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If Imperial Decree is active and combat damage kills a unit, does it kill the unit twice, breaking through Zhonya's protection?
Ruling: Yes, Imperial Decree will kill the unit even after Zhonya's saves it from combat damage. The unit dies twice - once from combat damage (prevented by Zhonya's) and once from Imperial Decree's delayed trigger.
Sequence:
- Combat damage is dealt between equal might units
- Imperial Decree's delayed trigger is added as pending
- Immediate cleanup occurs: damaged units are killed and Imperial Decree's trigger is finalized
- Zhonya's replaces the death from combat damage and is removed from the board
- Imperial Decree's trigger resolves and kills the unit again
Nuances:
- The damage is only relevant for adding Imperial Decree's effect to the chain; when the effect resolves, it simply kills the unit regardless of current damage state
- It doesn't matter whether Zhonya's was hidden or already revealed before the combat
If Imperial Decree is played, does playing Stupefy kill units?
Ruling: No, Stupefy does not kill units when Imperial Decree is in play because Stupefy does not deal damage.
If Imperial Decree kills a unit during Showdown (not through normal combat damage), does this create a trigger window where the opponent can flip a hidden Zhonya's Hourglass?
Ruling: Yes, when Imperial Decree kills a unit during Showdown, it creates a delayed trigger (not a reflexive trigger) that gives a window for the opponent to flip Zhonya's Hourglass.
Nuances:
- The kill happens through Imperial Decree's effect, not through normal combat damage
- This creates a "delayed trigger" specifically, which is distinct from a "reflexive trigger"
If Incinerate targets a unit at a battlefield and the opponent reacts by moving it with Flash, does the damage still get dealt?
Ruling: No, the damage is not dealt. When the unit is moved in response, it is no longer a legal target when Incinerate resolves.
Sequence:
- Incinerate is played targeting a unit at a battlefield
- Opponent reacts by moving the unit with Flash
- When Incinerate resolves, the unit is no longer at the battlefield and is not a legal target
- No damage is dealt
If Irelia Fervent (4 might, grows by 1 when chosen) is at 3 might and targeted by Gust (which targets units with 3 or less might), does Gust's requirement get checked on resolution, causing it to fail after Irelia grows to 4 might?
Ruling: Yes, Gust's requirement is checked upon resolution. When you choose Irelia with Gust, her trigger intercepts the chain and resolves first, bringing her to 4 might. Then when Gust resolves, the target is no longer valid so it whiffs (resolves but has no effect on the board).
Sequence:
- Gust is cast targeting Irelia at 3 might
- Irelia's trigger intercepts the chain and resolves first
- Irelia grows to 4 might
- Gust resolves but the target is no longer valid
- Gust whiffs (resolves with no effect)
Nuances:
- Spells never fizzle in Riftbound, they always resolve unless countered and follow DAMAYC (do as much as you can)
- All spells and abilities check their requirements upon resolution
- If opponent casts Gust on Irelia, there is no trigger so it goes through normally
If Irelia, Fervent has Guardian Angel equipped and the opponent plays Imperial Decree, then attacks with two 6 might units, does Irelia die or survive at the end of combat?
Ruling: Irelia will be saved by Guardian Angel and survive. Imperial Decree triggers when Irelia takes any amount of damage and creates a "kill" effect, but Guardian Angel acts as a replacement effect that prevents the death, destroying itself instead and recalling Irelia to base.
Sequence:
- Imperial Decree resolves and becomes active
- Combat damage is dealt to Irelia (all opposing might added together and dealt at once)
- Imperial Decree trigger is placed on the chain because Irelia took non-zero damage
- Imperial Decree trigger resolves, attempting to kill Irelia
- Guardian Angel triggers as a replacement effect, preventing the death
- Guardian Angel is destroyed, Irelia is healed, exhausted, and recalled to base
Nuances:
- Imperial Decree triggers on any amount of damage taken, not just lethal damage
- Guardian Angel works as a replacement effect that intercepts the "die" event from Imperial Decree
- If Irelia is buffed to survive the combat damage (e.g., 15 might), the sequence is the same - Imperial Decree still triggers from the non-lethal damage, but Guardian Angel still saves her
- Combat damage from multiple units is added together and dealt as a single instance
If Irresistible Faefolk moves to an empty battlefield and brings an enemy unit, who is the attacker?
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 **RiftJudge FAQ #9828**, **#9714**, and **Rule 459.2.b.1**, the determination of attacker and defender designations is based on which player applied the "Contested" status to the battlefield first.
### Sequence of Events
1. **Move:** You move **Irresistible Faefolk** to an unoccupied battlefield. This applies the "Contested" status to that battlefield. Because you are the player who applied this status, you gain the **Attacker** designation.
2. **Trigger:** **Irresistible Faefolk's** ability ("When I move to a battlefield...") triggers. You place this ability on the chain.
3. **Resolution:** When the ability resolves, you move an enemy unit to that same battlefield.
4. **Combat Transition:** Because units from opposing players are now present at the contested battlefield, the showdown transitions into a Combat Showdown.
Even though your ability moved the enemy unit, you remain the attacker because you were the one who initiated the combat by applying the "Contested" status to the battlefield first.
If Irresistible Faefolk moves to an empty battlefield and chooses to move an enemy unit in, and the enemy wants to cast Gust, is the Gust castable before or after the enemy unit is moved in?
