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Riftbound Rules

Core RulesVendetta · updated 2026-07-16
700

Additional Rules

    701.

    Buffs

    1. 702.

      Buffs are counters placed on Units.

      1. 702.1.

        Buffs can be tracked with a buff reminder card from a Riftbound booster pack or with any spare object in your surroundings.

      2. 702.2.

        Buffs can be added or spent.

        1. 702.2.a.

          To Buff a Unit, a player chooses a Unit and then places a buff on it. That Unit is Buffed for as long as the buff remains on it.

        2. 702.2.b.

          Spending a Buff removes a single Buff counter from a Unit.

          1. 702.2.b.1.

            A buff cannot be spent from a Unit that does not have a buff.

          2. 702.2.b.2.

            A player can only spend buffs on units they control.

      3. 702.3.

        There can only be one Buff on a Unit at a time.

        1. 702.3.a.

          If a Buff is added, or instructed to be added, on a Unit that already has a Buff, it is not placed instead.

    2. 703.

      Each Buff individually contributes +1 Might to a Unit.

    3. 704.

      Buffs are Game Objects and may be referenced, counted, or affected by other effects as specified.

      1. 704.1.

        Buffs are counters, and thus are not targeted by spells and abilities.

        See rule 741. Counters for more information.

        new
    4. 705.

      If a Unit leaves play, remove all Buffs from it.

      1. 705.1.

        Champions do not retain Buffs in the Champion Zone, even if they return there somehow.

    706.

    Mighty

    1. 707.

      Mighty is a description that applies to some units. Other game effects can check whether a unit is Mighty.

    2. 708.

      A Unit "is Mighty" as long as its Might is 5 or greater.

    3. 709.

      A Unit "becomes Mighty" at the moment its Might changes from being less than 5 to being 5 or greater.

      Example: A Unit with Might 4 that gets +1 [M] becomes Mighty.

      Example: A Unit with Might 5 that gets +1 [M] does not become Mighty, because it was already Mighty.

    4. 710.

      Units on the board are evaluated according to their current Might.

      Example: A unit with a base Might of 3 is targeted by a spell that reads "A unit gets +3 [M] this turn." As that spell resolves, its Might changes from 3 to 6, and it becomes Mighty. When that effect expires at the end of the turn, it will no longer be Mighty.

    5. 711.

      Units in Non-Board Zones are evaluated according to their printed Might.

      Example: A unit in the trash is Mighty if its printed Might is 5 or greater. It doesn't matter if there were effects raising or lowering its might while it was on the board.

    712.

    Bonus Damage

    1. 713.

      Bonus Damage is an intrinsic property that can be granted to Deal actions that influence the amount of Damage that the action is distributing.

    2. 714.

      If more than one instance of Bonus Damage is applied or granted to a Deal action, all instances are summed and applied once.

      1. 714.1.

        Bonus Damage can only be a positive value, and can only increase the amount of Damage being distributed.

      2. 714.2.

        If, for any reason, Bonus Damage would be a negative number, then no Bonus Damage is applied to the action.

    3. 715.

      Bonus Damage applies to the total damage Dealt by one instance of the action.

      1. 715.1.

        If the Deal action has a single target, the amount of Damage to that target will be increased by the Bonus Damage granted to it.

      2. 715.2.

        If the Deal action has multiple targets, the amount of Damage dealt to each target is increased by Bonus Damage individually and separately.

        Example: Singularity is a spell that says “Deal 6 to each of up to two units.” A player plays Singularity while they also control Annie, Fiery, a unit that says “Your spells and abilities deal 1 Bonus Damage.” Singularity deals 1 Bonus Damage to both of its targets, dealing 7 to each.

      3. 715.3.

        If the Deal action Splits damage, then the Bonus Damage applies to the amount of Damage that will be Split. This can alter the number of targets eligible to be chosen.

        Example: Volibear, Furious is a unit that says in part “When I attack, deal 5 damage split among any number of enemy units here.” A player attacks with Volibear, Furious while they also control Annie, Fiery, a unit that says “Your spells and abilities deal 1 Bonus Damage.” Volibear, Furious now deals 6 damage split among any number of enemy units at its location, and can choose to split that damage among up to 6 units rather than the usual 5.

      4. 715.4.

        If no damage was Dealt, then Bonus Damage will not apply.

