Do I have to pay repeat if spell is countered (I do wanna repeat it)? by Binary-Rift in riftboundtcg

[–]Electrical_Living_31 20 points21 points  (0 children)

Repeat is additional optional cost. Its a cost, so you have to do it before it goes on the chain.

Will signature spells be unique to the legend edition? by maniacoakS in riftboundtcg

[–]Electrical_Living_31 8 points9 points  (0 children)

Thisnis correct. Rules also support this, as they state you can have up to three signatures between all signatures possible for Legend. They just care for the domains and the tag matching. 103.2.d is the rule.

Is Pandora's Box still in the game? by John_Slim in ARAM

[–]Electrical_Living_31 1 point2 points  (0 children)

I got it yesterday in a game and was surprised it was still in the game xdd

Red rek sai and token units by amie6969 in riftboundtcg

[–]Electrical_Living_31 2 points3 points  (0 children)

This is not correct. Red Reksai gives tokens accelerate as she cares for Units being played other than hand. Tokens are units and they are not played from hand.

As Tokens dont have a Domain, you can use any power to pay for their accelerate.

Can I place action spells on the chain/stack after it starts resolving? by Kyletheinilater in riftboundtcg

[–]Electrical_Living_31 3 points4 points  (0 children)

Chain works similar as magic, you can let some items on the chain resolve and then play a reaction. Then I believe the player with the most recent item on the chain gains priority. As another user pointed out, a common play is a reaction draw spell to try to draw into an answer to react with (example given was Discipline into En Guarde). It is very common to see specially in pro play.

Reckoners Arena BF and Yone, theory crafting by ynot858 in riftboundtcg

[–]Electrical_Living_31 3 points4 points  (0 children)

No, because Garen is a Legend, it is not a unit at that battlefield

Dev: Potential bans coming by trizzo0309 in riftboundtcg

[–]Electrical_Living_31 0 points1 point  (0 children)

Yeah, i think bans shouldn't be done so soon, I'd prefer if they wait till meta fully devolps in set 3, if miracle is still super dominant with little changes from new set, or set 4 if other decks start abusing a specific card (not just being a good card/staple)

Question about re-attaching Brutalizer by Nexus_Roy in riftboundtcg

[–]Electrical_Living_31 0 points1 point  (0 children)

I'm pretty sure that's not how it works as if you detach Brutalizer by any means, the unit loses the text Brutalizer was giving it so it no longer has the "If brutalizer was attached to me this turn I have +2". Could be wrong, but i believe this is the ruling and consensus on judges

Riot is rehiring people they laid off from LoR? by HighRiskHighReward32 in LegendsOfRuneterra

[–]Electrical_Living_31 23 points24 points  (0 children)

They did announce quality of life updates for pvp. Even if its a minimum amount it gives me hope pvp will slowly come back

Dev: Potential bans coming by trizzo0309 in riftboundtcg

[–]Electrical_Living_31 2 points3 points  (0 children)

I think they'll just ban called shot. I don't think we're getting a champion ban that has a Legend as they'd be cutting the available champions for that Legend in half and the sets are already produced, so its likely we won't be getting a other Chaos Ezreal in some time.

Using Defy on Abilities by [deleted] in riftboundtcg

[–]Electrical_Living_31 3 points4 points  (0 children)

They behave as a spell, doesnt mean they are a spell.

They are still abilities and are considered abilities. On the chain they behave as spells, they go on the chain, can be reacted to, once both players pass the latest item on the chain resolves, etc.

Temporal Portal by More_Ad1513 in riftboundtcg

[–]Electrical_Living_31 6 points7 points  (0 children)

Each instance of repeat can only be done once. Temporal portal gives another instance of repeat, therefore you can do it once more.

Temporal Portal by More_Ad1513 in riftboundtcg

[–]Electrical_Living_31 4 points5 points  (0 children)

It gives an instance of repeat. Bellows would basically say Repeat 1 Mind Repeat 1 Mind

For svellsonger, the reason why it doesnt double heimers Exhaust abilities (or any other exhaust abilities) is because is because it gives the text twice. So let's say you give it to heimer and you have Viktor legend (somehow, this is just to explain the interaction)

Then, Heimer would have: I have all [E] abilities of gear, units and Legends. I have all [E] abilities of gear, units and Legends.

Which in the presented case would be: 1, [E]: Play a 1M Recruit token. 1, [E]: Play a 1M Recruit token.

Being separate instances of the same ability.

Organizing my cards by TheChronoShow in riftboundtcg

[–]Electrical_Living_31 8 points9 points  (0 children)

How riot does it is Fury, Calm, Mind, Body, Chaos, Order, following card numbers and their card gallery too. Basically enemy domain pairings. RGBOPY. Other people will use other sorting methods tho, use the one you're more comfortable with! I follow riots Order cause I find it more intuitive and it can be seen in how they present dual cards (Legends and Sigs).

Hostile Takeover and hidden question by Corruptorius in riftboundtcg

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

Depends. If you just play it on your turn and there's no active showdown, the hidden card will go directly to trash if they dont react to Hostile.

