Gangplank, Naval
Unofficial Riftbound rulings for Gangplank, Naval, with rules explanations, examples, and Core Rules citations.
If Gangplank, Naval replaces one part of a spell or ability, does the rest still resolve?
Yes, only the qualifying stun, might decrease, or return-to-hand event is replaced; the spell or ability's other instructions continue unless a later linked instruction specifically requires the replaced action to have occurred. A replacement effect only replaces the specific event or instruction that qualifies for it.
Example
You play Star-Crossed, targeting your own Empowered Gangplank as the friendly unit and an opponent's Elder Dragon as the enemy unit.
Gangplank's replacement effect does not apply to the separate return event affecting Elder Dragon, so Elder Dragon returns to its owner's hand normally. Returning Gangplank is the qualifying event: instead of going to hand, he gets +3 might this turn. The rest of Star-Crossed resolves normally; it simply produces a different result for the one return event involving Gangplank.
What happens when Switcheroo would reduce an Empowered Gangplank, Naval's might?
When Switcheroo would decrease an Empowered Gangplank's might, Gangplank gets +3 might this turn instead, while the increase affecting the other unit remains unchanged. Switcheroo chooses Gangplank when the spell is finalized. When it resolves, Switcheroo first determines one difference, then creates separate might-increase and might-decrease effects for that fixed amount; replacing one does not recalculate or alter the other. Gangplank's replacement effect replaces the decrease affecting him because it comes from a spell that chose him, but an increase does not match any event his ability replaces and applies normally.
Example
An Empowered Gangplank with 6 current might is swapped with a Determined Sentry with 1 current might at the same battlefield via Switcheroo.
The swap action calculates a difference of 5, then creates two effects: -5 might for Gangplank and +5 might for Determined Sentry. Gangplank's replacement effect replaces the -5 might decrease affecting him with +3 might this turn. The +5 might effect applies only to Determined Sentry, so Gangplank's replacement effect does not affect it.
After Switcheroo resolves, Gangplank has 9 might (6 current might + 3 might), and Determined Sentry has 6 might (1 current might + 5 might).
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Written by Christian “Near” Ivicevic.
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