        Example: Teemo, Strategist is a unit that reads in part “When I defend, choose an enemy unit here and reveal the top 5 cards of your Main Deck. Deal 1 to that unit for each card with Hidden revealed this way, then recycle the revealed cards.” He has Rabadon’s Deathcrown attached to him. An enemy unit moves to the battlefield where Teemo is located and a combat opens there. Teemo’s controller reveals the top 5 cards of their Main Deck and reveals no cards with Hidden. Although the ability has 3 Bonus Damage from Rabadon’s Deathcrown, no deal action is performed for the Bonus Damage to apply to.

        1. 715.4.a.

          If Damage is replaced or reduced by any means, the replacing or reducing action will include the Bonus Damage in the total damage when determining how much damage is to be dealt.

          Example: A unit has prevent 3 applied to them. The unit is located at the Void Gate battlefield. An opponent targets the unit with Hextech Ray. Hextech Ray deals 4 damage to the unit, including the Bonus Damage from Void Gate, which the prevent effect will prevent 3 of. The unit takes 1 damage.

          new
    716.

    Attachment

    1. 717.

      Attaching is a limited action that causes cards to become linked to each other to combine their effects in some way. This causes one card to become Attached and the other to become A Top-Most Card.

      See rule 434. Attach for more information.

    2. 718.

      Attached is the state of a card being linked to another card in this way.

      1. 718.1.

        A card remains in this state until Detached.

      2. 718.2.

        While in this state, the card’s printed Rules Text is Inactive.

        See rule 720. Inactive for more information.

      3. 718.3.

        While in this state, Abilities in the card’s Effect Text are appended to the Rules Text of the Top-Most Card.

      4. 718.4.

        While in this state, the card’s Might Bonus modulates the Top-Most Card’s Might by the value listed.

      5. 718.5.

        Attached cards still have all properties of being a card on the board while in this state.

        1. 718.5.a.

          Attached cards still have all Types and Tags while Attached.

        2. 718.5.b.

          Attached cards still can be chosen or targeted by game effects while Attached.

        3. 718.5.c.

          Attached cards cannot be moved separately from the Top-Most Card they are Attached to.

        4. 718.5.d.

          A card may be Attached only to a single Top-Most card at a time.

        5. 718.5.e.

          Attached cards may have different Controllers from their Top-Most card.

        6. 718.5.f.

          Changes in Control of the Top-Most card do not impact Control of Attached cards and vice versa.

        7. 718.5.g.

          An Attached card still appends the abilities in its Effect Text to the Rules Text of the Top-Most card and modulates the Top-Most Card’s Might by its Might Bonus.

    3. 719.

      A Top-Most Card is a card that has one or more cards linked to it through the process of Attaching.

      1. 719.1.

        The Effect Text of all cards Attached to this card are appended to the Rules Text of this card for as long as they remain Attached.

      2. 719.2.

        This card ceases being a Top-Most Card when there are no longer any cards Attached to it.

      3. 719.3.

        A Top-Most Card and all cards Attached to it are at the same location.

        1. 719.3.a.

          When the Top-Most Card changes locations, all Attached cards change locations with it.

      4. 719.4.

        The Exhausted and Ready state of the Top-Most card does not affect nor change the status of the Attached cards and vice versa.

        1. 719.4.a.

          This is true of all statuses aside from location, Attached, and Top-Most.

          Example: If the top-most card becomes stunned, it does not affect the state of any attached cards.

          Example: If an attached card becomes empowered, it does not affect the state of its top-most card.

          new
      5. 719.5.

        When a Top-Most Card changes zones from a board zone to a non-board zone, all Attached cards Detach from it, remaining in their current zones.

        1. 719.5.a.

          The player that controls the Top-Most Card that changed zones decides the order these cards Detach in, and thus the order of any relevant effects that occur due to the Detach occurring.

    720.

    Inactive

    1. 721.

      Card text can occasionally be assigned to be ignored, disregarded, or otherwise rendered as not applicable during the course of play. This state is referred to as Inactive.

      1. 721.1.

        Text marked this way is not applied at all while in this state.

      2. 721.2.

        Inactive Abilities do not trigger, do not apply, and cannot be activated. Inactive instructions are not processed.

    2. 722.

      Inactive text is still present on cards.

      1. 722.1.

        Cards with Inactive text still have keywords for the sake of Game Effects that want to reference or see if a card has a keyword.

      2. 722.2.

        Game Effects that parse or interpret text to determine target eligibility may still parse Inactive text for the sake of eligibility.