When you move **Irresistible Faefolk** to an unoccupied battlefield, the sequence proceeds as follows:
1. **Trigger:** The "When I move to a battlefield..." triggered ability of Irresistible Faefolk is placed on the chain.
2. **Priority Window:** A priority window opens while this ability is on the chain. Your opponent may cast **Gust** at this time as a reaction, provided the target meets its requirements (a unit at a battlefield with 3 Might or less).
3. **Resolution:** The chain resolves in Last-In, First-Out (LIFO) order. If your opponent cast Gust, it resolves first, potentially removing your Irresistible Faefolk or another valid target from the battlefield.
4. **Trigger Resolution:** The Faefolk's ability resolves. You choose an enemy unit and move it to that battlefield.
5. **Combat Transition:** If an enemy unit is moved into the battlefield, it becomes contested and a Combat Showdown begins. Players receive a priority window to cast spells (such as Gust) after the Faefolk's ability resolves but before the showdown proceeds to deal combat damage.
### Summary
Your opponent can cast *Gust* in response to the triggered ability while it is on the chain, or they may cast it after the enemy unit has been moved in but before the showdown resolves.
Note: I could not fully verify this ruling against the retrieved rules.
If Ivern has Svelsongur, does the Svelsongur get to pick a tag as it's played?
No, the **Svellsongur** does not get to pick a tag when it is attached to **Ivern, Friend to All**.
Here is the breakdown of why:
1. **Copying Text vs. Triggering Abilities:** When you attach **Svellsongur** to **Ivern**, **Svellsongur** copies Ivern's printed text. This means **Svellsongur** gains the text: *"As you play me, choose Bird, Cat, Dog, or Poro. I gain that tag."*
2. **"As you play me":** This specific phrasing refers to the action of playing the card from your hand onto the board. Because **Svellsongur** is already on the board (as a piece of gear) when it is attached to **Ivern**, the "As you play me" condition is never met.
3. **Timing:** Even if the ability were a triggered ability (e.g., "When I enter play"), it would not trigger because **Svellsongur** is already in play when it is attached.
In short, the "As you play me" ability on **Ivern** only functions when you are playing the **Ivern** card itself from your hand. Since **Svellsongur** is not being "played" as a unit when it is attached, that ability does not activate.
If Jax unmatched is in play, can the player controlling Jax equip a gear that is already in play as a reaction during another player's turn?
No, you cannot use the **Equip** ability of a Gear already in play as a reaction during your opponent's turn, even with **Jax, Unmatched** on the battlefield.
Here is the breakdown of why:
1. **Jax, Unmatched's Effect:** Jax grants the **Quick-Draw** keyword to your Equipment cards "everywhere." According to Rule 745.1.d, **Quick-Draw** is functionally short for "[Reaction]" and "When you play this, attach it to a unit you control." This allows you to *play* the Gear card from your hand at Reaction speed.
2. **Equip vs. Quick-Draw:** The **Equip** ability (Rule 744) is a separate activated ability printed on the Gear card. Jax's effect does not grant the **Reaction** keyword to the **Equip** ability itself; it only grants **Quick-Draw** to the Gear card as a whole.
3. **Timing Restrictions:** According to Rule 148.2, the activated ability of Gear (which includes **Equip**) can only be executed during your own Action Phase in a Neutral Open state. It cannot be activated during an opponent's turn or during a Showdown.
**Summary:** While Jax allows you to *play* Gear from your hand at Reaction speed, it does not change the timing restrictions for activating the **Equip** ability on a Gear that is already on the board. You must still follow the standard timing rules for activated abilities (Rule 148.2).
If Kai'Sa, Survivor moves to a battlefield while my opponent has Tianna Crownguard at another battlefield, do I draw a card?
Ruling: Yes, you would draw a card with Kai'Sa, Survivor. Tianna Crownguard prevents opponents from gaining points, but does not prevent the act of conquering or holding battlefields, so conquer and hold triggers still occur.
Sequence:
- You move Kai'Sa, Survivor to a battlefield and take control of it
- The "Conquer" event occurs (you are scoring the battlefield)
- Kai'Sa's "When I conquer, draw 1" ability triggers and you draw a card
- Tianna prevents the point from being added to your score total
Nuances:
- Tianna's errata changed her text from "opponents can't score points" to "opponents can't gain points" - this distinction is critical
- You still perform the game action of "Scoring" (which includes Conquering and Holding), but Tianna only prevents the final result of adding the point to your total
- This is different from Forgotten Monument which prevents players from scoring entirely ("can't score here"), which would prevent conquer and hold triggers
- If you conquer while at 7 points and cannot gain the 8th point due to Tianna, you still draw a card for conquering
If Kai'sa dies from combat damage during a conquest but another unit survives and conquers the location, does Kai'sa's draw ability still trigger?
Ruling: No, Kai'sa's ability does not trigger if she dies before the location is conquered.
Sequence:
- Combat damage is dealt
- Kai'sa dies from combat damage
- Conquest occurs (a couple steps after damage is dealt)
- Kai'sa must be present when conquest actually occurs to trigger her ability
If Kaisa Evolutionary is in base and you move a unit out of a battlefield you already scored this turn, then send Kaisa to re-take that battlefield, does her on-conquer ability trigger to let you play a spell from trash?
