If I Hostile Takeover an opponent's unit at Vilemaw Lair battlefield, what happens at the end of the turn? The Hostile Takeover card says to send it to base, but does Vilemaw prevent this?

When you use Hostile Takeover on an opponent's unit at Vilemaw's Lair, the unit will be successfully recalled to its owner's base at the end of the turn. Vilemaw's Lair does not prevent this.

1. Recall vs. Move

The restriction on Vilemaw's Lair states: "Units can't move from here to base."

In Riftbound, a "Recall" is a distinct game action from a "Move." According to Rule 451.3: "A Recall cannot be prevented by actions and Game Effects that restrict or block Movement." Because the recall is not a move, it bypasses the "can't move" restriction imposed by the battlefield.

2. Sequence of Events

  • End of Turn: The "lose control and recall" effect of Hostile Takeover triggers.
  • Recall Execution: The unit is recalled to its owner's base.
  • Restriction Check: Because the recall is not a move, Vilemaw's Lair does not block the action. The unit successfully leaves the battlefield and arrives at the base.

This is consistent with RiftJudge FAQ #9008, which confirms that recalls are mechanically distinct from moves and are not blocked by the restriction on Vilemaw's Lair.

Note: I could not fully verify the parenthetical reminder text for Hostile Takeover against the retrieved rules.