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ride the wind faq
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Ride the Wind — [Action] Chaos spell, 2 energy, 1 power: "Move a friendly unit and ready it." It's an Action spell with the special timing (Play on your turn or in showdowns.) — so it can be played during a showdown, but not in response to spells already on a closed chain (only Reaction cards can do that). Here are the key FAQ rulings:
- Same location: No. You can't move a unit to the location it already occupies (Rule 355.4.a, FAQ 10933).
- Battlefield to battlefield: Yes. Only the Standard Move action is restricted; spells are limited only by their own text (FAQ 1188).
- Exhausted units: Yes, Ride the Wind can target and ready an exhausted unit. Exhaust is only the cost for a unit's own move ability (FAQ 4251).
- Hidden Blade: No, you can't Ride the Wind in response to Hidden Blade — it's an Action, not a Reaction, so it can't be played onto an existing chain (FAQ 9557).
- Scoring on your opponent's turn: Yes, you can use it during your opponent's turn to move to an empty battlefield and conquer it for a point (FAQ 4811).
- Riding out and back into the same showdown: No score. You never lost control of the battlefield, so winning is a defense, not a conquer (FAQ 2140, 10881).
- Abandoned Hall: Yes, if you move a unit to Abandoned Hall, its trigger fires after Ride the Wind finishes resolving and the unit is there to get +1 Might (FAQ 11614).
- Match point: Moving at 7 momentum only wins if you've scored both battlefields that same turn; otherwise you draw (FAQ 3180).
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