the unit intended as the sacrifice cost, the following occurs: 1. **Playing the Spell:** You announce **Sacrifice** and choose your Mighty unit as the target for the "kill" cost. 2. **Paying Costs:** You attempt to pay the cost by killing the unit. 3. **Replacement:** **Tactical Retreat**'s replacement effect intercedes. Instead of the unit going to the trash, it is healed, exhausted, and recalled to your base. 4. **Cost Completion:** Per **Rule 357.2.a**, costs that are replaced by replacement effects are still considered paid. Therefore, the cost for **Sacrifice** is successfully paid. 5. **Resolution:** **Sacrifice** resolves, and you draw 2 cards and channel 1 rune. Your unit survives because the replacement effect of **Tactical Retreat** changed the outcome of the "kill" instruction (the cost) without preventing the spell from successfully completing its cost payment and resolving its effect.
If I use the Temporal Portal and Rocket Barrage combo, having Temporal Portal in base, I'll recycle a rune to tap Temporal Portal then tap 4 runes and recycle a blue to play Rocket Barrage next. Does Temporal Portal discount the repeat of Rocket Barrage?
To address your question about whether **Temporal Portal** discounts the **Repeat** cost of **Rocket Barrage**, we must look at how costs are calculated and how the **Repeat** keyword functions. ### The Ruling **No, Temporal Portal does not discount the Repeat cost of Rocket Barrage.** According to the official rulings on cost calculation (see **RiftJudge FAQ #8937** and **#8418**): 1. **Printed Cost:** Anything that references a card's "cost" looks at its printed (base) cost. 2. **Repeat Cost:** The cost of a **Repeat** is determined by the card's printed cost. 3. **Cost Reductions:** Cost reductions are passive abilities that apply during the cost determination step to the *total* cost (Base Cost + Repeat Cost). They do not change the card's printed cost, nor do they apply separately to the Repeat cost. ### Why they don't "stack" in the way you described While you can have multiple instances of **Repeat** (one printed on **Rocket Barrage** and one granted by **Temporal Portal**), they are paid for separately as additional costs when you play the spell. * **Rocket Barrage** has a printed cost of **[4][C]**. Its printed **Repeat** cost is also **[4][C]**. * **Temporal Portal** grants a second instance of **Repeat** equal to the spell's cost (**[4][C]**). * If you choose to pay for both instances of **Repeat**, you are paying the base cost plus two separate **Repeat** costs. * Any cost reduction effects you have would apply to the **total** sum of these costs, not to the individual **Repeat** costs themselves. ### Sequence of Events When you play **Rocket Barrage** with **Temporal Portal** active: 1. **Declare Play:** You announce you are playing **Rocket Barrage** and declare which (if any) **Repeat** costs you are paying. 2. **Calculate Total Cost:** * Base Cost: **[4][C]** * Printed Repeat Cost: **[4][C]** * Temporal Portal Repeat Cost: **[4][C]** * **Total:** **[12][3C]** (minus any applicable cost reductions). 3. **Pay Costs:** You pay the total calculated energy and power. 4. **Finalize:** The spell is placed on the chain as a single item. 5. **Resolution:** Upon resolution, the instructions of **Rocket Barrage** are executed three times (the initial play + two paid **Repeat** executions). **Important Note:** Because **Rocket Barrage** is only "played" once (Rule 820.3.a), you make choices for each of the three executions separately at the time you play the card. Once the spell is on the chain, you cannot add or change your decision to pay for **Repeat** after your opponent has had an opportunity to react. *This is my interpretation based on the provided rules and FAQs. No official FAQ exists for this specific interaction between Temporal Portal and Rocket Barrage.*
If I used Akshan to attach an equipment and had Lucian take the equipment when played, do I give equipment back?
