Combo · BURST · 8 points
Ahri × Trinity Force × Svellsongur — nine points in one Hold, no Sentinel
Pieces
- Ahri, Alluring ×1
OGN-066 · payoff · calm
When I hold, you score 1 point.
- Trinity Force ×3
SFD-115 · payoff · body
[Equip] 1 Body Power (1 Body Power: Attach this to a unit you control.)
When I hold, score 1 point.
- Svellsongur ×1
SFD-059 · engine · calm
[Equip] 1 Energy + 1 Calm Power (1 Energy + 1 Calm Power: Attach this to a unit you control.) As this is attached to a unit, copy that unit's text to this Equipment's effect text for as long as this is attached to it.
Payoff
Deck
- Legend domains cover Calm and Body — Grandmaster at Arms (SFD-193), Blind Monk (OGN-257) or Wuju Master (UNL-191). OGS-019 Wuju Bladesman - Starter also fits the pair but is restricted in 2v2, so it is not the recommendation. Grandmaster at Arms is the pick: its bare exhaust ability reattaches an Equipment for free while you build.
Prerequisites
- Hold one battlefield through your Beginning Phase with Ahri present, carrying three Trinity Force and one Svellsongur. The entry names NO battlefield, so 485.4.a, 485.5 and 103.4.c never touch it — unlike every Grand Plaza line in this catalogue, any battlefield you can hold will do. That is its real advantage.
- Why the gear's line becomes Ahri's line: 136.2.b keeps Effect Text active while attached, 434.1.c / 136.2.c / 718.3 append it to the Top-Most Card's Rules Text, and 136.2.d makes "I" mean that unit (the rules' own worked examples are Guardian Angel and Brutalizer). Svellsongur's own copy clause is printed Rules Text, which 718.2 would deactivate; 725.1 is the exception that keeps an attach-time passive alive, the same chain svellsongur-copy-hold already stands on.
- Points per Hold: 1 + (1 + T) x (1 + S), T = Trinity Forces on Ahri, S = Svellsongur on Ahri. T=3, S=1 gives 9 from zero for 21 Energy and 6 Power spread over several turns; the Hold turn itself costs nothing. T=3, S=0 gives 5 and T=2, S=1 gives 7, so the declared board is the cheapest that clears 8.
- Attach the three Trinity Forces FIRST and Svellsongur LAST. The copy then measures 1 + 3 = 4 under both available readings — 725.1's literal "can be processed as it Attaches" and R6 = A's continuous one — so this entry stands on no open question. A second Svellsongur on the same body would (two copies on one unit read each other), which is why there is exactly one.
- The first BURST in this catalogue that reaches 8 without Blue Sentinel or Red Brambleback: the other nine all use one of the two, and the grep of "trigger an additional time" finds only three multipliers in the whole pool (UNL-087 hold, UNL-029 conquer, OGN-236 Deathknell). Neither hold nor conquer multiplier is in Calm/Body, so the Equipment is the entire multiplier — and this is the first entry of either burst class in that identity.
- One point of failure: four Equipment on one body. Ahri ends at 4 + 2 + 2 + 2 + 0 = 10 Might, and 435.4.b leaves the Equipment at the location if she goes. SFD-051 Guardian Angel (Calm, 2 Energy) is the insurance inside the identity, and 136.2.d's own worked example is its text.
- SFD-055 NEEDLESSLY LARGE YORDLE IS NOT FREE OFF THIS BOARD, AND THE ARITHMETIC IS RECORDED HERE SO IT IS NOT RE-DERIVED (walk of issue #115, 2026-09-06). Its text is 'I cost 2 Energy + 1 Calm Power less for each point you scored from HOLDING this turn', and the timing does work: 315.2.b.2 holds in the Scoring Step of the Beginning Phase, 383.4.d.2.a puts the Hold Abilities on the chain there, and 312.2.a gives Priority only 'in a Neutral Open State during their Main Phase', which is strictly later — so the discount always sees the turn's Hold points already banked. But the MAGNITUDE is one point, not nine. 468 defines Scoring as gaining a point through seizing or maintaining control of a Battlefield, 469 lists exactly two ways to Score (Conquer, Hold) and 470 caps it at once per Battlefield per turn; R2 = A makes card-text 'score 1 point' a GAIN by ability under 194.1.c rather than a 469 Score, which is the whole reason this entry reaches 9 past 470's cap. So of the nine points here exactly one is 'scored from holding'. The Yordle costs 10 - 2 = 8 Energy and 3 - 1 = 2 Calm Power, and the Duel ceiling is two Holds (485.4: Battlefield Count 2), i.e. 6 Energy + 1 Calm Power. It is also mono-Calm, so it is legal in this identity — it is simply not a free rider. Nothing in this entry's uses, class or quantities depends on it.
- NOTHING IN THIS LINE IS PROTECTED FROM A GEAR KILL, AND THE POOL PRINTS SIXTEEN OF THEM. 718.5.b: 'Attached cards still can be chosen or targeted by game effects while Attached' - the Equipment's own printed Rules Text is Inactive while attached (718.2) and its [Equip] is unusable (721.2), but the CARD is a legal target for every turn it sits there. Swept with /\bkills?\b[^.]{0,80}\bgear\b/i over text+effect of every deckable base in data/cards.json, the pool has 16 base codes (15 names; Jayce, Man of Progress is printed twice) and EVERY ONE OF THE SIX DOMAINS prints at least one, so there is no identity this line can hide in. The unconditional enemy-facing ones are OGN-022 Thermo Beam, SFD-005 Detonate and VEN-003 Brittle Steel (Fury), OGN-224 Salvage (Order), SFD-032 Disarming Rake (Calm) and SFD-077 Rocket Barrage (Mind). OGN-022 Thermo Beam - Fury, E5 + 2 Fury Power, '[Action] (Play on your turn or in showdowns.) Kill all gear.' - is the only card in the pool that kills EVERY gear at once, so it answers the whole payoff with one card; it is symmetric, which makes it cheap for a gearless deck and expensive for anyone else (the shape acceptable-losses-ravenbloom-prefect-gearless-gear-hate already records for OGN-179).
