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?
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