Combo · ENGINE
Abandoned Hall's +1 is a modifier and not a buff, so 702.3 never caps it — three Stupefies are a six-Might swing and three cards
Pieces
- Abandoned Hall ×1
UNL-205 · battlefield
When a player plays a spell, they may give a unit they control here +1 Might this turn.
- Stupefy ×3
OGN-095 · payoff · mind
[Reaction] (Play any time, even before spells and abilities resolve.) Give a unit -1 Might this turn, to a minimum of 1 Might. Draw 1.
Payoff
Deck
- Stupefy is mono-Mind and Abandoned Hall is Colorless, so 103.1.b.3 admits any legend with Mind in its pair: UNL-189/UNL-230 Bashful Bloom, SFD-201/SFD-249 Chem-Baroness, VEN-145/VEN-192 Curator of the Sands, OGN-247/OGN-299 Daughter of the Void, UNL-199/UNL-235 Deceiver, VEN-149/VEN-194 Defender of Tomorrow, SFD-189/SFD-244 Fire Below the Mountain, OGN-265/OGN-308 Herald of the Arcane, OGS-021 Lady of Luminosity, SFD-181/SFD-240 Mechanized Menace, OGN-255/OGN-303 Nine-Tailed Fox, SFD-199/SFD-248 Prodigal Explorer, UNL-197/UNL-234 Scorn of the Moon, VEN-151/VEN-195 Soul's Reflection, OGN-263/OGN-307 Swift Scout, UNL-181/UNL-226 Virtuoso.
Prerequisites
- MODIFIER, NOT BUFF — THAT IS THE WHOLE CARD. 702.2.a places a buff COUNTER and 702.3 allows only one per unit ('If a Buff is added, or instructed to be added, on a Unit that already has a Buff, it is not placed instead', 702.3.a). The Hall says '+1 :rb_might: this turn', which is the other kind of Might change entirely — the same distinction the project drew for Lee Sin, Centered and for Soul Shepherd's static — so a fourth, fifth and sixth spell each add another point, uncapped.
- THE ARITHMETIC, WITH THE QUANTITIES DECLARED: three Stupefies cost 3 Energy, put your body at +3 and their body at -3 (each Stupefy is its own -1 with its own floor; 477.3.b caps the REDUCTION and floors do not stack, so an attacker at Might 5 goes 5, 4, 3, 2), and draw three cards. Six Might of swing and three cards for three Energy.
- IT WORKS ON DEFENCE, WHICH IS WHERE IT BELONGS. All three cards are [Reaction], and 813.1.c.1 admits a [Reaction] card in the Closed States a combat opens — so the whole sequence is played after 464.2.c.3 has designated the attackers and 465.2.c's summed Might is countable, not on a guess in your Main Phase.
- A [REPEAT] SPELL PAYS THE HALL ONCE, NOT TWICE. 820.3.a says a Repeated spell 'is only Played once', and the Hall's trigger is 'when a player plays a spell'. Do not count a doubled spell as two triggers.
- AND A TOKEN IS NOT A SPELL, WHILE A HIDDEN SPELL IS. 811.1.c.1 — 'Hide is not a subset of Play' — so hiding a card fires nothing, but PLAYING it later does, even though 811.1.b makes it cost nothing.
- IT IS SYMMETRIC: the opponent's spells pump their own body at this battlefield by the same +1. In a Duel that matters only while both sides have units there, which is exactly during the combat this line is built for.
- ABANDONED HALL IS NOT GUARANTEED TO BE ON THE TABLE: 485.4.a, 485.5, 486.5 and 103.4.c as for every battlefield entry.
Steps
- Bring Abandoned Hall as one of your three battlefields and garrison it. It needs no Control for its own text, but you want a unit standing there to be the target of its own clause.
- The opponent attacks. 190.3.a.1 applies Contested, 323.9 stages the Combat, 464.2.c.3 designates the attackers and 464.2.e gives your body the Defender designation.
- Inside the Combat's Closed State, where 312.2.c gives you priority and 813.1.c.1 admits a [Reaction] card, play Stupefy (E1) choosing the biggest attacker: it takes -1 Might this turn.
- The Hall triggers on that play and offers +1 Might this turn to a unit you control here — take it on your defender. 702.3 is not engaged because this is a modifier and not a buff counter.
- Draw the card Stupefy gives you and repeat with the second and third copies. Each casting is another point off theirs and another onto yours.
- 465.2.c sums the resulting Mights for the damage assignment, and 143.3.b.1 heals everything at the end of the turn.
Per iteration
per Stupefy: +1 Might on your defender, -1 on their attacker, and one card, for one Energy
How it ends
engine only — six Might of swing and three cards a turn at three copies (103.2.b), uncapped in principle because the Hall's +1 is a modifier rather than a buff; nothing here scores
Sources
Published elsewhere
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
Walked here, in this project
- Hand walk 2026-09-07 (docs/phase0/walks/2026-09-07-uncatalogued-cards.md), issue #171 2026-09-07 record
How this entry was audited
REFUTE = a refutation pass, with its date and verdict · WOUNDED = the pass found a flaw and the entry was rewritten · BUDGETED = the pass checked the recycle-and-draw ledger · lens = the hunt that proposed it.
HAND-WALKED 2026-09-07, issue #171 — the first entry to use UNL-205. Card text verbatim from data/corpus_flat.txt. The buff-versus-modifier distinction is the entire reason this battlefield is worth a slot, and it is cited to 702.2.a/702.3/702.3.a rather than asserted; the same distinction is already recorded in this project for Lee Sin, Centered and Soul Shepherd. Trap check: 820.3.a is cited so a [Repeat] spell is not counted as two triggers; 811.1.c.1 is cited so hiding is not counted as playing; the floor arithmetic on three Stupefies is stated with 477.3.b rather than assumed to stack; 813.1.c.1 and 312.2.c are cited so the Reaction timing is real; the symmetry is stated as a cost; exactly one battlefield is named, so 485.4.a is respected.
Walked against Core Rules 2026-07-16