Combo · ENGINE
Four more Might at Reaction speed, bought after the garrison is known: the excess-damage dial
Pieces
- Tryndamere, Barbarian ×1
OGN-034 · payoff · fury
When I conquer after an attack, if you assigned 5 or more excess damage to enemy units, you score 1 point.
- Blighted Battleaxe ×1
UNL-019 · engine · fury
[Equip] 1 Energy + 1 Fury Power (1 Energy + 1 Fury Power: Attach this to a unit you control.)
At the end of your turn, if I didn't conquer this turn, unattach this and deal 4 to me.
- Angle Shot ×1
SFD-011 · enabler · fury
[Reaction] (Play any time, even before spells and abilities resolve.) Choose a unit and an Equipment with the same controller. Attach that Equipment to that unit or detach that Equipment from that unit. Draw 1.
Payoff
Deck
- Mono-FURY - all three cards are Fury, so any legend with Fury among its two domains runs it (103.1.b.3), which is five of the fifteen pairs. It was designed for Chaos/Fury, whose only other finisher is the mono-Fury tryndamere-brambleback-conquer, but nothing in it is Chaos.
- None of the three is banned or restricted in either format - checked against data/legality.json, which has no row touching OGN-034, UNL-019 or SFD-011.
Prerequisites
- THE NUMBER THIS ENTRY IS FOR: THE BEATABLE GARRISON GOES FROM 3 MIGHT TO 7. Excess damage is attacking Might never assigned (R28 = A) and 465.2.c.4 caps each assignment at 'the minimum required to constitute lethal damage', so against a garrison of summed Might D that you can kill outright, excess is (your attacking Might) minus D. A lone Tryndamere at 8 needs 8 - D >= 5, i.e. D <= 3. Carrying the Battleaxe he is 12 (137.3 and 718.4 apply the Might Bonus while attached), so D <= 7. That is the whole entry: one gear takes the line from beating a Recruit to beating a real body.
- WHY IT IS BOUGHT AT REACTION SPEED RATHER THAN EQUIPPED, AND WHY THAT IS NOT A LUXURY. 818.1 makes Equip an Activated Ability and 381 says 'All Activated Abilities can only be activated on the Controlling Player's Turn and during an Open State', so the ordinary route commits the Battleaxe in your Main Phase - before the Combat stages (323.9) and opens (323.13), and therefore before you know what the garrison will be. Angle Shot is [Reaction], so it lands inside the opened Showdown, after 464.2.c.3 has designated the attackers and the defending side is known. You attach only when 4 <= D <= 7; when D is 3 or less Tryndamere already clears the threshold and the card is a 2-Energy cantrip instead. Being able to DECLINE is most of its value.
- IN THIS IDENTITY ANGLE SHOT IS THE ONLY WAY TO MOVE AN EQUIPMENT AT REACTION SPEED, AND THE MEMBERS ARE NAMED. Swept over every card in the pool whose text attaches an Equipment by EFFECT rather than by paying [Equip], the ones legal under a Fury legend are SFD-002 Armed Assailant, SFD-008 Sentinel Adept, SFD-127 Master Bingwen (all [Weaponmaster], which 821.1.c attaches 'to me' and so can never place a gear on a chosen carrier), SFD-024 Rell, Magnetic (her trigger plays an Equipment of Energy cost 2 or less and attaches it to HERSELF, so the E4 Battleaxe is out of reach), SFD-208 Forge of the Fluft (a colourless battlefield, free but it exhausts your legend and is itself a 1-in-3) and SFD-011 Angle Shot. Of those, Angle Shot is the only one that is a card you can draw AND the only one that works in a Closed State. The pool's other chosen-carrier attachers - SFD-193 Grandmaster at Arms and SFD-184 Relentless Pursuit - are Calm/Body and Body/Fury.
- IT ALSO MOVES AN ALREADY-ATTACHED EQUIPMENT, WHICH [Equip] CANNOT. 718.2 makes an attached Equipment's printed Rules Text Inactive and 721.2 says 'Inactive Abilities do not trigger, do not apply, and cannot be activated.', so an attached Equipment can never pay its own [Equip] again - the only legal relocations while attached are ATTACH effects. Angle Shot is one, and 719.3 ('A Top-Most Card and all cards Attached to it are at the same location') means the move carries the gear across the board without it being a Move. So one Battleaxe rides whichever body is attacking this turn.