When you use Akshan to steal an equipment and then move it to another unit (like Lucian) using a Weaponmaster effect, you do not automatically "give it back" the moment Akshan leaves play. According to **RiftJudge FAQ #694**, here is how the interaction works: 1. **Control:** While Akshan is in play, you control the stolen equipment. 2. **Moving the Equipment:** You can use a Weaponmaster effect to move that equipment to another unit you control (like Lucian). 3. **When Akshan Leaves Play:** The equipment **remains attached to Lucian** even after Akshan leaves play. However, once Akshan leaves, your control effect ends, and control of the equipment returns to its original owner. 4. **Getting it Back:** Because the original owner now controls the equipment again, they can use their own effects (such as their own Weaponmaster ability) to move it back to one of their units. **Summary:** The equipment does not immediately jump off Lucian or return to the opponent's hand when Akshan leaves; it stays on Lucian until the opponent actively moves it or Lucian leaves the board. Once Akshan is gone, the opponent regains control and can take it back at their convenience.
If I used Discipline on my unit and my opponent reacts with Star-Crossed, does my Discipline still let me draw?
Yes, you still draw from **Discipline** even though your opponent reacted with **Star-Crossed**. ### Why this happens According to the **Chain Rules** and **Core Rules 359.3.e**, Riftbound spells resolve as much as possible even if their target is removed or becomes illegal while the spell is on the chain. **Sequence of Events:** 1. **You play Discipline:** You target your unit. **Discipline** goes on the chain. 2. **Opponent plays Star-Crossed:** They add **Star-Crossed** to the top of the chain, targeting your unit (the friendly unit for them) and an enemy unit. 3. **Chain Resolution (LIFO - Last-In, First-Out):** * **Star-Crossed resolves first:** It returns your unit and the enemy unit to their owners' hands. * **Discipline resolves second:** Because **Discipline** does not have a "targeting" dependency for drawing the card (the draw is not contingent on the unit successfully receiving the +2 might), it still resolves. Your unit is no longer on the board to receive the +2 Might (which is ignored), but you still draw 1 card. ### Important Nuance As noted in **RiftJudge FAQ #7790** and **#2078**, if a spell contains multiple instructions, non-conditional parts (like "Draw 1") always happen unless the spell is countered. Even if a target becomes invalid, the spell "whiffs" on that specific portion but proceeds to resolve the remaining instructions.
If I void assault a unit to a battlefield but they react on that battlefield to the void assault with an Emperor's Divide, what happens?
When you play **Void Assault** and your opponent reacts with **Emperor's Divide**, the sequence of events depends on the specific targeting of each card and the nature of the instructions. ### 1. Targeting and the Chain * **Void Assault** targets one friendly unit and one enemy unit. Per **FAQ #8796**, choosing these units creates a lasting targeting relationship between the spell and those units. * **Emperor's Divide** is played in reaction, placing it on top of the chain. ### 2. Resolution (LIFO) 1. **Emperor's Divide Resolves:** It moves the friendly units of the player who cast it from the battlefield to their owner's base. 2. **Void Assault Resolves:** It attempts to execute its instructions in order ("Move a friendly unit, **then** move an enemy unit"). * **First Instruction:** It moves the friendly unit targeted by *Void Assault*. Since *Emperor's Divide* (played by the opponent) only affects their own units, your targeted friendly unit remains on the battlefield. *Void Assault* successfully moves it to the designated battlefield. * **Second Instruction:** It moves the targeted enemy unit. If that unit was moved to the base by *Emperor's Divide*, the targeting relationship is maintained because the unit remains on the board (a valid game object). *Void Assault* will move that enemy unit from the base to the battlefield. ### Conclusion *Void Assault* does not fizzle or fail. It continues to act upon its targets as they exist at the time of resolution, effectively moving them to the destination battlefield regardless of whether they were displaced by *Emperor's Divide*. *Note: I could not fully verify this ruling against the retrieved rules.*
If I void assault targeting my Yone and the enemies Rengar, moving Rengar to base and Yone to the battlefield Rengar was at, does Yone's passive trigger off Conqueror?