- THE TIMING CUTS BOTH WAYS, AND NO [Reaction] GEAR KILL EXISTS. Swept over all sixteen gear kills: none carries [Reaction]. Thermo Beam and Salvage are [Action], which 806.1.c.1 makes short for 'This can be played during showdowns on any player's turn'; Detonate and Brittle Steel are plain spells, and 155 confines a spell to 'an Open State outside of Showdowns on its controller's turn'. The Score this line pays on happens at 315.2.b.2 inside your own Beginning Phase, where the opponent holds no priority in a Neutral Open State (312.2.a) and the Closed State the trigger opens admits only a [Reaction] (813.1.c.1). So the opponent can NEVER strip the gear in the window that pays - every answer has to be cast on their own turn, one full turn before. That is what keeps the line alive, and it is also the window in which to defend it: the removal spell on the Chain is a Closed State, 312.2.c hands out priority there and 813.1.c.1 admits a [Reaction] in response.
- 7 ENERGY ANSWERS THE GARRISON THIS LINE NEEDS. OGN-123 Unchecked Power is mind, 7 Energy + 2 Power: "Exhaust all friendly units, then deal 12 to ALL units at battlefields.". 143.2.a kills on marked damage at or above Might, so it kills every body at or below Might 12 SIMULTANEOUSLY however many there are: the binding constraint is MIGHT PER BODY, not the number of bodies, so going wider answers nothing. A CHEAPER ANSWER EXISTS AND IT IS NOT AVAILABLE TO EVERY OPPONENT: OGN-268 Bullet Time costs 1 Energy + 4 Power here (it pays per point of damage, so it scales to any garrison) and is [Action], so 806.1.c.1 puts it inside any showdown on any player's turn - but it is a SIGNATURE card tagged Miss Fortune, and 103.2.d.2 requires every Signature card to carry the Chosen Champion Legend's tag, so only a Miss Fortune legend can run it. Count it as a matchup, not as the field. THE IDENTITY DOES HOLD AN ANSWER: OGN-294 Trifarian War Camp +1 (that battlefield only), UNL-191 Wuju Master +1, UNL-T03 Brush +1 (that battlefield only) - a permanent, garrison-wide +Might is the only thing that lifts every body at once, since a single-target pump is useless against a sweep that hits all of them. (A battlefield protection is a 1-in-3: 485.5 has each player "randomly select one (1) of their three (3) Battlefields", so it is not a card you can count on drawing.) WHEN THE ANSWER LANDS, AND IT IS NOT INSIDE THE HOLD. A Hold resolves at 315.2.b.2, which Holds "all Battlefields they Control", inside YOUR Beginning Phase - and 312.2.a gives a player priority only "When the turn is in a Neutral Open State during their Main Phase", i.e. their own. So the opponent cannot answer in the Hold window itself; they answer on THEIR turn, which is the turn immediately before it. The cost of that is yours, not theirs: your own Main Phase comes AFTER your Beginning Phase (315 then 316), so there is no window in which to rebuild the garrison. Holding up a [Reaction] on their turn is the only response this line has.
Steps
- Play Ahri, Alluring to a battlefield you can hold (5 Energy, 1 Power).
- Equip the three Trinity Forces to her, 4 Energy each plus 1 Body Power to attach (818.1.c.2). Her Rules Text is now her printed hold point plus three appended copies of "When I hold, score 1 point", with 136.2.d reading every "I" as Ahri.
- Equip Svellsongur last: 3 Energy and 1 Power to play, then 1 Energy and 1 Calm Power to attach. Its Effect Text becomes a copy of Ahri's text as it stands — four instances — and 434.1.c appends that copy back onto her.
- At your Beginning Phase Scoring Step (315.2.b.2) you Hold the battlefield. That is the Score: 1 point, which 470 caps at one per battlefield per turn.
- 383.4.d.2.a puts all eight "score 1 point" instances on the chain. R2 = A makes them Gains by ability under 194.1.c rather than Scores, so 470 does not cap them and 471.1.a.1 keeps the Final Point restriction off them. 1 + 8 = 9 against a Victory Score of 8 (194.3, 485.3), and 472 ends the game at the next cleanup.
How it ends
burst of ability points in one Hold
Sources
Walked here, in this project
- Equipment lens hunt, issue #41 candidate 1 (rc-huntE) 2026-09-05
- Hand walk 2026-09-05 2026-09-05 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 2026-09-05 (docs/phase0/walks/2026-09-05-equipment-lens-candidates.md), issue #41 candidate 1, promoted with NO change to any declared quantity: its own formula gives 9 for T=3, S=1 and the class matches. Card text verbatim from data/corpus_flat.txt; every rule reopened in that walk's block 0. The structural step it needs — Svellsongur copying text that reached the unit from ANOTHER Equipment's Effect Text — is not new and archives no reading: R6 = A ruled it on 2026-09-04 and step 3 of svellsongur-copy-hold already uses it. 434.1.e and 718.2 write "printed" where they mean printed and 434.1.c does not, which is the text half of the same point. Depends on R2 = A; does NOT depend on R1.
Walked against Core Rules 2026-07-16