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When Ride the Wind is played on a unit at Vilemaw's Lair targeting the base as destination, what happens? Does the unit move nowhere, or must the opponent choose a different destination like the other battlefield?

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FAQ #181·asked by 186303164616671232·December 18, 2025·Rules v1.4·Asked before Vendetta
Answer

Ruling: Ride the Wind resolves legally. The unit is readied, but does not move because Vilemaw's Lair prevents movement to base. The opponent is not forced to choose a different destination.

Sequence:

  • Opponent plays Ride the Wind, selecting their unit at Vilemaw's Lair and base as the destination
  • The spell resolves doing as much as possible
  • The unit readies
  • The unit does not move (prevented by Vilemaw's Lair)

Nuances:

  • Choosing base as a destination is not an illegal target choice, even though Vilemaw prevents the actual movement
  • Targeting restrictions (352.8.b) only look at what is written on the card itself, not at passive abilities that would prevent the action from completing
  • This is a "do as much as you can" (DAMAYC) situation - the ready happens, the move does not
  • The opponent cannot be forced to select a different destination after the fact
  • Rule 355.3 prevents rule-sharking by rewinding illegal plays entirely, but this situation doesn't involve an illegal play
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