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can you give me all relevant ruling and or examples for baited hook (if it gets disrupted in away way etc)

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FAQ #11951·asked by Job·August 23, 2026
Answer

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Here's the full ruling picture for Baited Hook (1 energy + Order power + exhaust: Kill a friendly unit, look at top 5, banish a unit from among them with Might ≤ killed unit's Might + 1, play it ignoring cost, recycle the rest).

Timing & activation

  • It's a Gear activated ability at base speed — Main Phase, Open State, your turn only. No Reaction keyword, so it can't be used in response to spells or on your opponent's turn (FAQ #7763, #10032).
  • You declare the friendly unit as the target when activating. The ability goes on the chain; opponents get reaction windows (FAQ #8885, #4996).

Disruption: target removed before resolution

  • If the target is bounced, killed, or otherwise leaves the board in reaction (Gust, Star-Crossed, etc.), the "Kill a friendly unit" instruction fizzles. You still look at the top 5 and recycle them, but you cannot play any unit — the "killed unit's" Might is null, not 0, so "Might + 1" can't be computed (CR 359.3.e.12; FAQ #4379, #4996, #11249; 2025-10-24 "Null Isn't Zero" patch note). This is the intended ruling; an old FAQ noting a possible "0 → fetch a 1-Might unit" interpretation is outdated.

Disruption: kill gets replaced

  • If a replacement effect stops the kill (e.g., Sett's legend ability recalling the unit), the unit is not "killed," there's no Might to reference, and you get no unit — top 5 still revealed and recycled (FAQ #6809, #4709, #4178).

Disruption: gear itself removed

  • Removing/destroying Baited Hook in reaction does not stop the ability — it's already on the chain as a finalized chain item and resolves independently of its source (CR 359.3.e.15 only cuts off abilities that leave the chain mid-resolution).

Might check & the played unit

  • Might is checked at the moment of kill — current Might including buffs and Assault bonuses counts (FAQ #8885, #11327).
  • The fetched unit is played "ignoring its cost," but you can still pay optional additional costs like Accelerate (FAQ #3688). It's a unit being played, not a spell, so spell-play triggers like Dreaming Tree don't fire (FAQ #8885).
  • The played unit goes pending on the chain; thanks to Rule 187.4.c, killing your last unit at a battlefield and playing the replacement to the same spot doesn't cause you to lose control mid-resolution (2026-04-29 rules clarification).

Errata note

  • The current text adds "banish a unit from among them" — if you choose a card you can't actually play (e.g., Cruel Patron with no valid targets), it stays banished instead of returning to the deck (FAQ #3141; errata 2025-10-21).

References

Suggested answer — derived from the references below

Rules

CR 359.3

Core Rules 2026-07-16 > Section 300: Playing the Game > Rule 359.3

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