A player can use Profiteer to disempower their own legend (e.g., Ambessa, Matriarch of War) in order to empower another unit such as Kayle. A player controls their own legend; control of legends cannot change.
Citaat uit de bron: “you can disempower Ambessa, Matriarch of War with Profiteer. And yes, you control your own legend.”
Each Battlefield can only award 1 point per turn; moving a unit away and replacing it with another unit in the same turn does not grant additional points.
community (2 bronnen, trust 0.75, officieel bevestigd, status=unreviewed — nog niet gereviewd)
“Moving away from a battlefield and back to it with another unit the same turn will not gain you a bonus point.”
Heimerdinger, Inventor can gain Jayce, Defender of Tomorrow's Empowered> activated ability (ready 2 gear) even if Jayce is not empowered, because a dependent ability exists on the card for reference and evaluation before its condition is met (rule 727.1.b.1.). Heimerdinger himself must be empowered to satisfy the ability's activation condition.
Citaat uit de bron: “The Dependent Ability is present on the card for the sake of reference or evaluation until the Condition is met … Heimerdinger, Inventor is exactly one such effect.”
When an Attacker destroys all Defending units and still has units remaining, they conquer the Battlefield and immediately score 1 point; additionally, every time a Battlefield is conquered without winning the game, the conquering player draws a card.
community (1 bron, trust 0.50, officieel bevestigd, status=unreviewed — nog niet gereviewd)
“every time you conquer a Battlefield but it doesn't win you the game, you get to draw a card”
Attaching Svellsongur to Aphelios will NOT cause Aphelios to trigger twice—correcting the previous Spiritforged FAQ ruling. Because the attach event resolves before Svellsongur copies effect text, Svellsongur does not have the copied ability at the time of attachment, so Aphelios's triggered ability cannot see a second attach event.
Citaat uit de bron: “the answer in the Spiritforged FAQ is no longer true: if you attach Svellsongur to Aphelios, he will not trigger twice.”
Gear cards enter play in the Ready state (not Exhausted), so they can be used immediately; Gear always enters at the controller's Base.
community (2 bronnen, trust 0.75, officieel bevestigd, status=unreviewed — nog niet gereviewd)
“Gear cannot hold or conquer battlefields, and can only exist in base. If a Gear card is played at a battlefield, it is immediately recalled to the base.”
When naming a card or tag in Riftbound, you cannot name something that does not exist in Riftbound. You may identify a card by any information that uniquely identifies it (not just its printed name). If the identifier is ambiguous—e.g., saying only 'Kai'Sa' when multiple Kai'Sa cards exist—no card has been named.
Citaat uit de bron: “you can't name something that doesn't exist in Riftbound … As long as there is no ambiguity as to what card is being named, a player can use whatever method is clear to their opponents and teammates.”
Repulse counts all targeting relationships ('arrows') pointing from a spell to friendly units, regardless of whether those targets currently meet the spell's targeting restrictions. Units moved to base by Flash are still targeted by Alpha Strike (arrows are 'grayed out' but present), so Repulse counts them and cannot counter Alpha Strike unless all remaining targeted units have moved to a non-board zone.
Citaat uit de bron: “Repulse cares about the number of those arrows that point to friendly units, not the color of the arrows.”
Arise! is revised to use a reflexive trigger: it first plays a 2 M Sand Soldier unit token for each Equipment you control, then 'Then do this:' readies up to two of them, allowing players to respond between the two effects.
Citaat uit de bron: “Play a 2 M Sand Soldier unit token for each Equipment you control. Then do this: Ready up to two of them.”
Action Spells may be played during the controller's turn or during a Showdown; on an opponent's turn, a player may only play Action Spells during Showdowns.
community (1 bron, trust 0.50, officieel bevestigd, status=unreviewed — nog niet gereviewd)
“Most Spells are labeled Action, which means you can play them during your turn or during a Showdown. If it's not your turn, you can only play Action Spells during Showdowns.”
If an opponent plays Abandon targeting your spell while you control an empowered Mel, Newly Awakened, Abandon attempts to counter the spell and fails. Abandon's return-to-hand replacement effect has nothing to replace because the "put in Trash" event never occurred. Abandon resolves with only the Predict effect. The replacement effect does not linger—if the spell resolves later, it goes to the Trash as normal.
Citaat uit de bron: “that event never occurred, so there is nothing for the replacement effect to replace. Thus, Abandon will resolve to no effect.”
During the Beginning Phase, each player channels 2 Runes from the top of their Rune Deck; the second player channels 3 Runes on their very first turn to compensate for going second.
community (1 bron, trust 0.50, officieel bevestigd, status=unreviewed — nog niet gereviewd)
“If you're going second on your very first turn, you get 3 Runes instead to help catch up.”
When Svellsongur is attached to Aphelios, Exalted, he gains a second copy of his triggered ability in time for both copies to trigger on that attach. The 'choose one that hasn't been chosen this turn' restriction applies separately to each instance of the ability, so the same option can be chosen for both, but tracking must be kept per-copy.