Yes, Yone, Blademaster's ability will trigger in this scenario. According to **RiftJudge FAQ #10336**, moving Yone into a battlefield and simultaneously moving the only enemy unit out results in that battlefield becoming uncontrolled during the cleanup phase (before the showdown begins). When Yone then conquers this now-uncontrolled battlefield during the resulting showdown, his ability will trigger. ### Sequence of Events: 1. **Void Assault:** You play Void Assault, moving Yone to the battlefield and Rengar to the base. 2. **State Change:** The battlefield becomes contested. 3. **Cleanup Phase:** During cleanup, because there are no enemy units there and no showdown is currently ongoing, the opponent loses control per **Rule 187.4.c**. The battlefield becomes uncontrolled. 4. **Showdown:** A non-combat showdown opens, and Yone conquers the now-uncontrolled battlefield. 5. **Trigger:** Because Yone conquered a battlefield that was uncontrolled, his ability triggers and is placed on the chain. This is my interpretation based on the official FAQs regarding Yone's conquer ability and Void Assault. No official FAQ exists for this specific unit interaction beyond the established logic for how Yone and Void Assault interact with battlefield control.
If I want to play a card with hidden that has an additional cost to enter ready when it's played, if the additional cost was paid, when do I have to pay the additional cost, when I hide the card or when I reveal it?
When you play a card with the **Hidden** keyword from its facedown position, you pay any additional costs **at the time you play the card (when you reveal/flip it)**, not when you initially hide it. Here is the breakdown of how this works: 1. **Hiding the card:** You pay the 1 Power cost to place the card facedown. This is the only cost associated with the "Hide" action. 2. **Playing from Hidden:** When you later choose to play the card from its facedown position, you are performing the action of "Playing a card." Even though the Hidden keyword allows you to ignore the card's base Energy and Power costs, you must still pay any **additional costs** associated with playing that card (such as "As an additional cost to play me..."). According to **Rule 353.2** and **Rule 354.2**, additional costs are determined and paid during the process of playing a card, after it has been placed on the chain but before it resolves. Because playing a card from Hidden is a form of playing a card, these standard rules for paying costs apply at the moment you reveal and play it.
If I want to put LeBlanc Leyend on chain, do I need to discard to put it on chain if I have no hand?
Yes, you must discard 1 card from your hand to put the ability of **LeBlanc, Deceiver** on the chain. According to **RiftJudge FAQ #10377**, **FAQ #10237**, and **FAQ #8686**, the discard requirement in LeBlanc's ability is a **cost**. In *Riftbound*, a cost must be paid in full to activate an ability or place a triggered ability on the chain. * **If you have no cards in your hand:** You cannot pay the required cost. Therefore, you cannot activate the ability or place it on the chain at all. * **The "Optional" Nature:** While LeBlanc’s ability is a triggered ability that uses the word "you may" (making it optional), that choice only applies if you are *able* to pay the cost. Because you cannot pay the cost without a card in hand, you cannot choose to trigger the ability. This is consistent with **Rule 422.3**, which states that when discarding is listed as a cost, the action must be able to be completed for the cost to be paid.
If I win on the attack and conquer, does this happen before or after I score? Before or after conquer effects?
Draven’s ability will trigger and resolve before you gain your regular point for scoring the battlefield and before any conquer effects are triggered. This means that you can’t win from 6 points by conquering a battlefield with Draven without having scored all other battlefields—you’ll gain your point from Draven, then the game will see that you’re at 7 points and give you a card draw instead of a point for conquering.
If I'm at 7 points and use Ride the Wind to move to an empty battlefield during my opponent's attack, do I immediately win the game?
