This video explains the new Riftbound rules update, covering trigger mechanics (triggers lock in once activated regardless of condition changes), 'you may' text interpretation (condition vs. effect resolution), battlefield control rules (contested battlefields immediately start showdowns), lethal damage modification (threshold can change to 1 with effects like Elder Dragon), and the three definitions of 'play' (resolve, finalize, and place on chain).
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Deep Dive
ELDER GOT BUFFED?! New Rules UPDATE in 10 Minutes | Unleashed Riftbound Rules & FAQAdded:
Welcome back to Riff Lab. A new Riffbound rules update has just dropped and today we're going to break down the main clarifications, what they mean, and how they affect real games.
First up, clarifications on how triggers work.
A trigger now follows a very simple structure. One, true condition. Two, the conditional statement next to a trigger condition. Three, you may. And finally, four, costs within instructions next to you may. Once you've paid the cost and placed the effect on the chain, that's it. The trigger is locked in. Even if the original condition stops being true, the effect will still resolve. So, for example, Sona Harmonious reads, "While I'm at a battlefield, ready four runes at the end of your turn."
Even if Sona gets moved or removed after triggering her effect, the effect will still resolve. Think of it like chaining a response. You can't undo it once it's committed to the chain.
Another example of this looks at Loose Cannon, the Jinx legend, which reads, "At the start of your beginning phase, draw one if you have one or fewer cards in your hand." This means that every single beginning phase, this legend ability will trigger, no matter how many cards in your hand. However, it just might mean that it would resolve without effect. Effectively, you and your opponent have a window at the start of your beginning phase [music] to react to this as it's being placed on the chain.
Let's look at a practical example [music] where you're able to use this as a Jinx player. Loose Cannon triggers at the start of the beginning phase, even though you have only two cards in your hand.
You then react to this with a longsword, equipping a unit on board, therefore going down to one card in your hand.
Now, once Loose Cannon's effect resolves, you will draw a card. Next up, we have clarifications as to how the you may text may work within cards. Since not all of the you may text works in the exact same way, we'll do our best to explain it to you. If the you may is part of a trigger condition, you decide whether or not to activate it at all.
But, if the you may appears during the effect resolution, then the effect goes on the chain regardless and you would only decide during resolution whether to follow through. Let's look at examples for both, with you may in the effect text and you may being a condition.
The first we'll look at is you may in the effect [music] text, with Insightful Investigator. The text of the card can be thought of like this.
"When you play me," this is the trigger condition, "and choose an opponent, they reveal their hand, you may pay two XP to choose a card from their hand. If you do, they discard that card and draw one." The second part of the ability is all one chain item. It resolves all in one go and cannot be reacted to partway through resolution. So, basically, when you play this card, you can reveal your opponent's hand, then choose if you want to pay two XP to discard a card or not.
None of this can be reacted to once the hand is revealed, since it's all one chain item. The other example of you may being a condition can be found with cards like Overzealous Fan. "When I defend, you may kill me to move an attacking unit to its base."
If we break this down, we can see "When I defend" is the trigger condition. "You may" is the you may part within the condition and "kill me" is the cost within instruction. Anything after two is the effect of the card.
What this means practically is that the you may means that you may put this on the chain or not. Then, if you do, you must pay its costs. What this also means is if you choose not to do it, your opponent does not get a reaction window to this. Let's go over control of battlefields and showdowns. When a unit enters an uncontested battlefield, which means any battlefield that's open or controlled by an opponent that isn't being threatened at the moment, regardless of the situation, when that unit enters, that battlefield becomes contested.
Any contested battlefields immediately start showdowns. For example, if a player were to use Charm to drag a unit to a battlefield they control, while Charm is on the chain and hasn't resolved, the battlefield is still uncontested. Then, when Charm resolves, that battlefield becomes contested and therefore immediately starts a showdown, as contested battlefields immediately start showdowns. This was most likely a clarification to the text of the rules, as well as a great opportunity to reaffirm that the control of battlefields does not change while there is something on the chain. Next up, we have some updates to mandatory actions and private information that helps future-proof card design. A player cannot be compelled to perform an action on cards whose privacy is secret if that action specifies a type or quality of card. If an effect would compel a player to perform an action on cards whose privacy is secret or private, and if that effect specifies a type or quality of card, the player in question may ignore it instead. In short, if an effect is making you reveal private information that specifies a type of card or quality that that card may have, then you can always decline. The example on the FAQ was perfect. When Rift Herald Deathknell resolves, your opponent claims to not have a unit in their hand.
But, what if they do have a unit and they want to try and save it for a more opportune moment? What if playing it would be actively detrimental to them?
