When does the Abandoned Hall activate, if I play Ride the Wind to the battlefield do I get the +1 or not?
The Abandoned Hall triggered ability activates after the spell has completed its resolution, not when it is placed on the chain.
Regarding your question about Ride the Wind and the Abandoned Hall buff: Yes, you will be able to give your unit +1 Might.
Sequence of Events
- Play Spell: You play Ride the Wind, choosing a unit to target. Ride the Wind is placed on the chain.
- Opportunity: Both players have an opportunity to play [Reaction] speed cards.
- Resolution: Ride the Wind resolves. Its effect executes: your unit is moved to the Abandoned Hall and readied.
- Trigger Condition Met: Because Ride the Wind has successfully completed its resolution, the "When a player plays a spell" trigger condition on the Abandoned Hall is fulfilled.
- Trigger Placed: The Abandoned Hall triggered ability is placed on the chain.
- Resolution: You resolve the Abandoned Hall trigger. Because your unit was moved to the Abandoned Hall during the resolution of Ride the Wind (which occurred before this trigger was placed on the chain), it is currently at the Abandoned Hall and is a legal target to receive the +1 Might.
Key Clarifications:
- Abandoned Hall Buff: The buff is +1 Might. This interaction follows the current authoritative interpretation from RiftJudge FAQ #10672, which clarifies that the trigger occurs only after the spell resolution completes. This takes precedence over older, conflicting FAQs.
Note: I could not fully verify the specific card text for "Ride the Wind" against the provided context.