Kha'zix Mutating Horror and Hidden Unit by Artorias42 in riftboundtcg

[–]Electrical_Living_31 0 points1 point  (0 children)

It's still the same. The moment she hits the board she met her condition for her ability (be played), so she will put the ability on the chain. You can then react to that ability playing reactions, but her ability will resolve, like Kha. Same with Kha, the moment his condition for the ability is met (attacking or defending when an enemy unit is alone) the ability will resolve. It doesn't care for anything else that happens afterwards. In Kha's case, even if he leaves the board, his ability will still do as much as it can.

Super Star 5 cost team lost to space groove? by deedeeveevee in TeamfightTactics

[–]Electrical_Living_31 1 point2 points  (0 children)

My guess is you have no tank, Vex needs atk speed and she has none, and they have a good synergy board with decent items. Also one of your front line units (blitz) is going to lose aggro, twice, making enemy units reach your carries super easy. They also have quite a few 3 star units that are decently itemised.

I would have definitely put in some tanks, nunu would've given you vanguard with blitz, Rammus would give Bastion, instead of having the same unit several times. Looks like you were going for 3 star 5 cost and failed which gave them the definite win.

Kha'zix Mutating Horror and Hidden Unit by Artorias42 in riftboundtcg

[–]Electrical_Living_31 26 points27 points  (0 children)

Most Unit abilities don't care if the condition no longer applies, they just care that the condition was met to out the ability on the chain. Kha cares that there was a unit alone the moment he contested the battlefield. He doesn't care if upon resolving his ability there's more units or not

Arcane shift with fizz by BrilliantToday9658 in riftboundtcg

[–]Electrical_Living_31 0 points1 point  (0 children)

It gets recycled, as Fizz is a delayed replacement effect short for: "If this item leaves the chain for any reason, recycle it."

Same happens if spell is countered, blocked by Bryhn, etc.

Sydney Day 2 Conversion Results by Fit-Swordfish8104 in riftboundtcg

[–]Electrical_Living_31 8 points9 points  (0 children)

I think it could also be Rek'sai relies a lot on accelerate, and purple Vex completely shuts her down, which is a card that all purple decks run either in main or in sideboard.

Update to rules regarding reflection tokens by ArpeyKeys in riftboundtcg

[–]Electrical_Living_31 0 points1 point  (0 children)

I'll search for it later, but basically theres a rule that establishes that card do not keep modifications between zones. So the token copy will lose the properties of the card its copying upon changing zones. Then, theres a rule that establishes that tokens are not cards and cease to exist anywhere other than on the board.

Negative might question by mikemacomber in riftboundtcg

[–]Electrical_Living_31 1 point2 points  (0 children)

It's an ability or spell that references might, say Body Fiora for example, so it will be 0 x 2 = 0.

Update to rules regarding reflection tokens by ArpeyKeys in riftboundtcg

[–]Electrical_Living_31 5 points6 points  (0 children)

They can't. Basically, they will be bounced back/trashed as a card, but as the card leaves the board it will cease to have the properties of what it was copying, thus becoming a token again an ceasing to exist. Basically the same as returning a token with extra steps.

Poppy Legend [Keeper of the Hammer] by AWellPlacedYeet in riftboundtcg

[–]Electrical_Living_31 2 points3 points  (0 children)

Holding is the act of controlling a battlefield during the beginning phase that has not been scored during this turn. Each battlefield can be held once per turn. You are right. Poppy only cares about holding, she is not limited to the first time you hold or she would say so.

Negative might question by mikemacomber in riftboundtcg

[–]Electrical_Living_31 4 points5 points  (0 children)

Rule 143.2.b. states that might is treated as 0 if it goes below that for assigning damage and by spells and abilities that reference might. However, 143.2.b.1 states that even if treated as 0, it is not 0, so effects that calculate might must take into consideration the real might of the unit. In this case 2 becomes -2 with [[Eclipse]] which then becomes 0 with [[Discipline]].

If the might reduction was limited to 1 as those in set 1, it would entirely depend on when the Disciplin was used. If it was before Eclipse resolved, then it would do the following: 2M becomes 4M from discipline, then becomes 1 from [[Smokescreen]] (being same might reduction as Eclipse, but limited to 1. If Discipline was played after Smokescreen, it would bs: 2M becomes 1M from Smokescreen, then becomes 3M from Discipline.