Ruling: No, Kaisa's ability does not trigger. Conquering is a form of scoring, and you cannot conquer a battlefield you've already scored this turn.
Sequence:
- If you attempt to re-take a battlefield you've already scored, a showdown still begins
- If you establish control of the battlefield, you do not get any points or any on-conquer effects
Nuances:
- Conquering only occurs when establishing control of a battlefield that you have not yet scored that turn
- You can still fight for and establish control of a previously-scored battlefield, but it does not count as a conquer
If Kaisa is conquering and Sky Splitter is in trash, can Sky Splitter be used with only 3 points (since Kaisa reduces cost by highest Might unit owned)? Can Defy counter this? Is the cost reduction applied before or after reactions?
Ruling: When a card references "Cost" (like Kaisa does), it only refers to the printed cost in the top left corner, not what was paid. Sky Splitter is always an 8 for those abilities, so it cannot be used with only 3 points even with Kaisa's cost reduction.
Nuances:
- Cost reduction from abilities like Kaisa's does not change what counts as the card's "cost" for other card effects
- For Bullet Time specifically, you pay the energy cost when adding it to the chain, but power costs are paid during resolution (so if countered, power is not paid)
- The Bullet Time timing is unique because paying power is part of the effect, not a cost of the spell
If Karma (7 might, hit by Smokescreen) is targeted twice by Falling Star and saved by Sett's ability after the first resolution, does she die when the second Falling Star resolves?
Ruling: Yes, Karma dies when the second Falling Star resolves. After being saved by Sett's ability (which recalls and debuffs her), she returns at 2 might with 3 damage marked, causing her to die.
Sequence:
- First Falling Star resolves: Karma has 3 might and 3 damage marked
- If Sett's ability is used: Karma is recalled and debuffed (doesn't die, buff removed)
- Second Falling Star resolves: Karma has 2 might with 3 damage marked and dies
- If Sett's ability is NOT used: Karma dies to the first Falling Star and the second one has no valid target
Nuances:
- Technically Karma only dies once total, not "again" - either Sett replaces the first death or she dies the first time without Sett's intervention
If Karthus and Machine Evangel die simultaneously from Singularity, does the controller of Karthus create 6 tokens or 3?
Ruling: When Karthus and Machine Evangel die simultaneously, the controller creates 6 tokens total. Karthus's passive ability causes Machine Evangel's Deathknell to trigger an additional time because Karthus is still on the board when Deathknell triggers are added to the chain.
Sequence:
- During cleanup step 2a, both units have lethal damage and their Deathknell abilities trigger
- The game captures the current board state, noting that Karthus is still present
- Karthus's passive ("Your Deathknell effects trigger an additional time") applies to all Deathknell triggers being added
- Machine Evangel's Deathknell is added to the chain twice (base trigger + additional trigger from Karthus)
- During cleanup step 2b, both units are moved to the trash
- The chain resolves: first trigger creates 3 Recruit tokens, second trigger creates 3 Recruit tokens
Nuances:
- Deathknell triggers are added to the chain before units are actually moved to the trash, so Karthus's passive is active even though he's dying simultaneously
- Karthus's passive applies to his own Deathknell as well if he has one
If Karthus and Watchful Sentry die at the same time to Falling Star, do you still get the effect from Karthus?
Yes, you still get the effect from Karthus, Eternal.
According to **RiftJudge FAQ #9028** (and similar FAQs #9890, #8974, #9711, and #9317), Karthus, Eternal's ability ("Your [Deathknell] effects trigger an additional time") is a **passive ability**, not a triggered ability.
Because it is a passive, it remains active at the exact moment the other unit's (in this case, Watchful Sentry's) *Deathknell* trigger is created, even though Karthus himself is being killed simultaneously by the *Falling Star*.
### The Interaction
1. **Resolution:** *Falling Star* resolves, dealing lethal damage to both Karthus and Watchful Sentry simultaneously. Both units die.
2. **Passive Persistence:** Because Karthus's ability is a passive, it remains active as the *Deathknell* trigger for Watchful Sentry is placed on the chain.
3. **Result:** The Watchful Sentry’s *Deathknell* effect triggers twice (once for its own death, plus one additional time due to Karthus’s passive effect). You will draw 2 cards total.
If Karthus and Watchful Sentry die at the same time, do you draw 2 cards?
Yes, you draw 2 cards.
According to **RiftJudge FAQ #10438**, *Karthus, Eternal*'s ability ("Your [Deathknell] effects trigger an additional time") is a **passive ability**, not a triggered ability. Because it is a passive, it remains active at the exact moment the *Deathknell* trigger for the *Watchful Sentry* is created, even though both units are being destroyed simultaneously.
### Sequence of Events
1. **Resolution:** An effect (such as *Falling Star*) deals lethal damage to both *Karthus, Eternal* and *Watchful Sentry* simultaneously.
2. **Passive Persistence:** Because *Karthus*'s ability is a passive, it remains active at the instant the *Watchful Sentry*'s *Deathknell* is added to the chain.
3. **Result:** The *Watchful Sentry*'s *Deathknell* effect ("Draw 1") triggers twice: once for its own death, and one additional time due to *Karthus, Eternal*'s passive. You draw 2 cards total.
If Karthus and another unit are hit with Sinfularity, does the extra Deathknell still trigger?
Yes, the other unit's **Deathknell** effect will still trigger an additional time.