Citaat uit de bron: “He does have the second copy of his ability in time, and it will trigger. The 'one that hasn't been chosen this turn' restriction applies separately to each instance of his ability.”
Units with the Ganking ability may move directly from one Battlefield to another, whereas normal units can only move between their controller's Base and a Battlefield.
community (2 bronnen, trust 0.75, officieel bevestigd, status=unreviewed — nog niet gereviewd)
“only units with the Ganking ability may move between battlefields”
Blood Rush was printed without 'this turn' in its effect. The Assault 2 bonus it grants a unit is temporary and lasts only this turn, matching design intent and the pattern of Convergent Mutation.
Citaat uit de bron: “the phrase 'this turn' was accidentally omitted … Give a unit Assault 2 this turn.”
If Ride the Wind targets a unit at Vilemaw's Lair and instructs it to move to base, Vilemaw's Lair's 'Units can't move from here to base' negates (does not ignore) the move instruction. Because the instruction is negated rather than ignored, linked instructions such as readying the unit still execute—the unit will be readied.
Citaat uit de bron: “They will be readied...An instruction is not ignored if an ability, effect, or circumstance of the game prevents it from occurring.”
Signature Cards are Legend-specific cards that can only be included in a deck matching their designated Legend, with a maximum of 3 total Signature Cards permitted across the entire deck.
community (1 bron, trust 0.50, officieel bevestigd, status=unreviewed — nog niet gereviewd)
“You can only use them with their matching Legend, and you can't put more than 3 total Signature Cards in your deck.”
Per rules 323.1 and 467, a player wins during a cleanup only if they have points ≥ the Victory Score AND more points than any opponent. If both players are tied at the Victory Score, neither wins; they must score additional points to satisfy both conditions.
Citaat uit de bron: “If both players are at 8 points, they have not fulfilled both requirements for winning the game. They will need to score additional points in order to win.”
An 'ignored' instruction is one not performed because its target was not a legal target on resolution (mistargeted). A 'negated' instruction is one prevented by a replacement effect, an ability (e.g., Vilemaw's Lair), or game state—its effects are skipped or replaced. A negated instruction does NOT cause linked instructions to be ignored; an ignored instruction does cause linked instructions to be ignored.
Citaat uit de bron: “A negated instruction has its effects skipped, replaced, or prevented. A negated instruction will not cause any linked instructions to be ignored”
Ravenborn Tome's Bonus Damage effect now applies only to the next spell played 'this turn,' preventing the bonus from carrying forward to future turns.
community (1 bron, trust 0.50, officieel bevestigd, status=unreviewed — nog niet gereviewd)
“The next spell you play this turn deals 1 Bonus Damage.”
When Stupefy (give -1M, minimum 1M) is cast while an empowered Mel, Newly Awakened is in play, Mel's replacement effect changes the -1M to -2M, but the replaced event inherits Stupefy's "to a minimum of 1M" modifier. A replacement effect inherits any modifications applied by the game effect that generated the replaced event, so a 2M unit becomes 1M.
Citaat uit de bron: “a replacement effect that replaces an event modified by the game effect that generated that event will inherit any of those modifications”
Spinning Axe (Temporary while attached) (§816.2.a)
When Spinning Axe is attached to a unit, its printed rules text—including its printed Temporary keyword—becomes inactive. If Spinning Axe is separately granted Temporary, only that granted instance is active. Because only one active instance exists, rule 816.2.a does not prevent it from triggering; the inactive printed Temporary is treated as if it did not exist.
Citaat uit de bron: “the grey Temporary doesn't have any function. We can treat it as if it didn't exist for the purposes of rule 816.2.a.”
When Rebuttal resolves and the new controller pays A, they may remake any number of targets or modes; choices not remade must still be legal. If no new choices are made at all, all current choices (legal or not) remain unchanged. Spell rules about valid choice locations (e.g., face-down play restrictions) apply regardless of who controls the spell when new choices are made.
Citaat uit de bron: “You can choose any number of targets or modes to make new choices for. The rest remain the same. If you are remaking choices... any choices you choose not to remake must be legal choices.”
Origins cards with the 'to a minimum of 1' clause (e.g., Stupefy) retain that floor and are not receiving errata. The removal of 'minimum of 1' is a design philosophy change beginning with Spiritforged; it does not retroactively change Origins cards.
Citaat uit de bron: “This is a change to our design philosophy beginning with Spiritforged, but Origins cards will maintain their functionality.”
When Akshan, Mischievous steals Shady Spectacles and his controller chooses to copy Aphelios, Aphelios's triggered ability does not trigger. The attach event has already completed before the copy effect is applied, so Aphelios's new triggered ability (gained via copy) cannot react to an attachment event that already occurred.
Citaat uit de bron: “if his controller chooses to make him a copy of Aphelios, it's too late by that point for his new triggered ability to see the attachment event”
Cleanups work inversely to other HOT FEPR procedures: several tasks are queued at once, and all of them must be completed before the FEPR process will initiate.
Citaat uit de bron: “cleanups work in the inverse, where several tasks are queued at once and all must be completed before the FEPR process will initiate”