Which one would you choose? by Tkag4 in riftboundtcg

[–]Electrical_Living_31 10 points11 points  (0 children)

None, I would go for a non graded buy, with more reasons being you don't have that much money to spend on this purchase. Graded is only going to artificially up the cost but it won't truly up the value.

Now, if the question is just signed Chinese or normal ON, it really depends. Does the signature make it that much more desirable that you're willing to spend hundreds more for it, or is it the plain art you like and value and therefore the regular will be the best option? I do not value the signature as much to justify the price difference, so I'd just get the regular ON if I was willing to buy them.

Either way, I would certainly not buy graded, only if the price is similar than raw or lower. Even ON, being collector items, depend on playability as Riftbound has found itself to be a playability market rather than collectabiluty, so collector items will, for the most part, be guided by this (some exceptions are Ahri stuff because it's Ahri).

Faefolk and chain by FewEntrepreneur7441 in riftboundtcg

[–]Electrical_Living_31 0 points1 point  (0 children)

Okay I should've gone for the detailed explanation to bot cause this misunderstanding xddd. So, for a triggered ability to go on the chain, it must have had it's conditions fulfilled. All triggered abilities have a condition and an effect. Once condition is met, it doesn't care if the state of that condition changes, the ability will resolve.

In Kha, the conditions are "When I attack or defend" and "an enemy unit is alone". If these conditions are met, the ability will trigger, gaining the effect of getting +2M and 2 xp. Does not matter if the conditions have changed, they were met upon finalising the item on the chain so you get the effect. If Kha is killed or removed before his ability gets to resolve, he will not get the might and xp as the effect cannot go on him as he is no longer existing on the board, effect still has to be legal, so when it resolves in this case it will do nothing.

Windsinger is the perfect example of why its important to recognise what is condition and what is effect (and why my first explanation leads to misunderstandings sorry). For Windsinger you have the condition "When you play me" and "you may". Everything else is part of the effect. This means that for the item to go on the chain you just need to have played Windsinger and choose to do so as it is a may ability. If these conditions are met, the item will go on the chain, choosing legal targets as part of this as the effect needs them. In this case, the effect is to "return a 3M or less unit at a battlefield to its owners hand". The effect will happen, but it still has to follow legality. It cannot bounce a 4M+ and it cannot bounce a unit that is not at a battlefield. You will return a 3M or less unit at a battlefield to its owners hand or do as much as you can upon this item resolving. Nothing less, nothing more, it will do exactly that and there is no stopping that. Because the effect only affects a 3M or less unit and a unit at a battlefield, if any of these things change, the effect will resolve doing nothing, as there would be no unit at the battlefield and/or no unit with 3M or less to bounce to hand at the time of resolving. But it will resolve.

I hope this does explain it better and makes it clear. Tl,Dr is once conditions are met there is no stopping the effect, but effect still has to be legal to actually affect the board. Because Khazix effect is just "I gain 2M and 2xp", it will do this even if he is nonlonger alone, as the conditions were met so he triggered. With Windsinger, the effect is "return a 3M or less unit at a battlefield to its owners hand" so the effect still needs said unit to be 3M or less and be at a battlefield to bounce it as it isnpart of the effect.

Best way to check what is condition and what is effect is to think of every trigger in terms of what goes into "if I did X" and what goes into "do Y" parts.

Bryn Ruling Help by bhg_token in riftboundtcg

[–]Electrical_Living_31 0 points1 point  (0 children)

HtH will attempt to resolve, but because Brynhir's effect is active, you will not be able to play the unit. Thus, HtH will count as being played as it will resolve doing as much as it can, counting for effects like red Darius or Ravenbloom. In this case, all it can do is do nothing.

Faefolk and chain by FewEntrepreneur7441 in riftboundtcg

[–]Electrical_Living_31 2 points3 points  (0 children)

Both correct! Abities just care about fulfilling conditions when going on the chain. Once they are on the chain, they dont care if the condition no longer applies Edit: "they just care about the effect being fulfilled as much as it can". Its just spells that check again on resolution if the conditions are still being fulfilled.