- THE SAME CARD IS A REMOVAL SPELL AND THE CATALOGUE NOW SAYS SO. Angle Shot reads 'an Equipment with the same controller' - THE SAME CONTROLLER NEED NOT BE YOU - so it detaches an opponent's Equipment for 2 Energy at Reaction speed, which 719.1 ('for as long as they remain Attached') and 137.3.a ('stops applying as soon as the card with the Might Bonus is no longer Attached') make a full answer to an equipped body without killing anything. Swept with /\bdetach/i over text+effect of every deckable base, the pool has 5 base codes and 4 names and this is the ONLY enemy-facing one, because SFD-107 Strike Down says 'an equipped friendly unit', SFD-221 Veiled Temple 'a friendly gear' and SFD-193 Grandmaster at Arms 'you control'. Whether a detach lands usefully INSIDE a scoring window is an open question this project has not walked - 383.2.a.1 measures a Trigger Condition when the trigger is PLACED - so use it early, not in response to the trigger.
- WHAT IT IS NOT: AN UPGRADE TO tryndamere-brambleback-conquer. That entry attacks with 2x8 + 3x4 = 28 Might and needs only a garrison under 23, so excess damage is not its binding constraint and +4 buys it nothing. This is the SMALL-BOARD version of the same payoff - one body instead of five, 13 Energy and 2 Power instead of 26 and 7 - and it scores 1 point per Conquer where that one scores 9. The two are not variants; they sit at opposite ends of the same card.
- 359.3.e.12`s SECOND WORKED EXAMPLE IS THIS ENTRY`S OWN PAIR OF CARDS, AND IT WAS NOT CITED (upgrade 2026-09-12, #187 batch 6). The rules answer `SFD-107 Strike Down` with `SFD-011 Angle Shot` by name: once the Equipment is detached, a check on it returns null and every calculation based on it is ignored. This entry cites 26 paragraphs and this was not among them, even though Riot uses its two cards as the illustration.
Steps
- Tryndamere, Barbarian on the board and ready; Blighted Battleaxe on the board UNATTACHED (it appends nothing while unattached, so its end-of-turn drawback does not exist); Angle Shot in hand with 2 Energy.
- Standard-move Tryndamere to an enemy-garrisoned battlefield, paying his exhaust (144.2, 144.4). The Contested status makes you the Attacker (464.2.c.1, 464.2.c.3).
- The Combat stages at the next Cleanup (323.9) and opens into its Showdown (323.13). Now count the defending side's summed Might D.
- If D is 3 or less, do nothing - 8 - D is already 5 or more. If D is between 4 and 7, cast Angle Shot in the Showdown and attach the Battleaxe to Tryndamere: 137.3 and 718.4 apply its +4 while attached, and 719.3 puts the gear at his location. Draw 1 either way.
- 465.2 resolves combat damage 'using their current Might' (465.2.a sums the attackers), so the Battleaxe counts. 465.2.c.4 caps each assignment at minimum lethal, leaving 12 - D unassigned.
- 466.5 establishes Control and 466.5.d makes it a Conquer. Tryndamere's trigger checks 'if you assigned 5 or more excess damage' and scores 1 point, a 194.1.c Gain under R2 = A on top of the Conquer's own Score.
- At the end of your turn the Battleaxe asks whether its carrier conquered. He did, so it stays attached and deals nothing.
Per iteration
+2 points per Conquer (the Conquer's Score and Tryndamere's ability Gain) and +1 card, for 2 Energy on the turn, against garrisons up to 7 summed Might
How it ends
engine - one Tryndamere point per Conquer, and 470 with 485.4 cap a Duel at two Conquers a turn; it needs an enemy garrison every time, since 807.1.d and 323.9 make an attack impossible without one
Sources
Walked here, in this project
- Hand walk 2026-09-12, issue #200 (docs/phase0/walks/2026-09-12-synthesised-lines.md): Angle Shot applied to Chaos/Fury, the identity whose only finisher is mono-Fury 2026-09-12 record
- tryndamere-brambleback-conquer - the verified BURST this entry is the small-board opposite of, and the source of the 1 + T x (1 + K) formula and the R28 = A excess-damage reading 2026-09-06
Walked against Core Rules 2026-07-16