does abandoned hall work with ride the wind?

verified
FAQ #12824·asked by holytoilet.·October 7, 2026·Rules v1.4
Answer

Yes. Move a unit to Abandoned Hall with Ride the Wind and it gets the +1 Might.

Abandoned Hall's "When a player plays a spell" trigger checks in after Ride the Wind has fully resolved (FAQ #11430), so your unit is already sitting there when the trigger goes on the chain and resolves — it's a legal target for "a unit they control here." Riding away from Abandoned Hall will still produce the trigger. But since the moved unit is not 'here' another unit still present at Abandoned Hall will have to be chosen for the +1 might.

Two caveats worth knowing: the buff only comes from the hall you arrive at, so if you move from one Abandoned Hall to another you get just one +1, from the destination (FAQ #11612). The other hall will also trigger but can only buff a unit still present there. And you can't Ride the Wind a unit to the location it's already in (), so you can't re-trigger it that way.

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Correction History (1)

October 8, 2026 · reviewed by 129763360534298624

Correction

Added a segment for moving away from Abandoned Hall. Corrected the caveat where the trigger for the second Hall was not mentioned.

Yes. Move a unit to Abandoned Hall with Ride the Wind and it gets the +1 Might. Abandoned Hall's "When a player plays a spell" trigger checks in after Ride the Wind has fully resolved (FAQ #11430), so your unit is already sitting there when the trigger goes on the chain and resolves — it's a legal target for "a unit they control here." Riding away from Abandoned Hall will still produce the trigger. But since the moved unit is not 'here' another unit still present at Abandoned Hall will have to be chosen for the +1 might. Two caveats worth knowing: the buff only comes from the hall you arrive at, so if you move from one Abandoned Hall to another you get just one +1, from the destination (FAQ #11612). The other hall will also trigger but can only buff a unit still present there. And you can't Ride the Wind a unit to the location it's already in (Rule 355.4.a), so you can't re-trigger it that way.

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