Ruling: You do not immediately win. Moving to the empty battlefield creates a staged showdown that resolves after the current combat, and you only conquer that battlefield (drawing 1 card) rather than winning the game. Sequence: - Opponent attacks you at your battlefield during their turn - You cast Ride the Wind to move to the empty battlefield - Current combat resolves first - Staged showdown at the new battlefield begins after - You conquer the battlefield but do not win Nuances: - To win by scoring, you must either score all battlefields in the same turn OR hold one (which doesn't apply here since it's your opponent's turn) - Since you didn't score both battlefields in the same turn, you only get the conquest reward of drawing 1 card
If I'm at 7 points and use Run the Weave to move to my opponent's battlefield during their turn (where I haven't scored yet this turn), do I win immediately or draw?
Ruling: You draw, not win. You cannot win the final point via conquering unless you have scored both battlefields that turn. Sequence: - If you Run the Weave to opponent's battlefield during their turn and haven't scored both battlefields that turn, you draw to 8 points - To win via conquering, you would need to score on both battlefields in the same turn - This means you'd need to win the original combat, score/draw at the second battlefield, then find another opportunity to move back and score again at the first battlefield Nuances: - Simply holding a battlefield "on their turn" doesn't count toward the requirement to score both battlefields - Getting the win condition requires scoring both battlefields in a single turn cycle, which is very difficult to achieve
If I'm at 7 points with Grove and Mundo, can I Ride the Wind to the opponent's battlefield on their turn to reach 8 points and win?
Ruling: No, you cannot win by moving to the opponent's battlefield on their turn when at 7 points. To score the Final Point (8th point) on an opponent's turn, you must Score every Battlefield through Conquer that turn, which requires conquering both battlefields in a single turn. Sequence: - You need to either hold one battlefield (only possible during your own beginning phase) OR score both battlefields through Conquer in the same turn - Since you can't hold on the opponent's turn, you would need to conquer both battlefields - Moving from Grove to the opponent's battlefield only conquers one battlefield that turn - You would need to Ride the Wind back to Grove to conquer both battlefields in one turn Nuances: - You can win by using Ride the Wind on your own turn when at 7 points - Alternatively, you can do this at 6 points: conquer on their turn (7 points), then hold on your turn (8 points)
If I'm at 7 points, it's my turn and both battlefields are open, can I win by conquering 1?
No, you cannot win by conquering only one battlefield if you are at 7 points. According to **Rule 448.1.b.2**, when you are at 7 points (one point away from the victory score of 8), you can only score the final point through a "Conquer" action if you have **scored every battlefield** through either method (Hold or Conquer) during that turn. If you conquer only one battlefield while at 7 points, you will draw a card instead of gaining the final point. To win via conquest in this scenario, you must conquer both battlefields in the same turn.
If I'm at a battlefield with Hwei and Moonfall and an enemy Vi Peacekeeper into that battlefield, who is the attacker and who is the defender?
When you use **Moonfall** to move an enemy **Vi, Peacekeeper** into a battlefield you already control (where your **Hwei** is present), the resulting combat designations are as follows: * **Attacker:** Your opponent (the controller of **Vi, Peacekeeper**). * **Defender:** You (the controller of the battlefield). ### Reasoning According to **RiftJudge FAQ #5394** and **FAQ #2395**, when you use a spell or ability to move an enemy unit into a battlefield you already occupy or control, that enemy unit is the one applying the **Contested** status to the battlefield. Per **Rule 459.2.b.1**, the player whose unit(s) applied the Contested status to the battlefield is designated the **Attacker**. Because Vi, Peacekeeper is the unit that contested your battlefield, her controller becomes the Attacker, and you become the Defender. ### Sequence of Events 1. **Casting Moonfall:** You play Moonfall, choosing the battlefield where Hwei is located and targeting the enemy Vi, Peacekeeper. 2. **Move and Contest:** As Moonfall resolves, Vi, Peacekeeper is moved to your battlefield. By moving into your controlled/occupied battlefield, Vi applies the Contested status. 3. **Combat Designation:** Because Vi's entry applied the Contested status, the game designates her controller as the **Attacker** and you as the **Defender** (Rule 459.2.b.1 and 459.2.b.2). 4. **Triggers:** Vi, Peacekeeper's "When I attack" ability will trigger, as she has now gained the Attacker designation (per FAQ #10437). This interpretation aligns with the established Riftbound mechanics that distinguish between moving into an *open/uncontrolled* battlefield (where you apply contested status yourself and become the attacker) and moving an enemy into an *already occupied* battlefield (where the enemy unit you moved becomes the attacker).
