RIFTCOMBO

Combo · CHAIN · 8 points

Four off the Hold, three off the combat and the eighth off the Conquer that combat wins: Calm/Chaos had a combat plan, a conquer plan and NO Hold plan of its own domains

7 cards · calm + chaos · verified

Pieces

Deck

Prerequisites

Steps

  1. Board before the turn: a battlefield you already control (190.1 - 'Control is established over Battlefields through the course of play') with three Ahri, Alluring standing on it, and Alpha Wildclaw plus three Draven, Audacious ready at your base.
  2. Beginning Phase, Scoring Step. 315.2.b.2 Holds every battlefield you control, and 471.1 Gains 1 point for the Score. That is point 1.
  3. 383.4.d.2.a puts each Ahri's Hold Ability on the Chain - they are present at the battlefield when you maintain control of it and Gain 1 Victory Point from Holding. Three copies, three card-text Gains. R2 = A makes these 194.1.c Gains rather than 469 Scores, so 470's cap never sees them. Points 2, 3 and 4.
  4. Main Phase. Standard-move all three Draven AND Alpha Wildclaw to the garrisoned battlefield as ONE action - 144.3, 'Players may perform multiple Units' standard move simultaneously. This is treated as one game action performed on multiple Units', with 144.3.a giving them a shared destination, 144.3.b freeing their origins and 144.3.c paying the four exhausts simultaneously.
  5. 190.3.a.1 applies Contested and 464.2.c.1 makes you the Attacker. The Combat stages at the next Cleanup (323.9) and opens at 323.13.
  6. Combat Damage Step. 465.2.c assigns each side its summed Might - yours is 25, theirs is whatever the garrison sums to. 815.1.c.2 forces every point of theirs into Alpha Wildclaw until he has lethal 7, so below 13 no Draven takes a scratch. 465.2.c.4 caps each of your assignments at minimum lethal, so 25 clears a garrison totalling up to 25.
  7. 466.3.a: you are the only player with units remaining, so you won the combat. 466.3.c - 'Units at this battlefield inherit the same combat result as their controllers' - gives the win to every Draven present, and each fires its own 'The first time I win a combat each turn, you score 1 point'. Points 5, 6 and 7.
  8. 466.5 establishes Control and 466.5.d makes that a Conquer, so 469.1.b and 471.1 try to Gain point 8. You are at 7, one from the Victory Score, so 471.1.b.1 applies - and you Scored the first battlefield by Holding and this one by Conquering, so you have Scored every Battlefield this turn and the Final Point lands. That is 8.

How it ends

chain of eight points in one turn with no opponent turn in between - four in the Beginning Phase off a battlefield you already hold, three off a combat at the battlefield you do not, and the eighth from the Conquer that combat wins. It costs E39 and 8 Power and nothing in it is trimmable, and it is written for the ONE board it fits: you hold one battlefield and they garrison the other. Against an opponent who lets you hold both, the do-nothing Hold curve has already paid 8 by turn 5 or 6 and this line is redundant; against one who garrisons nothing, the whole Chaos half is dead and only the four Hold points arrive.

Sources

Published elsewhere

Walked here, in this project

Walked against Core Rules 2026-07-16

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