According to **RiftJudge FAQ #8974** and **FAQ #9028**, this interaction works because Karthus, Eternal's ability ("Your [Deathknell] effects trigger an additional time") is a **passive ability**, not a triggered ability.
### Why this works:
1. **Passive vs. Triggered:** Because Karthus's ability is passive, it does not need to "evaluate" its own trigger condition at the moment of death. It simply applies its effect to the game state as long as Karthus is on the board.
2. **Simultaneous Events:** When Karthus and another unit with Deathknell die at the same time (such as from a *Singularity* dealing lethal damage to both), Karthus's passive effect is still active at the exact moment the other unit's Deathknell trigger is created.
3. **Result:** The other unit's Deathknell triggers once for its own death, plus one additional time due to Karthus's passive ability.
This is distinct from triggered abilities (like those of *Viktor, Leader*), which cannot trigger if the source leaves the board at the same time the trigger condition is met, because those abilities must evaluate their own trigger condition at that moment. Since Karthus is a passive effect, he successfully modifies the Deathknell trigger of the other unit as it occurs.
If Karthus, Eternal dies together with another unit with Deathknell, does that Deathknell still trigger an additional tile?
Yes, the other unit's **Deathknell** effect will still trigger an additional time.
According to **RiftJudge FAQ #5353** and **FAQ #8974**, this interaction works because Karthus, Eternal's ability ("Your [Deathknell] effects trigger an additional time") is a **passive ability**, not a triggered ability.
### Why this works:
* **Passive vs. Triggered:** Because Karthus's ability is passive, it does not need to "evaluate" its own trigger condition at the moment of death. It simply applies its effect to the game state as long as Karthus is on the board.
* **Simultaneous Events:** When Karthus and another unit with Deathknell die at the same time (for example, due to a board wipe or combat damage), Karthus's passive effect is still active at the exact moment the other unit's Deathknell trigger is created.
* **Result:** The other unit's Deathknell triggers once for its own death, plus one additional time due to Karthus's passive ability.
This is distinct from triggered abilities (like those of *Viktor, Leader*), which cannot trigger if the source leaves the board at the same time the trigger condition is met, because those abilities must evaluate their own trigger condition at that moment. Since Karthus is a passive effect, he successfully modifies the Deathknell trigger of the other unit as it occurs.
If Kayn is defending alone and I use Ride the Wind to move him to base, does the showdown resolve? Can I use another Ride the Wind to move him back to the battlefield?
Ruling: When a unit leaves the battlefield during combat, the showdown does not end. You can use Ride the Wind to move Kayn to base, then use a second Ride the Wind to bring him back to the battlefield.
Sequence:
- Opponent moves into attack against defending Kayn
- Use Ride the Wind to move Kayn to base
- Combat continues even with no units present
- When you get focus back, use second Ride the Wind to return Kayn to battlefield
- Upon resolution, attacking units are recalled to base as Kayn takes no damage
Nuances:
- Combat continues as normal until both players pass with focus on an empty chain, even if you have no units on the battlefield
- The defender status is maintained because contested status was applied to the battlefield
If Kayn is recalled from Reaver's Row during combat and then returned with Ride the Wind (making him unable to take damage), is he still a defender and does the defending player score a point?
Ruling: Once combat starts, attacking and defending players are locked in and remain so until combat ends, regardless of which units move in or out. Kayn remains a defender even after being recalled and returned.
Sequence:
- Combat is declared with Kayn defending on Reaver's Row
- Kayn is recalled using Reaver's Row ability
- Kayn is returned to Reaver's Row with Ride the Wind (now can't take damage)
- Kayn is still the defender for this combat
Nuances:
- The defending player does not score a point for successfully defending in this scenario because they maintained control of the battlefield the entire time (they never lost control to gain it back)
If Kayn uses Ride the Wind to move to an opposing battlefield and becomes ready, but cannot conquer the battlefield and is automatically sent back to base (because it can't take damage after moving twice), does Kayn retain its ready status when recalled to base?
Yes, Kayn retains its Ready status when recalled to base. Recalls do not affect the state of the Permanent being recalled. The rule states: 'Unless otherwise stated by the source of the Recall, Damage, Exhausted Status, Buffed Status, and applied Layer alterations will all remain unaffected by a Recall.' Since the recall is a corrective action due to Kayn being unable to conquer the battlefield (it cannot take damage after moving twice and therefore cannot be killed), and the recall doesn't specify otherwise, Kayn's Ready status from Ride the Wind is preserved. Kayn will be in base in a Ready state, available to act on the next turn or immediately if other actions are available.
If Kha'Zix, Evolving Hunter attacks Diana, Lunari and Tactical Retreat is on top of the deck, can Diana's player draw and play it before Kha'Zix's ability kills Diana?
Ruling: No. When the showdown begins, both Diana's "When a showdown begins here" trigger and Kha'Zix's "When I attack" trigger go on the chain. Diana's trigger is placed on the chain first (bottom), and Kha'Zix's trigger is placed second (top). Because chains resolve in Last-In, First-Out (LIFO) order, Kha'Zix's trigger resolves first, dealing damage and killing Diana before her trigger resolves to draw the Tactical Retreat.
