Combo · ENGINE
441.1.b makes every 'when I become Empowered' payoff a once-per-copy event — so the partner set of the whole family is the DISEMPOWERERS, and Sanction is the cheapest
Pieces
- Apprentice Mage ×1
VEN-047 · payoff · mind
[Empower] 2 Energy (2 Energy: Empower me. Use only if not Empowered.) When I become [Empowered], [Predict 2]. (Look at the top 2 cards of your Main Deck. Recycle any of them and put the rest back in any order.) [Empowered][>] I have +1 Might.
- Sanction ×3
VEN-035 · engine · calm
[Reaction] (Play any time, even before spells and abilities resolve.) Choose one — • Empower a unit. Disempower it at end of turn. • Disempower a unit that's [Empowered]. Empower it at end of turn.
Payoff
Deck
- Calm + Mind: Sanction is mono-Calm and Apprentice Mage mono-Mind (103.1.b.3), so the legend must hold both and the pool prints exactly four names — OGN-255 Nine-Tailed Fox, SFD-189 Fire Below the Mountain, UNL-189 Bashful Bloom and VEN-145 Curator of the Sands (103.1.b.2).
- Neither card is banned or restricted in either format, and neither is a Signature card.
- Nothing else is required: the Mage can pay his own [Empower] cost out of 2 Energy on any turn.
Prerequisites
- THE RULE THAT DEFINES THE WHOLE EMPOWER FAMILY. 441.1.b: 'An Empowered Game Object can not be Empowered.' 441.1.c: 'If a Game Object is instructed to be Empowered when it is already Empowered, nothing additional happens.' 441.2 makes Empowered 'a state for Game Objects on the board' — permanent once reached — and 441.2.a is what a 'When I become [Empowered]' clause keys on: 'When a Game Object becomes Empowered as a result of the Empower game action, that is an event.' So every such payoff in the pool fires ONCE per copy per game unless something takes the state away. The partner set of the family is not the empowerers; it is the DISEMPOWERERS, and the pool prints few of them.
- SANCTION IS THE CHEAPEST OF THEM AND IT DOES BOTH JOBS. Mode 1, 'Empower a unit. Disempower it at end of turn', performs the Empower act directly — 441.1 is 'the act of rendering one or more Game Objects Empowered' — so the Mage's printed 2-Energy [Empower] cost is never determined or paid, and the auto-disempower at end of turn leaves him free to be Empowered again next turn for that 2 Energy. Mode 2, 'Disempower a unit that's [Empowered]. Empower it at end of turn', is the reset for a Mage who is already Empowered, and the re-Empower at end of turn is itself a fresh 441.2.a event, so it pays a Predict on the way through.
- ARITHMETIC WITH THE QUANTITIES DECLARED. One Sanction is worth TWO Predict 2s: one from the Empower it causes, and one from the Empower you pay for next turn after it wears off. Three Sanctions (103.2.b) is six, plus the one the Mage's own first [Empower] pays for — seven Predict 2s over a game for 3 Energy and 9 Energy + 3 Calm Power in spells. That is a deck-sculpting engine and nothing more; say so rather than dressing it up.
- WHAT A PREDICT 2 ACTUALLY IS, AND WHY IT IS SAFE. 436.1: 'Predicting a card is the act of looking at a single card from the top of the Main Deck and choosing whether or not to Recycle it', and 436.1.a for the plural: look at that many, recycle any number, put the rest back in any order. Recycled cards go to the BOTTOM — 416.1: “Recycling cards is the action in which a player takes one or more cards from a specific zone and then puts it on the bottom of the corresponding deck”, with 416.1.a sending Main Deck cards to the Main Deck and 416.5 randomising the order of several, so this is filtering, not tutoring. Crucially 436.4.a: 'The Player will not perform a Burn Out as a result of Predicting with too few cards in their deck', so it is one of the very few card-selection effects that is safe inside an empty-deck shell.
- THE +1 MIGHT IS A CONDITIONAL STATIC, NOT A BUFF, AND IT SWITCHES OFF WITH THE STATE. '[Empowered][>] I have +1 :rb_might:' is live only while the state is, so every disempower in this cycle takes the Mage from 4 back to 3. 702.3 never touches it — it is not a Buff counter — but it is also not permanent, unlike one.
- SANCTION IS [Reaction], WHICH IS THE ONE THING THAT MAKES THE TIMING FLEXIBLE. 813.1.c.1: 'This can be played during Closed States on any player's turn.' So the Empower and its Predict can be taken on the opponent's turn, and the end-of-turn disempower then lands in THEIR end-of-turn Cleanup, leaving the Mage free to be re-Empowered on your own turn — which is how the two Predicts fit into one round trip rather than two.
Steps
- Play Apprentice Mage (3 Energy).
- On the opponent's turn, play Sanction at Reaction speed (813.1.c.1) and take mode 1: Empower the Mage. 441.1 performs the act directly, so his printed 2-Energy [Empower] cost is never paid.
- His trigger fires on the 441.2.a event: [Predict 2] — look at the top 2, recycle any, put the rest back in any order.
- At the end of that turn Sanction's own rider disempowers him, so 441.1.b no longer blocks him.
- On your turn, pay his [Empower] cost of 2 Energy yourself. He becomes Empowered again: a second [Predict 2], and +1 Might while the state lasts.
- Repeat with the second and third Sanctions (103.2.b); each one is worth two Predicts.
Per iteration
two [Predict 2]s per Sanction — one free on the opponent's turn, one for 2 Energy on yours — and a conditional +1 Might
How it ends
engine only — three Sanctions a game, each consumed, and 441.1.b makes the Mage's trigger dead the moment he is Empowered with no reset left; nothing here scores and nothing here draws a card
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 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 #168, matrix group 38, empower-other x VEN-047). VEN-047 Apprentice Mage was in NO entry before this; it was the only one of the six empower-family anchors in rows 33-38 with no entry at all. Card text verbatim from data/corpus_flat.txt. Citations opened: 103.1.b.2, 103.1.b.3, 103.2.b, 103.2.d.2, 416.1, 416.1.a, 416.5, 436.1, 436.1.a, 436.4.a, 441.1, 441.1.b, 441.1.c, 441.2, 441.2.a, 702.3, 813.1.c.1. Distinct from the two Sanction entries already in the catalogue (kharox-sanction-burn, mel-defiant-soul-sanction-banish-cycle), whose payoffs are a mill-and-reanimate and a banish: this is the cheapest [Empower] cost in the pool paired with the cheapest reset, and the entry's real content is the family-wide bound — 441.1.b makes every 'when I become Empowered' payoff a once-per-copy event, so the partner set is the disempowerers. The product is deck sculpting only, and the entry says so. Ban check: neither card is banned or restricted. Trap check: the Mage's own [Empower] is never paid on the Sanction route (441.1); the +1 Might is a conditional static that switches off with the state, not a Buff; a Predict is filtering to the BOTTOM (416.1.a) and never a tutor; 436.4.a keeps it Burn-Out-safe; no unruled reading.
Walked against Core Rules 2026-07-16