What might will the units have after we play Switcheroo between a unit at 5 might and a Draven Showboat which has 10 might because of its player having 7 points?
To determine the final Might values, we must look at how Switcheroo interacts with Draven, Showboat's passive ability.
The Setup
- Unit A: 5 Might.
- Draven, Showboat: 10 Might (3 base + 7 from points).
The Ruling
When Switcheroo resolves, it swaps the Might of the two units. However, Draven, Showboat's passive ability ("My Might is increased by your points") is a continuous effect that remains active.
According to the logic established in FAQ #4613 (regarding Mundo's Might swap), swap effects apply as a combination of Might increases and decreases to reach the target values, and these modifications persist alongside the unit's passive ability for the duration of the turn.
The Calculation
- Before Swap: Unit A is 5, Draven is 10.
- The Swap: To swap these values, the game applies a -5 Might modification to Draven (to reach 5) and a +5 Might modification to Unit A (to reach 10).
- After Swap:
- Unit A: 5 (base) + 5 (from swap) = 10 Might.
- Draven, Showboat: 3 (base) + 7 (from points) - 5 (from swap) = 5 Might.
Final Result: After Switcheroo resolves, the unit that started at 5 Might will have 10 Might, and Draven, Showboat will have 5 Might. These modifications persist until the end of the turn.