Sequence:
- Showdown begins, triggering Diana's ability
- Attacker/defender designations are established, triggering Kha'Zix's ability
- Diana's trigger goes on chain first (bottom)
- Kha'Zix's trigger goes on chain second (top)
- Kha'Zix's trigger resolves first, dealing lethal damage
- Diana's trigger resolves after she is already killed
If Kha'Zix, Evolving Hunter attacks a battlefield using his ability by spending 3xp targeting Diana, Lunari - can the Diana player resolve Diana's ability and use the spell that was drawn, before Kha'Zix ability does damage, if it's a reaction?
In your scenario, Diana’s ability resolves before Kha'Zix’s, allowing the Diana player to play a **[Reaction]** speed spell before the damage is dealt, provided the following sequence is followed:
### The Sequence of Events
1. **Showdown Begins:** When Kha'Zix, Evolving Hunter enters a battlefield where Diana, Lunari is present, a showdown begins.
2. **Triggers:** Two triggered abilities are placed on the chain simultaneously:
* **Kha'Zix's Trigger:** "When I attack, you may spend 3 XP to deal damage..."
* **Diana's Showdown Trigger:** "When a showdown begins here, you may pay [1]..."
3. **Ordering on the Chain:** Per **FAQ #2439** and **FAQ #2251**, triggers are placed on the chain in Turn Player order, then Non-Turn Player order. Assuming the Kha'Zix player is the Active Player:
* The **Kha'Zix player's trigger** is placed on the chain first (bottom).
* The **Diana player's trigger** is placed on top of it.
4. **Reaction Window:** Before any trigger resolves, both players may play **[Reaction]** speed cards (Rule 406.4).
5. **Resolution (LIFO):** The chain resolves in Last-In, First-Out order:
* **Diana's trigger resolves first:** If the Diana player pays [1], they [Predict] and potentially draw a spell.
* **Kha'Zix's trigger resolves next:** If the Kha'Zix player chooses to spend 3 XP, damage is dealt.
### Ruling
**Yes, the Diana player can resolve Diana's ability and use the drawn spell before Kha'Zix's ability deals damage, provided it is a [Reaction] speed spell.**
Because Diana's ability is on top of the chain, it resolves before Kha'Zix's. If the drawn card is a **[Reaction]** spell, it can be played in response to the chain items before they resolve or after Diana's trigger finishes resolving.
### Important Constraints
* **Chain State:** You cannot play **[Action]** speed spells while the chain is "Closed" (not empty). Per **FAQ #9933** and **FAQ #6548**, [Action] speed spells require an "Open" game state. You are restricted to **[Reaction]** speed cards until the chain is empty.
* **Timing:** If you draw a non-Reaction spell, you must wait until the chain is empty and the game state returns to "Open." By that time, Kha'Zix's ability will have already resolved.
*Note: I could not fully verify this ruling against the retrieved rules, as the specific text for Kha'Zix, Evolving Hunter was not found in the provided context.*
If Kha'zix mutated attack a lonely unit, and opponent reacts with ambush playing another unit, does he still trigger his effect?
Yes, **Kha'Zix, Mutating Horror will still receive the +2 Might bonus and gain 2 XP.**
### Reasoning
According to **Rule 359.3.f.4** and supported by **RiftJudge FAQ #9849** and **#10176**, the condition "if an enemy unit is alone here" is evaluated at the specific moment the unit gains the "Attacker" or "Defender" combat designation.
1. **Trigger Condition:** When Kha'Zix moves into the battlefield, he gains the "Attacker" designation. At this exact moment, the game checks the condition: *Is an enemy unit alone at this battlefield?*
2. **Condition Met:** Since your opponent currently has only one unit at that location, the condition is satisfied. Kha'Zix's triggered ability is placed on the chain.
3. **Reaction:** Your opponent plays a unit using **Ambush**. This adds their unit to the chain (or puts it into play if it were a standard entry, but Ambush specifically allows this as a [Reaction]).
4. **Resolution:** Even if your opponent's play changes the state of the battlefield (adding a second unit), the state change happens *after* Kha'Zix's ability has already triggered and been placed on the chain. Because the condition was met at the time of triggering, the effect resolves successfully.
This is a specific interaction confirmed by multiple **RiftJudge FAQs (e.g., #9849, #10176)**. The condition check is not re-evaluated when the ability resolves.
If Kinkou Monk is the only friendly unit on the board (or only one other friendly unit exists), can its triggered ability activate to buff that single unit, or does it require two valid targets to activate at all?
Ruling: Kinkou Monk's triggered ability requires two valid targets (two other friendly units) to be placed on the chain. If only one or zero other friendly units are available when the ability would trigger, the ability cannot be activated at all and fails to enter the chain.
Sequence:
- When Kinkou Monk is played, its triggered ability attempts to activate
- During the targeting step (559.3), you must choose two other friendly units as required by the card text
- If fewer than two valid targets exist, you cannot complete the targeting requirement
- The legality check (562.3) determines the action is illegal due to insufficient valid targets
- The ability activation is cancelled and never enters the chain
Nuances:
- This is different from a target becoming invalid after the ability is on the chain - in that case, the ability still resolves and buffs any remaining valid targets ("do as much as you can")
- Cards with "up to" wording (like "up to two units") allow choosing fewer targets, but Kinkou Monk lacks this optional language
- The distinction between "must have valid targets to activate" versus "resolve as much as possible" is key: the former applies when putting abilities on the chain, the latter when resolving them
- An already-buffed unit is still a valid target when choosing, though it won't receive another buff on resolution (unless it's Lee Sin's Calm or the buff was consumed)
If Kog'Maw dies in combat and his deathknell damage kills all remaining attackers, does the opponent still score/conquer the point?