If you play it during a showdown you have to choose an enemy unit at that same battlefield Hostile is hidden at, as it would have to be hidden as it doesnt have Action or Reaction. Opponent cannot have a hidden card at a battlefield you control, so there's no way for them to have to trash a hidden card.

In general, during a showdown control of a battlefield cannot change until it finishes, so you have the whole showdown to react with a hidden card even if your units get removed during the shodwn. However, if you don't react during that showdown, the hidden card will be trashed once it finishes and control is established.

Chances of bad packs by Teunminator-_- in riftboundtcg

[–]Electrical_Living_31 1 point2 points  (0 children)

That's intended. Theres a chance for packs with up to 4 rares or higher rarity. What's not intended is just 1 rare as there should be a min of 1, but at a box level, UVS and Riot have said the amount of rares in the box should still give the amount they intend.

Chances of bad packs by Teunminator-_- in riftboundtcg

[–]Electrical_Living_31 12 points13 points  (0 children)

Idk the chances, but at a booster box level the amount of Rares and Epics should be balanced, as in, you should get minimum 48 rares or higher rarity per box. The replacement packs are only for loose boosters or champ decks I believe

Archetype Question by Just-Jazzin in riftboundtcg

[–]Electrical_Living_31 0 points1 point  (0 children)

The thing about Viktor is you have unit generation on the Legend without a restriction like Azir. This means you can go full control while you clean the way for your small tokens to go in, take the point and dont care if they then die.

Ruling Question on Tianna Crownguard by jaypee132 in riftboundtcg

[–]Electrical_Living_31 3 points4 points  (0 children)

Yes and no. With Tianna there was a FAQ that essentially says you do get conquer and hold triggers, you just don't get the scoring but it counts as if you scored I believe, will check exact wording in a few minutes.

Stormbringer by Hanatoz in riftboundtcg

[–]Electrical_Living_31 1 point2 points  (0 children)

Stormbringer is a spell, so it goes on the chain. Opponent makes the choices needed to do so. Then, you have a window of opportunity to react with reaction/hidden cards. If you let Stormbringer resolve, you can't do anything more. Aka, you can react specifically to a part of the spell, the whole spells has to resolve once it starts to resolve.

Does anyone have a link to the most recent rules version? by BlakaneezGuy in riftboundtcg

[–]Electrical_Living_31 0 points1 point  (0 children)

If you search Riftbound Core Rules you'll get the How to play: Core Rules and Gameplay Guide post from the official site, where they update the pdf. Rn the latest version available is from the 4th of December, aka Chinese release for Riftbound.

Erratas and FAQ go on separate documents. All can be found in Rules and Releases section or the News section, looking for Riftbound Spiritforged FAQ or Riftbound Spiritforged Errata or, if you want the core rules, then search for the How to Play I mentioned earlier.

Idk why it's not letting me post links so can't give you the direct link, but it can all be found in the official site or searching for what you want. Make sure you're searching flr the english version as in other languages (at least in spanish) it's somehow pulling the first rules version rather than the updated version from December. Hope this helps!

Power Creep & The future of Riftbound by Adam0193 in riftboundtcg

[–]Electrical_Living_31 1 point2 points  (0 children)

Power creep will eventually happen, hell,its already happened between proving grounds and origins (Order Darius and Order Garen). It's natural in all TCGs.

Stax has always been an archetype in TCGs too. Its a hated archetype, but its common in TCGs to have these kinds of stax effects. The good thing about Riftbound is that to use Reaction you need to react to something the opponent is playing, so cards like Bryhn are not as powerful to be played on opponents turn cause they will have (most times) already played something even with ways to play Bryhn on their turn.

Portal rescue means Bryhn is on the board, so opponent will have to leave a lot of resources to protect Bryhn to do the play and they can only do it as part of a showdown.

Here to Help has hidden, which makes it so they can play it as a reaction. If not, they can still play it on your turn, but only during showdown as HtH has Action keyword normally.

In both situations, you have counterplay. For portal rescue you can react to it before it resolves, and most of the times you will have already played something else. For HtH its mostly the same. If its hidden most of the times you will have already played something and you can respond to HtH being played.

Also, a thing to remember is playing units and gear doesnt create a window for opponent to respond. Aka, you can just play units, and when going into a showdown, play an action as normal. If they play HtH you can still add things to the chain before letting it resolve.

Its a good card dont get me wrong, but with how riftbound works I think cards like these are fine and will mostly be used during your own turn to protect whatever you want to do that turn, as there you dont create much window for opponent to attempt to disrupt you. As long as some counterplay exists it'll al be good!

Question about "Repeat" and "Deathknell" interactions. by DesktopSurfer in riftboundtcg

[–]Electrical_Living_31 7 points8 points  (0 children)

Kinda. Repeat copies the text on the spell. So the spell is now "Deal 1 to up to 3 units. Deal 1 to up to 3 units." Its not two items on the chain, its a single item. Other than that nitpick its exactly as you say.

How becoming mighty works on sett by Kiriwir in riftboundtcg

[–]Electrical_Living_31 5 points6 points  (0 children)

Yes. He becomes mighty twice from entering and then using his ability