        Example: Spinning Axe is a gear with [Temporary]. While it’s attached and its rules text is

        inactive, its [Temporary] ability doesn’t trigger. However, a spell that reads “Destroy a gear

        with [Temporary]” could still choose and destroy Spinning Axe.

    3. 723.

      Rules Text is never Inactive by default.

    4. 724.

      Effect Text is Inactive unless the card with the Effect Text is Attached.

    5. 725.

      Inactive text can partially cease to be Inactive under specific circumstances and exceptions.

      1. 725.1.

        If an Attached card has a Passive or Replacement ability that applies during the process of Attaching or a Triggered ability that triggers off of Attaching, that text exists and can be processed as it Attaches.

      2. 725.2.

        If an Attached card has a Passive or Replacement ability that applies during the process of Detaching or a Triggered ability that triggers off of Detaching, that text exists and can be processed as it Detaches.

      3. 725.3.

        If an Attached card has an Equip ability, the Weaponmaster keyword can reference that Equip ability and any abilities that passively modify that Equip ability.

      4. 725.4.

        If a Dependent Ability is a Triggered Ability whose condition occurs at the same time as the Dependent Keyword’s condition being fulfilled, that text exists and can be processed as it is fulfilled.

        new
    726.

    Dependent Keywords

    1. 727.

      Keywords can be Dependent Keywords

      1. 727.1.

        A Dependent Keyword is comprised of both a Condition that it is short for, and an ability of some format immediately after the Keyword itself.

        Example: Noxus Hopeful has “[Legion][>] I cost [2] less.” [Legion] is short for the condition “if you have played another card this turn, this card gains [Text],” while “I cost [2] less” is the dependent ability.

        1. 727.1.a.

          A Dependent Keyword will always be functionally short for a Condition.

          1. 727.1.a.1.

            This Condition may also have a determined Duration, Time, or Limitation as part of its definition.

            Example: Legion specifies the duration of its condition: “if you have played another card this turn.” This turn is the duration.

            Example: A dependent keyword that is short for “Until you have spent [3] this turn” would include a limitation on its condition.

            Example: A dependent keyword that is short for “After you’ve attacked this turn” would include a time after which the condition is active.

        2. 727.1.b.

          The Dependent Ability associated with the Dependent Keyword is Inactive on the card with the Dependent Keyword until the Condition is met, when it becomes Active

          1. 727.1.b.1.

            The Dependent Ability is present on the card for the sake of reference or evaluation until the Condition is met

            See rule 720. Inactive for more information

          2. 727.1.b.2.

            The Dependent Ability is Active exactly as written while the Condition is true

            Example: Gustwalker has “[Level 3][>] I have +1 [M] and Ganking.” As long as its controller has 3 XP, Gustwalker’s Ganking is active.

          3. 727.1.b.3.

            If an ability has multiple Dependent Keywords, all of them must have their Condition met in order for the ability to be active.

            Example: A unit reads “[Level 11][>>][Legion][>] When you conquer, gain 1 point.” In order for the conquer effect of the unit to be active, its controller must have 11 XP and have finalized a card other than the unit that turn.

            new
        3. 727.1.c.

          The Dependent Abilities of Dependent Keywords can be of any type

          1. 727.1.c.1.

            Triggered Abilities of Dependent Keywords must be Active for their trigger to be evaluated.

            1. 727.1.c.1.a.

              If a Triggered Ability becomes active at the same time as its trigger condition would be fulfilled, it triggers.

          2. 727.1.c.2.

            Passive Abilities begin applying at the same time the Dependent Keyword becomes true.

          3. 727.1.c.3.

            Activated Abilities that become Active from Dependent Keywords can be activated at their associated timing after that ability has been granted

            1. 727.1.c.3.a.

              If the condition for the Dependent Keyword causes the Activated Ability to become Inactive after it has been added to the chain as a Pending Item, that chain item will not be affected and will proceed with being played as normal.

    1. 729.

      XP is a resource that is accrued, spent, or otherwise modified by Players through the course of play.

      1. 729.1.

        The amount of XP that a player has should be marked clearly.

        1. 729.1.a.

          XP is a value that can be tracked by counters, dice, cards, or any method that clearly displays the specific value of XP that is currently on a Player.

      2. 729.2.

        The amount of XP a Player has is Public Information.

    2. 730.

      XP can be Gained and Spent.

      1. 730.1.

