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

  1. Before Swap: Unit A is 5, Draven is 10.
  2. 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).
  3. 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.