If I'm at a battlefield with a mutated mouser unit and I charm an enemy sharkling unit into that battlefield, who is the attacker and who is the defender?
When you use **Charm** to move an enemy **Sharkling** into a battlefield where you already have a **Mutated Mouser**, the **Sharkling** becomes the **attacker** and you (the controller of the battlefield where the *Mutated Mouser* is located) become the **defender**. This interaction follows the standard rules for contesting battlefields, as clarified by several RiftJudge FAQs: * **Attacker/Defender Designation:** As confirmed by **RiftJudge FAQ #5394** and **FAQ #2395**, the enemy unit moved to contest a battlefield you control becomes the attacker, even though your spell caused the move. It is the Sharkling that is applying the contested status to your battlefield. * **Controller of the Battlefield:** You are the defender because you hold the battlefield where the showdown is triggered. **Key Mechanics for this Showdown:** * **Attacker/Active Player:** Per **RiftJudge FAQ #2395**, the attacking player (the controller of the Sharkling) becomes the active player once the showdown begins and gains focus and priority first. * **Unit Abilities:** * The **Sharkling** will have its **[Assault 4]** active because it is designated as an attacker. * The **Mutated Mouser** will have its **[Shield 2]** active because it is designated as a defender. * The **Mutated Mouser** also has **[Tank]**, which means the attacking player must assign combat damage to the *Mutated Mouser* first during the Combat Damage step (per Rule 460.2.c.5).
If I'm attacking a battlefield with Ezreal, and my opponent has a Yuumi, who's attacking/defending trigger resolves first?
In a combat showdown, the order in which triggered abilities resolve is determined by the **Last-In, First-Out (LIFO)** principle as applied to the chain. Because the defender adds their triggers to the chain after the attacker, the defender’s trigger will resolve first, and the attacker’s trigger will resolve last. ### The Trigger Sequence According to Rule 383.4 and Rule 442.1.b.1: 1. **Placement on the Chain:** * The **Attacking player** places their triggered abilities on the chain first. * The **Defending player** places their triggered abilities on the chain last. 2. **Resolution Order (LIFO):** * Because the defender’s triggered abilities are added to the chain after the attacker’s, the **defending player's triggered ability resolves first**. * The **attacking player's triggered ability resolves second**. *** *Note: I could not fully verify this ruling against the retrieved rules, as specific card text and the referenced flow document were not provided in the context.*
If I'm attacking two tanks at a battlefield, does the tank with the highest might become the first target, or can the attacker choose between the two?
If you are attacking two units with the **Tank** keyword at the same battlefield, the attacker can choose between them when assigning combat damage. According to **Rule 815.1.c.2**: > "If more than one unit with Tank is present with the same controller in Combat, damage may be assigned to any of them. Units without Tank are invalid assignments until all units with Tank have lethal damage assigned to them." Additionally, **Rule 460.2.c.6** clarifies how to handle multiple units with the same priority requirements: > "If multiple Units have abilities or effects that require a player to assign them damage with the same priority, that player may assign damage to those units in any order." ### Summary of the Damage Assignment Process: 1. **Tank Priority:** Because both units have the **Tank** keyword, they share the highest priority for being assigned combat damage. 2. **Attacker's Choice:** You (the attacker) may choose which of the two Tanks to assign lethal damage to first. 3. **Completion:** Once you have assigned lethal damage to your first choice, you must then assign any remaining damage to the second Tank before you are permitted to assign damage to any other units at that battlefield that do not have the **Tank** keyword. The Might of the units does not change the priority order of the **Tank** keyword; it only dictates how much damage is required to make the assigned damage "lethal."