Ruling: No, the opponent does not score. Kog'Maw's deathknell triggers and resolves after combat cleanup but before establishing control/conquering, so if it kills all remaining attackers, there are no units left to conquer.
Sequence:
- Combat damage is dealt
- Special cleanup occurs (Kog'Maw dies, damage is healed, attackers/defenders unassigned)
- Kog'Maw's deathknell trigger enters the chain
- Chain resolves (deathknell damage is dealt)
- Establish control/conquer happens (if any units remain)
Nuances:
- Damage is healed during special cleanup before Kog'Maw's deathknell resolves, so Kog'Maw cannot kill a 5 might unit if he only dealt 1 damage during combat
- The deathknell trigger enters the chain during special cleanup but doesn't resolve until after cleanup is complete
- Priority is passed before establishing control, allowing reactions to the deathknell trigger
If Kog'Maw dies to a spell during a showdown, does Deathknell trigger immediately?
Ruling: Yes, Deathknell triggers immediately when Kog'Maw dies to a spell during a showdown.
If Kog'maw attacks a battlefield with a 5 might unit defending it, will the 5 might unit die to Kog'maw's Deathknell after Kog'maw deals combat damage?
Based on the official rules and the specific interaction documented in **FAQ #7306**, here is the ruling for your scenario:
**No, the 5-might unit will not die.**
When Kog'Maw attacks a 5-might unit and both die in combat, the game proceeds to the healing step before Kog'Maw's *Deathknell* ability triggers. This means the 1 damage dealt during combat is healed before *Deathknell* can resolve, preventing the damage from combining.
### Sequence of Events
1. **Combat Damage:** Combat damage is marked (Kog'Maw takes 1 damage and deals 1 damage to the 5-might unit).
2. **Healing Step:** Before triggered abilities are processed, the game proceeds to the healing step. The 1 damage marked on the 5-might unit is healed.
3. **Lethal Check/Trigger:** Units with lethal damage are removed. Kog'Maw dies, which triggers his *Deathknell* ability.
4. **Chain Resolution:** The *Deathknell* trigger is added to the chain and resolves.
5. **Damage Application:** *Deathknell* deals 4 damage to the 5-might unit. Because the unit was healed during the healing step, it only has 4 total damage marked, which is not enough to kill a 5-might unit.
### Important Nuance
While some earlier rules versions or community discussions suggested that *Deathknell* resolved before healing, **FAQ #7306** and **FAQ #1082** explicitly clarify that healing now occurs before *Deathknell* triggers. This change ensures that combat damage is cleared before triggered abilities resolve.
Note: I could not fully verify this ruling against the retrieved rules.
If Kog'maw attacks a battlefield with a 5 might unit defending it, will the 5 might unit die to Kog'maw's Deathknell after Kog'maw deals combat damage?
No, the 5 might unit will not die.
According to **RiftJudge FAQs #7306 and #1082**, the game proceeds to the healing step before the *Deathknell* ability resolves. Because combat damage is cleared during the healing step, the 1 damage from combat is removed before the 4 damage from *Deathknell* is applied.
### Sequence of Events:
1. **Combat Damage:** Kog'Maw and the 5 might unit deal combat damage to each other. Kog'Maw takes 1 damage (lethal) and deals 1 damage to the 5 might unit.
2. **Healing Step:** Before the *Deathknell* trigger resolves, the game proceeds to the healing step. The 1 damage on the 5 might unit is cleared.
3. **Death Trigger:** Kog'Maw’s *Deathknell* ability triggers and resolves. It deals 4 damage to the 5 might unit.
4. **Total Damage:** The 5 might unit has taken 4 damage total, which is not lethal.
*Note: While some interpretations suggest Deathknell resolves before healing, FAQs #7306 and #1082 indicate that combat damage heals before Deathknell triggers. I could not fully verify this ruling against the retrieved rules.*
If Kog'maw is a unit at a base, does his Deathknell ability (which deals 4 to all units at his battlefield) apply to that base?
Ruling: No, bases are not considered battlefields. Kog'maw's Deathknell ability only affects units at his battlefield, not units at bases.
Nuances:
- Units are at one of several locations while on the board: a battlefield or their base, which are separate zones of interaction
- If bases were considered battlefields, cards like Void Seeker could hit units at a base, which is not intended
If Last Breath is used on a damaged Kayn and the Last Breath effect kills the opponent's unit, will Kayn heal at the end of combat?
Ruling: Yes, Kayn will heal at the end of combat. All units heal at the end of combat.
Sequence:
- Last Breath resolves
- There is a window for Player B to play action or reaction speed effects
- If Kayn survives to combat cleanup, his damage will heal
Nuances:
- The healing occurs during combat cleanup, so there is an opportunity for the opponent to respond with effects before the combat ends
If LeBlanc plays a Reflection to Star Spring Battlefield, can she move another unit back?
No, playing a **Reflection** unit token using the **Deceiver** legend's ability does not trigger the ability of **Star Spring**.
### Reasoning:
* **Trigger Condition:** The ability on **Star Spring** states: *"The first time a player plays a **non-token unit** here each turn, they may move another unit they control here to its base."*
* **Token vs. Non-Token:** The **Reflection** unit created by **Deceiver** is a unit token. Because it is a token, playing it does not satisfy the trigger condition "play a non-token unit" required by the battlefield.
