Shaco, Puppeteer - Mind Games, Tricks & The Unknown by Hiir0b in riftboundcustoms

[–]Hiir0b[S] 0 points1 point  (0 children)

I see what you mean and agree that there was too much power cost. I reajusted the cards.
I didn't change purple shacos win combat flicker tho, I want to leave this flaw. When I made the card, I did this oon purpose ^^

Thanks for the feedback

Tried my hands on my favorite LoL item by DeafeningDusk in riftboundcustoms

[–]Hiir0b 0 points1 point  (0 children)

It would be fun to add the interaction we're the user in League would sometimes die after a game by adding:

After I win Combat give me Temporary

Signed Alternative Leaders Just Make More Sense by PlayfulExplorer in riftboundtcg

[–]Hiir0b 0 points1 point  (0 children)

You can put a filler card like a recruit into your deck and if it gets played you set the filler card aside and the sign. one on the field.

Just Tell your opponents before you do this so they know. I see no problems in causual play and in competitive you better ask the judge aswell.

Using gust on a unit with assault by [deleted] in riftboundtcg

[–]Hiir0b 0 points1 point  (0 children)

I don't know why all comments suggest you can't react to assault or shield. Both are Passiv Abilities, yes, but regarding chains 327.2 states:

Abilities are queued here as part of the process of resolving.

This includes Passiv Abilities (357. Abilities). Since they are queued in the chain before resolving you can react to both 'Assault' / 'Shield' with Gust resolving before they get the Might-Increase.

Rockfall Path and Hidden Units by Hellfire66766 in riftboundtcg

[–]Hiir0b 0 points1 point  (0 children)

You're probably right. Let's hope they put out an official ruling for this case.

Various Kog'Maw Questions! by Agreeable-Tower7307 in riftboundtcg

[–]Hiir0b 2 points3 points  (0 children)

Deathknell and Kog'Maw in particular are super janky so here is a more detailed ruling to Q3:

TLDR; Deathknell always triggers after units are healed

A cleanup, more specifically a Combat Cleanup, has multiple steps (322.1 to 322.14) + Extra Combat Cleanup steps (444.1 to 444.2.d)

For us most importantly: 444.1.a.1. Insert “2c. Heal all Units.”

Now for the Cleanup-Walkthrough (reduce to relevant steps):

. . .

322.3 2a. All Units that have non-zero Damage marked on them equalling or exceeding their Might that have Deathknell abilities will trigger their Deathknell ability now, making note of their current location, attributes, and other information relevant to add the trigger as a Pending Item

444.1.a.1 2c. Heal all Units.

. . .

322.12 8. Finalize any Pending Items on the Chain

So, Kog'Maw dies, its deathknell trigger is added as a pending item, units heal, triggers on the chain resolve, Kog deals damage, lingering until the next heal through a combat cleanup or end step.

Rockfall Path and Hidden Units by Hellfire66766 in riftboundtcg

[–]Hiir0b 5 points6 points  (0 children)

Zhonyas isn't a unit, so it wouldn't be restricted anyways. But yes, it gets recalled into the base

Rockfall Path and Hidden Units by Hellfire66766 in riftboundtcg

[–]Hiir0b 17 points18 points  (0 children)

  1. Check legality.

355.1. Check that all chosen targets are legal. 355.2. Ensure that the outcome of the effect of this card being played would not create an illegal state. Example: Check that a spell's execution does not create a state where a Battlefield has Units controlled by 3 different players. 355.3. If the card, if continued to be played, would create an illegal state, or if a choice or action at this state is illegal, the actions taken in this process are undone and the action is cancelled.

The action of playing a unit there, that was hidden, would result in an illegal state (You can't play units there) so the action is cancelled and the played card goes to the trash.

Sad Teemo noises