If I'm defending with a single unit and the opponent moves into the battlefield to start a showdown, can I play Arcane Shift, banish my unit and play it back to the same showdown given that I technically still have control?
Yes, you can do this. Because you are in a showdown, you maintain control of the battlefield throughout the entire process, even if your unit is temporarily banished. According to the official FAQ regarding this interaction: **Ruling:** You maintain control of the battlefield during the showdown and can replay the unit to that battlefield. The player who controls a battlefield at the beginning of a showdown maintains control until the showdown is completed, even if they temporarily have no units there. ### Sequence of Events: 1. **Opponent attacks:** Your solo defender is at the battlefield. 2. **Showdown begins:** You are the defender. 3. **Play Arcane Shift:** You play the spell as an [Action] during the showdown. 4. **Banishment:** Your defender is banished. Because you are in a showdown, the battlefield remains under your control (it is "contested"). 5. **Replay:** You play the unit back to the same battlefield for free. 6. **Combat continues:** The showdown proceeds, and your replayed unit participates as a defender. **Important Nuances:** * **Contested Status:** This only works because you are in a showdown. If you were not in a showdown (e.g., during your own turn), you would lose control of the battlefield the moment your only unit left, preventing you from playing it back to that location. * **New Game Object:** When you banish and replay the unit, it is treated as a new game object. If that unit has a "When I Defend" ability, it will trigger again when it re-enters the battlefield as a defender. * **Targeting:** Remember that *Arcane Shift* requires targeting both a friendly unit and an enemy unit at the battlefield to be played. You cannot play it if there is no enemy unit present.
If I'm holding a Battlefield and have a Pack of Wonders ready, on the opponent's turn they initiate a Showdown, can I exhaust my Pack of Wonders to send my unit to my hand instead of dying?
No, you cannot use **Pack of Wonders** to save your unit in this scenario. ### The Ruling You cannot activate the ability of **Pack of Wonders** during a showdown. According to **Rule 145.2**: "The Activated Ability of Units may be executed at any time during the controlling player's Main Phase during an Open State, and not during a Showdown." While this rule specifically mentions "Units," **RiftJudge FAQ #8278** clarifies that this restriction applies to all activated abilities (including those on Gear like **Pack of Wonders**): "Regular activated abilities (without Action or Reaction keywords) cannot be used during combat/showdown, regardless of whether the state is open or it's your turn." ### Why it doesn't work: 1. **Timing Restriction:** **Pack of Wonders** has a standard activated ability (indicated by the `[E]` cost). It lacks the **[Action]** or **[Reaction]** keywords. Therefore, it can only be activated during your own Main Phase in a Neutral Open state. 2. **Showdown State:** When your opponent initiates a showdown, the game enters a Showdown State. During this state, you are restricted to playing **[Reaction]** cards or **[Action]** spells (if you have focus). Because **Pack of Wonders** is neither, its ability cannot be activated. ### Summary Because **Pack of Wonders** does not have the **[Reaction]** keyword, it cannot be used to respond to the showdown or the combat damage step. You must have activated it during your own Main Phase prior to the showdown to return your unit to your hand.
If I'm holding a battlefield with a unit and my opponent moves into it, can I use Discipline (reaction) and can my opponent then use Fight or Flight (action) to save their unit and get the point?
Ruling: Yes, your opponent can use Fight or Flight after Discipline resolves. The attacker gains focus first at the start of a showdown, and after any chain resolves during a showdown, focus passes back to the next player. The showdown doesn't end until both players pass focus in succession without creating a chain. Sequence: - Attacker (opponent moving in) gains focus at the start of the showdown - If attacker passes without playing anything, defender gains focus and can play Discipline - After Discipline resolves and the chain closes, focus automatically passes back to the attacker - Attacker can then play Fight or Flight (even at action speed) because they have focus - Showdown only ends when both players pass focus consecutively without playing anything Nuances: - Once a chain has started, only reaction speed spells/abilities can be added to it; action speed cards can only start a chain, not add to one - Even if a unit is removed from the battlefield during a showdown (like with Gust), the showdown continues until both players pass focus in succession
If I'm holding a zone and my opponent attacks and starts a showdown, and then I reveal a hidden card to win the showdown, do I get a conquer point?