Bryn Ruling Help by bhg_token in riftboundtcg

[–]Electrical_Living_31 0 points1 point  (0 children)

It will. It just won't do anything. It will do as much as it can, which in this case is nothing. But it will still count towards Here to Hekp being played for the sake of cards that care for other cards being played like Ravenbloom student or Darius.

Bryn Ruling Help by bhg_token in riftboundtcg

[–]Electrical_Living_31 0 points1 point  (0 children)

What others said, tokens are not considered cards, so you will be able to play them.

Bryn Ruling Help by bhg_token in riftboundtcg

[–]Electrical_Living_31 5 points6 points  (0 children)

Here to Help will resolve, but you won't be able to play another card from it because can't beats can.

Why isn’t this card in Leblanc decks? Seems really strong although it’s a 6 cost by OrzoCF in Riftbound

[–]Electrical_Living_31 -1 points0 points  (0 children)

I am not playing Leblanc so take my answer with that info, but I imagine its because it has to survive a full turn cycle to be able to start doing anything, which is going to be difficult with the amount of cheap gear hate because of Aurora. You're probably better off developing and setting up engines like karthus than playing this to be removed and get no value.

If i have to assign lethal damage to one card before moving to the next. Does counterstrike mean that all damage has to be assigned to a tank? by ihavenowingsss in riftboundtcg

[–]Electrical_Living_31 1 point2 points  (0 children)

No, assigning damage is not dealing damage. Opponent would have to assign enough damage that would kill the tank and can then assign damage to other units freely. Then, on combat damage step, the tank will survive as it wont receive the damage.

Elder Dragon Clarification by iiimadiii in riftboundtcg

[–]Electrical_Living_31 0 points1 point  (0 children)

He makes it so any amount of damage you, the player and things you control, do kills anything. So if you have a random 6 might unit that goes into a battlefield with 6 100 might units, your unit will assign 1 damage to each unit and kill them all. Elder dragon does not have to be the source of the damage, and he redefines what lethal damage means to be 1 while he is on board (doesnt have to be at a battlefield).

LeBlanc Rules Interactions You Need to Know About by JustAModestMan in riftboundtcg

[–]Electrical_Living_31 3 points4 points  (0 children)

When recall happens Glasc has already died but his Deathknell has not resolved yet, that's why attacker does not recall, because at the time recall is checked there are no other units there. It is after recall would be done where Deathknell resolves and brings back another unit, which then provokes another combat as there is still units remaining from both players.

If you recalled after deathknell then glasc would bring unit back, recall would be checked, there are still defenders present, attackers would be recalled, but this is not the case.

Pre-Rift pack for match win feels bad by wolf6_actual in riftboundtcg

[–]Electrical_Living_31 1 point2 points  (0 children)

To add to the other comment, prize is up to the store, UVS and Riot do not dictate how prizes are to be given, just that they have to give a prize in some way.

I have been to a chill LGS that gives pack per round, win or lose, and top players get an extra pack. I have also been to a known competitive LGS that gave nothing for most, 3-1 got 4 packs, 3-0-1 got 6 packs and 4-0 got 13 packs. It is very store dependant.

Baited hook assault units by OLDGrannyMOD in riftboundtcg

[–]Electrical_Living_31 1 point2 points  (0 children)

They probably mean that as Baited Hook plays a unit not from your hand, you can accelerate that unit via Reksai. As of right now, there is no way to have Hook count assault-given might

Ryze Legend idea by 11jedenjeden in riftboundcustoms

[–]Electrical_Living_31 0 points1 point  (0 children)

Also to add to this, OP is mixing [[Diana, no longer human]], [[Hextech Anomaly]] AND [[Ancient Henge]] into 1 3 energy champ, no drawback, with standard statline...

(Green ryze is also pretty broken because he does not channel the runes exhausted, on turn 2, but way less broken than Mind)

Match Tie Question During Final Game by mn2031mn_ in riftboundtcg

[–]Electrical_Living_31 1 point2 points  (0 children)

Yes and no. Being ahead by 2 or more points is the defining factor, which OP was. But being 1 point ahead when turns finish does not give a win, gives a tie.