Suddenly, every time your opponent says they don't have a card to play that matches the appropriate characteristics, makes you wonder if they're lying to you. How do you hold them accountable?
Do you go over and look at their hand?
Do you call a friend to check their hand? If you're at a tournament, do you call a judge? This is an unsustainable level of paranoia to subject players to and we don't want that and neither do you. Okay, clarifications on lethal damage and lethal damage modification.
Lethal damage is an amount such that a unit marked with it will die in a cleanup. The value is defined as being a non-zero amount greater or equal to the unit's might by default. However, some effects may alter it. Right, so the easiest way to understand this is this.
Before the update, if your opponent had two Mind Splitters with seven might each on one battlefield and you walked in with a Poro and had a Elder Dragon in your base, you would only be able to deal two damage to one of those Mind Splitters, as you could only assign combat damage to other units once you have reached that unit's lethal damage threshold. However, with these rules, the lethal damage threshold now changes to one due to the Elder Dragon's effect and therefore, you can deal one damage to one Mind Splitter and then deal one damage to the other, killing them both.
Here's another really cool example. If you deal damage, let's say using a Flurry of Blades, dealing one damage to all units at a battlefield, then, during the end of your turn, you reveal a Elder Dragon from your Dazzling Aurora, all units that have marked damage on them will immediately die as the marked damage on them has reached the lethal threshold, which is now one.
With the changes made by previous rule changes, there are now three definitions of the word play that you might see on a card in Riffbound. The first definition of the word play is resolve an item on the chain. This is mentioned in cards like Darius and Ravenbloom. In this definition, countered cards are not considered played, which means if you play a spell that gets defied, it will not count for Ravenbloom or Darius's effect. The second definition of play is finalize an item on the chain, which just means that you've put something on the chain. This use of the word play is most commonly found in legion effects.
So, for this definition, if you play a spell and it gets countered, the legion keyword considers the spell as being played. The third definition of play is to place an item on the chain and queue it for finalization, which in simple terms just means that some cards apply discounts to other cards before they're finalized, such as [music] Here to Help.
I know this all sounds very confusing and it is, but they've left it up to us and our intuition, so do make sure you consult with a judge at your local events if you are not sure. Another set of updates was to the clarification to the rules of combat. Here's the clarification. The new rules say that there is a quote no result if units are either recalled during the combat cleanup, if both players have units still during the combat cleanup, or if neither player have units during the combat cleanup. In summary, if you are playing Leona, which says, "When I attack, stun an enemy here," and you walk into a Draven's battlefield, stun their only unit, and have to recall from that combat, this would mean a no result and therefore, the Draven player would not draw a card. Some common frequently asked questions. First up, two to do with Iven. Iven and Aspirant's Climb. If both players are on eight points and the Iven uses the legend ability Greenfather to turn off Aspirant's Climb by turning it into a brush, the game does not simply just instantly end. Aspirant's is no longer applying, so the game keeps on going until someone scores another point. But, normal scoring rules still matter. That means this next point scored by either player is treated as a victory score point. And so, to obtain it, a player has to either hold, use a special ability to gain a point, or gain the point by conquering after having scored on every battlefield. Iven and Brush. Iven's legend ability reads like this. "When you conquer or hold, you may exhaust me to replace that battlefield with a brush battlefield token." It's important to note here that with Iven, when you replace a battlefield with brush, the original battlefield is still tracked. So, if you replace a brush with another brush, you haven't deleted the original battlefield. It can still swap back after having scored. So, basically, you can't brush a brush to permanently remove a battlefield from play. Turn to dust has had an important clarification here that states that granted text still applies to whatever a card currently is.
>> [music] >> So, if a card is currently an equipment and something granted temporary, that temporary will still apply.
>> [music] >> Practically, this means that cards like Fading Memories and Turn to Dust can be used to remove equipped cards because the equipment gains temporary and will still be killed by that effect.
Something that's important to note is that death nouns go on chain and therefore, while they're on the chain, battlefield control does not switch as battlefield control never [music] changes while there's something in a chain. What this means is the cards such as Baited Hook can kill a unit at a battlefield, then play the card it finds to that same battlefield as Baited Hook creates a chain and therefore, you do not lose control of battlefield while it resolves. The same logic can be used for Glass Cask Mixologist, enabling it to play a unit to its battlefield even if it died alone.
The final thing we'll be covering is [music] how the deceiver works. The deceiver, LeBlanc's legend ability, is a reflexive trigger. That means it works in two separate chain items. The first chain item creates a reflection token, which has zero might and zero stats. The second chain item copies another unit stats to that reflection token. This means interactions such as making a copy of Zilean does not make infinite Zileans.
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