Ruling: No, you do not get a conquer point. You only score a battlefield via conquering when you GAIN control of the battlefield, not when you successfully defend a battlefield you already control. Nuances: - Winning a showdown while already controlling a battlefield means you maintain control, but do not reconquer it for a point - You can only score a point if you haven't already scored at that battlefield during that turn (either on your turn or your opponent's turn) - The rule states that control is only established if you do not already control the battlefield
If I'm in combat with Vex, and they try to use Rebuke on me, can I use defy against it?
Yes, you can use **Defy** to counter **Rebuke**. Here is the breakdown of the interaction: 1. **Reaction Timing:** **Rebuke** is an Action spell. When your opponent plays it, it goes onto the chain. Because **Defy** is a Reaction, you are allowed to play it in response to the Rebuke on the chain. 2. **Cost Check:** **Defy** checks the *printed* cost of the spell in the upper left corner of the card, not the actual cost paid. Even if **Vex, Cheerless** is in combat and increases the cost of your opponent's spells, **Defy** ignores that increase and only looks at the base printed cost of **Rebuke** (2 Energy, 2 Power). Since this is within the range of what **Defy** can counter, it is a legal target. According to the rules regarding **Defy** (as noted in the FAQ), it always evaluates the printed cost of the card, and it can be used to counter any spell that meets those cost requirements, regardless of additional costs or modifiers applied during the casting process.
If I'm playing Ivern legend and I conquer the Forgotten Monument battlefield before the third turn, if I turn it into a brush do I still score for that conquer?
No, you do not score for that conquer. According to **Forgotten Monument's** ability: "Players can't score here until their third turn." Because "Conquering" is a method of scoring (Rule 464.1), you are prohibited from performing a Conquer action on that battlefield until the condition on the card is met. As stated in **RiftJudge FAQ #9332**: > "You cannot conquer Forgotten Monument before your third turn, so it cannot count as a conquer for any triggers... If you attempt to move a unit to the battlefield before your third turn, you will not be able to score or conquer it, and therefore no 'When you conquer' abilities will trigger." Because the action of conquering (and the subsequent scoring) is prohibited by the battlefield's text, your ability to trigger **Green Father** also fails, as it requires you to "conquer or hold" the battlefield. You cannot successfully complete a conquer to trigger that ability.
If I'm playing Vex in combat and use a 2-cost spell targeting a unit with Deflect, how much should I pay?
Ruling: You pay 1 Energy total. The spell's base cost is 2 Energy, Deflect adds 1 Power as an additional cost, then Vex's discount of 1 Energy and 1 Power reduces the total to 1 Energy. Sequence: - Start with the base cost (2 Energy) - Apply additional costs like Deflect (adds 1 Power, making it 2 Energy + 1 Power) - Apply discounts like Vex's ability (reduces by 1 Energy and 1 Power) - Final cost: 1 Energy + 0 Power = 1 Energy Nuances: - Vex's ability only applies to friendly spells, not units - Discounts can be applied to additional costs, not just base costs - Vex's minimum of 1 Energy applies only to the spell's base cost, not the total cost including additional costs - Deflect is a mandatory additional cost that must be included before applying discounts
If I'm playing with the Yi legend (Proving Grounds) and I'm controlling a Battlefield, my opponent enters and my unit defends alone, he plays spells so in reaction I react with a Nidalee to defend, my unit still having the +2 of the alone?