        To Gain XP, increase the value of XP marked on the Player gaining it.

      2. 730.2.

        To Spend XP, reduce the value of XP marked on the Player spending it.

    3. 731.

      XP is not a Game Object.

      1. 731.1.

        XP cannot be targeted, readied, or exhausted.

    4. 732.

      XP is not shared between Allies in Game Modes with Teammates.

    5. 733.

      There is no limit to an amount of XP a player can accrue.

    734.

    Additional Turns

    1. 735.

      Certain Game Effects will instruct a player to “take a turn after this.” These effects create a temporary Additional Turn owned by that player that is inserted into the turn queue after the current turn.

    2. 736.

      Turn order is established when the game begins as a repeating set of players. This populates a looping queue of turns that each player will take, starting with the first turn taken by the First Player, and repeating indefinitely.

    3. 737.

      When an Additional Turn is inserted into this queue, it does not change the Turn Order of the game. The owner of the Additional Turn just has the next queued turn. After that turn is completed, it will be removed and the queue will proceed with its previously queued turns.

    4. 738.

      If multiple Additional Turns are queued, they are added to the queue in the order the Game Effects that generated them occurred.

      Example: The First Player plays, through some means, two Time Warps during their turn. The Time Warps create two Additional Turns for their controller and insert them into the turn queue after the current turn. If the turn queue is represented as [> A > B > C > D >], then these Additional Turns will appear as [> A > A* > A* > B > C > D >]. After the last Additional Turn is played, the queue returns to its previously queued turns. The “*” denotes that a turn is an Additional Turn.

      Example: The First Player plays Promising Future during their turn, during the resolution of which the Second and Fourth Player choose, banish, and play one Time Warp each. The Fourth Player’s Time Warp resolves first, inserting an Additional Turn for them in the queue as such: [> A > D* > B > C > D >]. The Second Player’s Time Warp resolves afterwards, inserting that turn: [> A > B* > D* > B > C > D >]. When the First Player passes the turn, the Second Player will take their turn, followed by the Fourth Player, after which the queue returns to its previously queued turns.

    739.

    Special Terms

    1. 740.

      Card text and this rules document use certain terms in specific ways that are different from their common usage.

      1. 740.1.

        Some card text refers to Game Objects in particular ways:

        moved from 740
        1. 740.1.a.

          Two Game Objects are friendly if they share a controller, or if one’s controller is teammates with the other’s.

          was 740.1
        2. 740.1.b.

          Two Game Objects are enemies if one’s controller is an opponent of the other’s.

          was 740.2
      2. 740.2.

        Some card text refers to Units in particular ways:

        moved from 741
        1. 740.2.a.

          A unit is alone when there are no other friendly units at the same location.

          was 741.1
        2. 740.2.b.

          A unit is one on one when it and the enemy unit at the same location are both alone.

          was 741.2
        3. 740.2.c.

          A unit is in combat if it is occupying a battlefield where combat is ongoing and has a combat designation.

          was 741.3
      3. 740.3.

        Some card text refers to specific terminology:

        new
        1. 740.3.a.

          A tie occurs when there are units controlled by different players located at a battlefield where combat is taking place during the step 3d of the combat cleanup.

          new
      4. 740.4.

        Some terms in this document are used in particular ways:

        moved from 742
        1. 740.4.a.

          Costs within instructions are instructions that take a particular form (“[do X] to [do Y]”). [Do X] is the cost associated with the instruction, and [do Y] is the effect.

          was 742.1
          1. 740.4.a.1.

            For spells, costs within instructions are paid on resolution of the spell. In order to get the effect, the cost must be paid.

            was 742.1.a
            1. 740.4.a.2.

              For triggered abilities, costs within instructions that appear in the first part of the trigger effect are paid on finalization of the triggered ability. In order to place the triggered ability on the chain, the cost must be paid.

              new
              1. 740.4.a.2.a.

                Costs within instructions that appear in any later part of the trigger effect are paid on resolution.

                new
      741.

      Counters

      1. 742.

        Counters are Game Objects generated by and given to other Game Objects on the board during play.

      2. 743.

        Counters serve to track semi-permanent effects on Game Objects.

        new
      3. 744.

        Counters can have game effects themselves, or serve as the prerequisite for game effects.

        new
      4. 745.

        Counters can be spent by game effects.

        new
        1. 745.1.