* **Result:** Since the condition for the trigger is not met, the option to move another unit back to its base does not become available.
This interpretation is consistent with **RiftJudge FAQ #10099**, which addresses this exact interaction.
If Lecturing Yordle (3 health) is on the battlefield and the opponent plays Hexray (dealing 3 damage), does the Yordle's controller have an opportunity to use Cleave (an action) to save it, or does the Yordle die before they can act?
Ruling: The Yordle dies before its controller can use Cleave to save it, because the chain must resolve fully before focus is passed back, and Cleave is an action that requires focus.
Sequence:
- Hexray is played, dealing 3 damage to the Yordle
- The chain resolves fully
- The Yordle dies from the damage
- Only after the chain resolves does focus pass back
- At this point it's too late to Cleave
Nuances:
- The attacker could Cleave preemptively if they have focus first, before the opponent plays Hexray
- If the Yordle's controller had used a reaction to buff the Yordle during the chain, it could survive and then Cleave could be used after
If Lee Sin (Ascetic) has multiple buffs and I play Wallop to spend one buff to ready him, does he keep his remaining buffs or do all buffs go away?
Ruling: Only one buff is spent by Wallop. Lee Sin retains any remaining buffs after spending one to pay for Wallop's effect.
Nuances:
- Each buff on Lee Sin is a separate entity, not a stacking counter
- You can play multiple different copies of Wallop by spending multiple buffs from Lee Sin
- You cannot play the same copy of Wallop multiple times
If Lee Sin (centered with 7 might) and another buffed unit (5 might) are both targeted by Icathian Rain (Lee Sin 4 times, other unit twice), will both units die during cleanup even if Lee Sin takes the last instance of damage? Does the order of triggers matter?
Ruling: The order does not matter. Both units will die. Once Lee Sin dies, the other unit will have its might reduced (losing the centered buff) and then die in the cleanup after the one where Lee Sin dies.
Sequence:
- Lee Sin takes damage and dies
- Cleanup occurs and Lee Sin is removed
- The other unit loses the might buff from Lee Sin's centered ability
- Cleanup loops again and the other unit dies (now having insufficient might to survive its damage)
Nuances:
- Cleanup loops continuously until nothing happens, which is why both units die even though they don't die simultaneously
If Lee Sin (orange buff) is buffing a 2 Might unit with a buff (making it 5 Might total), and the opponent uses Watcher to kill Lee Sin, what happens to the buffed unit's Might?
Ruling: When Watcher resolves and removes Lee Sin from the battlefield, the buffed unit drops from 5 Might to 2 Might (losing the orange buff), then to 0 Might (losing Lee Sin's passive). If the unit then loses its remaining buff, it would drop to -1 Might, which is treated as 0 Might.
Sequence:
- Watcher resolves, buffed unit goes from 5 to 2 Might
- Lee Sin is removed from battlefield, his passive stops applying
- Buffed unit loses 2 Might from Lee Sin's passive, dropping to 0 Might
- If the buff is later removed, unit drops to -1 Might
Nuances:
- Negative Might values (like -1) are technically possible according to the rules but are treated as 0 Might for all intents and purposes
If Lee Sin - Ascetic is exhausted to activate his buff ability, and then readied by another card effect, can he be exhausted again to activate his buff ability a second time?
Ruling: Yes, you can exhaust Lee Sin again to activate his buff ability after readying him. Exhausting is the cost of getting the effect, so as long as you have ways to ready him, you can use the ability multiple times.
If Lee Sin already has a buff and is targeted with Spirits Refuge (which states it doesn't buff if the target already has a buff), does Spirits Refuge buff him since Lee Sin can have any number of buffs?
Ruling: Yes, Spirits Refuge will buff Lee Sin even if he already has a buff. The text on Spirits Refuge stating it doesn't buff units that already have a buff is reminder text (italicized in parenthesis), not rules text. Lee Sin's passive ability allows him to stack buffs, which overrides the general rule.
Nuances:
- Reminder text is italicized in parenthesis and serves only as a reminder of general rules, not as binding rules text
- The reminder text exists to remind players of the default rule that units can only have one buff, but units like Lee Sin circumvent that rule
If Lee Sin dies from combat damage and stops buffing another unit, causing that unit to have lethal damage marked on it, does the unit die before healing or does it heal and survive?
Ruling: The unit dies before healing. When Lee Sin dies and his might buff is removed, the other unit will have lethal damage and will die during a cleanup check before the healing step occurs.
Sequence:
- Combat damage is dealt to all units
- Units with lethal damage are killed (Lee Sin dies here)
- Lee Sin's might buff is removed from other units
- A cleanup check occurs (or will occur in updated rules) that kills units now at lethal damage
- Healing step occurs
Nuances:
- Under current rules as written, whether the unit dies depends on if there's a triggered ability (like Deathknell) between the killing step and healing step, but this is not the intended design
- The new comprehensive rules will implement cascading cleanups that repeat whenever the game state changes during a cleanup, which will make the unit die consistently
- This ruling parallels how Kog'Maw's Deathknell can kill units between damage and healing
- 0 Might units are intentionally allowed to exist (they only die when they have nonzero damage marked)
If Lee Sin has X buffs, does Stand United give Lee an additional X might?