No, your unit loses the +2 Might bonus the moment *Nidalee, Cat Form* enters the battlefield. According to **RiftJudge FAQ #10141**, the bonus provided by *Wuju Bladesman, Starter* (Master Yi) is a continuous passive effect that relies on the condition: "While a friendly unit defends alone." This condition is checked constantly by the game state. ### Why this happens: 1. **Passive vs. Triggered:** Master Yi’s bonus is a **continuous passive ability**. It does not use the chain and does not require a trigger to activate or deactivate. 2. **State Check:** Because it is a "while" condition, it updates instantaneously whenever the board state changes. 3. **Result:** When you play *Nidalee, Cat Form* as a reaction to your opponent's spells, she enters the battlefield. At that exact moment, your original unit is no longer "alone" (as defined by **Rule 741.1**). Consequently, the +2 Might bonus is removed immediately. This interpretation is based on the continuous nature of the ability as confirmed in **RiftJudge FAQ #3935** and **FAQ #10141**.
If I'm the attacker and play a spell during my focus, after that spell resolves and I pass, does my opponent play nothing, do I get another focus since I played a card on my first focus?
Ruling: No, you do not get another focus. After a non-initial chain resolves, focus moves automatically to the next player. Sequence: - Attacker plays a spell during their focus - Spell resolves (non-initial chain) - Focus automatically moves to the defender - If both players pass focus with no chain being started, focus continues to alternate Nuances: - The rule about gaining focus after playing a card only applies to the Initial Chain (When I Attack and When I Defend triggers) - After non-initial chains resolve, you don't pass focus - it moves automatically to the next player
If I've already scored a battlefield this turn, does the order of moving units out and in matter for triggering a showdown?
Ruling: Yes, the order matters. If you move a unit out first and then move another unit in, you lose control temporarily and trigger a showdown when the new unit arrives. If you move the new unit in first before moving the original unit out, you maintain control throughout and no showdown occurs. Sequence: - Moving unit B in first, then unit A out: You maintain control at all times, no showdown - Moving unit A out first, then unit B in: You lose control when A leaves, battlefield becomes contested when B arrives, showdown begins Nuances: - Opponents cannot react to unit movement itself, but can interrupt during a showdown if one is triggered - Units with movement triggers (like merchant) can still be responded to
If Immortal Phoenix is in my trash and I successfully target an enemy unit with Fading Memories, can I pay 1 and recycle 1 to play Immortal Phoenix from trash? Does the temporary effect killing the unit count as me killing the unit?
Ruling: No, Fading Memories killing a unit through its temporary effect does not trigger Immortal Phoenix. Nuances: - Immortal Phoenix triggers if the spell instructs a unit to be killed and that unit is placed in the trash this way - Immortal Phoenix also triggers if the spell instructs damage to be dealt and the unit is killed by it upon the following cleanup - Fading Memories does not meet either of these conditions
If Imperial Decree is active and I target twice with Bellows Breath an Irelia with GA, is she dead or only the GA?
Yes, your Irelia will be dead. When you cast **Bellows Breath** with **Repeat** while **Imperial Decree** is active, you create two separate instances of damage. Each instance of damage triggers Imperial Decree, creating two separate "Kill" triggers on the chain. Here is the sequence of events: 1. **Bellows Breath (first instance)** resolves, dealing 1 damage to Irelia. 2. **Imperial Decree trigger #1** is added to the chain. 3. **Bellows Breath (Repeat instance)** resolves, dealing 1 damage to Irelia. 4. **Imperial Decree trigger #2** is added to the chain. 5. The chain resolves in **LIFO (Last-In, First-Out)** order: * **Imperial Decree trigger #2** resolves first. It attempts to kill Irelia. * **Zhonya's Hourglass** activates as a replacement effect, destroying itself to save Irelia from this first kill attempt. * **Imperial Decree trigger #1** resolves next. It attempts to kill Irelia again. Since Zhonya's Hourglass has already been consumed/destroyed, there is no protection remaining, and Irelia is killed. **Summary:** Zhonya's Hourglass is a one-time replacement effect. Because Imperial Decree creates multiple triggers from the multiple instances of damage, the first trigger consumes the Zhonya's, and the second trigger successfully kills the unit.
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