          In order to do so, that player must remove that many counters of the specified type from the specified Game Objects.

          new
          1. 745.1.a.

            If no type of counter is specified, any counter can be removed this way.

            new
          2. 745.1.b.

            If no type of Game Object is specified, then counters can be removed from any Game Objects with the specified counter.

            new
        2. 745.2.

          In order to spend a Counter, the spending player must control the Game Object the Counter is placed on.

          new
      5. 746.

        Some effects may move a Counter between two Game Objects. The Counter is either on the first Game Object or the second. There is no state for a Counter being between either object.

        new
      6. 747.

        Counters that leave a Game Object without being placed on another game object cease to exist.

        new
      7. 748.

        Game Objects that change zones to a non-board zone lose all of their Counters.

        See rule 124. for more information on temporary modifications.

        new
      8. 749.

        Counters do not have a controller.

        new
      750.

      Making New Choices

      new
      1. 751.

        Some Game Effects will instruct a player to make new choices for a finalized item on the chain.

        new
        1. 751.1.

          Making new choices in this way requires a player to choose Game Objects, players, zones, or modes that were previously not being chosen by the chain item.

          new
      2. 752.

        This refers to the choices normally made during finalization, with some exclusions.

        See rule 355. Make Relevant Choices for more information.

        new
        1. 752.1.

          The relevant choices that can be remade for these Game Effects are locations to be played to, modes, destinations, and targets.

          new
        2. 752.2.

          This does not refer to any choices made “as you play this” or “as I am played,” or any choices made for Optional Additional Costs.

          new
      3. 753.

        When making new choices in this way, a player can choose any subset of the possible choices to remake, so long as doing so doesn’t lead to an illegal state.

        new
        1. 753.1.

          A player may not make new choices this way that would be illegal or that would lead to an illegal state, even if there are no other options.

          new
        2. 753.2.

          A player may not choose to make new choices for a spell or ability if there aren’t legal choices that they could make in this way.

          new
      4. 754.

        If, as a result of new choices, the spell or ability targets a Game Object it previously did not target, any Targeting Effects of that Game Object will trigger as appropriate at that time.

        new
      5. 755.

        Any costs “to play” the spell or ability that are incurred as a result of new choices made in this way are ignored.

        new
        1. 755.1.

          The spell or ability is already played and its costs paid. Any further costs incurred have no effect on the finalized chain item.

          new
      756.

      Untargetability

      new
      1. 757.

        Some Game Effects declare that a Game Object can’t be chosen by a certain set of spells and abilities. Those effects designate the Game Object as Untargetable.

        new
        1. 757.1.

          These passive abilities will usually take the form “[Game Object] can’t be chosen by [Category] spells and abilities.”

          Example: Ruin Runner’s passive ability reads “I can’t be chosen by enemy spells and abilities.”

          new
      2. 758.

        Untargetable Game Objects are not legal targets for the indicated spells and abilities.

        See rule 355.6. Targeting for more information.

        new
        1. 758.1.

          If a Game Object becomes untargetable for a spell or ability after becoming its target and before it resolves, the spell or ability will mistarget on resolution. Any instructions related to that Game Object will be ignored as the spell resolves.

          new
        2. 758.2.

          If the spell or ability changes for any reason such that it will no longer fall under the category of spells or abilities for which a Game Object is untargetable, the Game Object will become a legal target for that spell or ability.

          Example: A 1 [M] unit reads “I can’t be chosen by enemy spells or abilities with Energy cost less than my Might.” That unit is targeted by an enemy Falling Star; in reaction to the Falling Star, the unit’s controller plays Discipline targeting that unit, bringing its Might to 3 [M]. If Falling Star resolved at that point, the unit would be unaffected by it as it resolves. Falling Star’s controller plays Eclipse before Falling Star resolves, bringing the unit’s Might to -1 [M]. When Falling Star resolves now, the unit is affected by the spell and has 6 damage marked. It dies in the following cleanup.

          new
          1. 758.2.a.

            This will also occur if the Game Object is no longer among the set of objects that are made untargetable by a Game Effect.

            Example: Alpha Wildclaw and Vilemaw are controlled by the same player and located at a battlefield. An opponent targets Vilemaw with Rebuke. Before Rebuke resolves, Vilemaw’s controller plays Discipline targeting Alpha Wildclaw, making Vilemaw no longer a legal target. Rebuke’s controller then targets Alpha Wildclaw with Star-Crossed. When Star-Crossed resolves, Alpha Wildclaw’s passive ability no longer applies to Vilemaw, making it a legal target for Rebuke. After all spells and abilities have resolved, both Vilemaw and Alpha Wildclaw will be returned to hand.

            new
      759.