Ruling: Yes, if Lee Sin has X buffs, Stand United gives Lee an additional X might.
Sequence:
N/A
Nuances:
None discussed.
If Lee Sin is copied by Svellsongur, can you exhaust him once to trigger both copies of his exhaust ability and get double the buff?
Ruling: No, you cannot double up on Lee Sin's exhaust ability when copied by Svellsongur. Since both copies of the ability require exhausting Lee Sin as a cost, and you can only exhaust him once, you can only activate one of the two abilities.
Nuances:
- Svellsongur gives Lee Sin a second copy of his text, meaning he has two separate abilities that both require exhausting as a cost
- This makes the copy essentially a waste for Lee Sin's exhaust ability
- However, if Lee Sin is orange (upgraded), the copied aura effect (+4 Might) would still provide value
If Lee Sin is killing Noxus Saboteur (which prevents hidden cards from being revealed) while Lee Sin is also being killed, can the hidden card be used after Saboteur dies but before Lee Sin leaves the battlefield?
Ruling: No, there is no window to use the hidden card. All units with lethal damage are removed at the same step of cleanup, so both Lee Sin and Noxus Saboteur die simultaneously.
Nuances:
- This would be different if there were deathknell triggers involved, which could create a window
- This ruling applies specifically to hidden cards; replacement effects like Sett's ability work differently because they replace the death at the point it would occur rather than activating as a response
If Lee Sin, Centered dies, do other characters with damage equal to their might survive if they previously had +2 might from Lee Sin's effect?
Ruling: If Lee Sin dies to combat damage, other units will be healed before any cleanup happens and therefore won't die even if they have damage equal to their (now reduced) might.
Sequence:
- Lee Sin dies to combat damage
- Damage is healed from all units during Combat Cleanup
- State-based actions check for units with damage >= might
- Units survive because they were healed before the check
Nuances:
- Damage is only healed during Combat Cleanup (which occurs after combat resolves) and at the end of each player's turn
- Open showdowns do not have Combat Cleanup, so units are not healed after showdowns that don't involve combat
- After any combat, damage is cleared, so you can charm another unit into combat and your unit will survive (assuming no other effects)
If Leona (Determined) moves to an occupied battlefield and stuns a unit, can you give her +1 buff from Leona Radiant Dawn before might values are resolved?
Ruling: Yes, Leona Radiant Dawn's buff trigger resolves before the damage step when Leona (Determined) stuns a unit by moving to an occupied battlefield.
Sequence:
- Leona (Determined) moves to occupied battlefield
- Stun triggers
- Leona Radiant Dawn's buff trigger resolves, giving +1
- Damage step occurs with might values resolved
If Leona attacks with her stun ability, does Fight or Flight cancel the stun if used in response to the attack trigger by returning Leona to base?
Ruling: Fight or Flight can prevent Leona's stun if used in response to the attack trigger. When Leona is pushed back to base before the trigger resolves, the selected target is no longer at her location ("here") and becomes an illegal target, so the stun does not occur.
Sequence:
- Leona attacks, triggering her stun ability
- Opponent responds to the attack trigger with Fight or Flight
- Leona is pushed back to base
- The stun trigger resolves but the target is no longer at Leona's location
- The target is not a legal target, so no stun occurs
Nuances:
- Fight or Flight must be used in response to the attack trigger specifically to prevent the stun
- Leona's stun ability specifies "here" as the location requirement, making location-based removal effective
If Leona declares an attack and her When I Attack trigger targets a unit, but then Fight or Flight moves either Leona or the target before the trigger resolves, does the stun still apply?
Ruling: Leona's stun does not apply if either Leona or her target is moved before her When I Attack trigger resolves, because her ability requires both units to be at the same battlefield ("here").
Sequence:
- Leona moves into the occupied battlefield, creating the Initial Chain
- Leona's When I Attack trigger goes on the Initial Chain and targets a unit currently at that battlefield
- Opponent can React with Fight or Flight (and additional Reacts)
- Fight or Flight effects resolve first, potentially moving units
- Leona's trigger resolves, but fails to stun if either unit is no longer at the same battlefield
- Combat continues
Nuances:
- The ability specifically requires both Leona and the target to be "here" (at the same battlefield) when it resolves
- Multiple Fight or Flight actions can be played in response, but only the one at Leona's battlefield matters for this interaction
If Leona is attacking a unit in Reaver's Row and that unit is recalled, does Leona still get the buff and stun the defender?
Ruling: Leona does not stun the unit because once it moves to base, it is no longer a valid target at the battlefield Leona is at.
Sequence:
- The battlefield move effect resolves first (before Leona's ability)
- Leona's ability is added to the chain first, so it resolves after the battlefield move
- Once the unit has moved to base, Leona can no longer target it
Nuances:
- Leona can only target units at the battlefield she's at
- The battlefield moves the unit (it does not "recall" the battlefield itself)
If Leona is removed from a battlefield before her stun trigger resolves, does the trigger still stun an enemy unit at that location?
Ruling: If a unit is removed from a location before their trigger resolves, the "here" it refers to might no longer have valid targets. If the unit has been defeated, the ability will resolve to no effect.
Nuances:
- The opponent cannot play Challenge during the Initial Chain (when attacking/defending triggers occur) because Challenge is an Action speed card
- Attack triggers resolve before Action speed cards can be played