      Naming Cards, Types, and Tags

      new
      1. 760.

        Some Game Effects may instruct a player to name or guess a card, type, or tag.

        new
      2. 761.

        The act of naming a card in this way may be accomplished in one of two ways:

        new
        1. 761.1.

          1. Stating the exact name of the card.

          Example: “Kai’Sa, Evolutionary” identifies the card Kai’Sa, Evolutionary.

          new
        2. 761.2.

          2. Identifying a combination of traits and characteristics that can identify that card uniquely.

          Example: “The blue Kai’Sa,” “the 6 [M] Kai’Sa” or “the [6] Energy Kai’Sa” are sufficient to identify Kai’Sa, Evolutionary when there are no other cards that satisfy those traits.

          Example: If there is only one unit with Kato in their name, saying “Kato” is sufficient to identify the card in question even if the exact name of the card is “Kato the Arm.”

          new
      3. 762.

        When instructed to name a card, a player must name a card that is legal in the Format being played.

        new
        1. 762.1.

          They cannot name a card that doesn’t exist.

          new
        2. 762.2.

          A player cannot choose the name of a token when instructed to name a card.

          new
      4. 763.

        When instructed to name a tag, a player cannot choose to name a tag that does not exist on cards or tokens in Riftbound.

        new
        1. 763.1.

          The following tags exist in Riftbound: Ahri, Akali, Akshan, Ambessa, Anivia, Annie, Aphelios, Ashe, Azir, Bandle City, Bard, Bilgewater, Bird, Blitzcrank, Caitlyn, Cat, Darius, Demacia, Demon, Diana, Dog, Dr. Mundo, Dragon, Draven, Ekko, Elite, Equipment, Evelynn, Ezreal, Fae, Fiora, Fizz, Freljord, Galio, Gangplank, Garen, Heimerdinger, Hwei, Icathia, Illaoi, Ionia, Irelia, Ivern, Ixtal, Janna, Jax, Jayce, Jhin, Jinx, Kai'Sa, Karma, Karthus, Katarina, Kathkan, Kayle, Kayn, Kennen, Kha'Zix, Kog'Maw, LeBlanc, Lee Sin, Leona, Lillia, Lucian, Lux, Malzahar, Master Yi, Mech, Mel, Miss, Fortune, Morgana, Mount Targon, Nami, Nasus, Nidalee, Nilah, Nocturne, Noxus, Ornn, Piltover, Pirate, Poppy, Poro, Pyke, Qiyana, Recruit, Rek'Sai, Rell, Renata Glasc, Renekton, Rengar, Riven, Rumble, Sentinel, Sett, Shadow Isles, Shen, Shurima, Sivir, Sona, Soraka, Spider, Spirit, Swain, Syndra, Taric, Teemo, The Void, Trifarian, Tryndamere, Twisted Fate, Udyr, Vayne, Vex, Vi, Viktor, Volibear, Warwick, Xerath, Xin Zhao, Yasuo, Yone, Yordle, Yuumi, Zaun, Zed, Zilean.

          new
      764.

      Ignoring Effects

      new
      1. 765.

        Some Game Effects may instruct players to ignore abilities while performing a game action or procedure.

        new
      2. 766.

        Any abilities ignored in this way are treated as inactive for the purposes of the game action or procedure.

        Example: A spell reads “Ignore Deflect while paying this spell’s costs.” Any instances of the Deflect keyword on relevant units are treated as inactive while paying the costs of the spell.

        Example: A unit reads “You ignore Backline while assigning combat damage here.” While assigning combat damage in the combat damage step with this unit present, any instances of Backline on enemy units is treated as inactive. The unit’s controller can assign damage to any units with Backline as if they didn’t have it.

        new
      3. 767.

        Ignored abilities are only treated as inactive for the specific game action or procedure described, and only by the players directed by the ability.

        Example: A spell reads in part “Ignore Deflect while paying this spell’s costs.” If another player attempts to play a spell targeting the same units that the above spell does, that other spell will not ignore Deflect.

        Example: A unit reads “You ignore Backline while assigning combat damage here.” Any other player assigning combat damage at the same location as that unit will not be able to ignore Backline.

        new