Combo · ENGINE
'Cards you've played this turn' never counts a token — 185.2.a is why a token engine cannot pay either of these two Fury discounts
Pieces
- Battering Ram ×3
SFD-012 · payoff · fury
I cost 1 Energy less for each card you've played this turn, to a minimum of 1 Energy.
- Undying Legion ×3
UNL-025 · engine · fury
[Legion][>] You may play me from your trash for 3 Energy + 1 Fury Power. (Get the effect if you've played another card this turn.)
- Hextech Ray ×3
OGN-009 · enabler · fury
[Action] (Play on your turn or in showdowns.) Deal 3 to a unit at a battlefield.
Payoff
Deck
- All three cards are mono-Fury, so 103.1.b.1 is satisfied by any legend with Fury as one of its two domains. None is Signature, so 103.2.d.2 imposes nothing.
Prerequisites
- THE TRAP IS THE WORD 'CARDS'. 350.2 makes a token something that is PLAYED, and 185.2.a keeps it from being a card — so a token engine, however many bodies it puts on the board, moves neither of these counters. A Recruit, a Sprite, a Gold and a Mech token are all worth zero to 'each card you've played this turn' and zero to [Legion]. This is the negative half of the rule the catalogue already uses positively ('when you play a unit' does see a token).
- THE ARITHMETIC, WITH THE QUANTITIES DECLARED. Battering Ram is E5 and floors at E1, so it takes exactly FOUR cards played earlier in the turn to reach the floor; 356.4.e ('If a discount applies a minimum cost, that minimum applies only to that discount') means the floor cannot be argued past, and a fifth card is wasted on him.
- [LEGION] IS THE CHEAP HALF OF THE SAME COUNTER: one card, not four. So the natural order in a turn is Hextech Ray, then Undying Legion out of the trash, then more cards, then the Ram last.
- AND UNDYING LEGION IS RECURSION THAT COSTS NO CARD. It plays itself from the trash for E3 + 1 Fury Power, so it is a body that keeps coming back and keeps ticking the Ram's counter on every turn it returns — but each copy can only be in the trash once at a time, so 103.2.b caps the loop at three bodies, not at three plays.
- HEXTECH RAY IS THE TICK THAT PAYS FOR ITSELF: E1 + 1 Fury Power for 3 damage at [Action] speed (806.1.b), which 143.2.a turns into a dead Might-3 body. A card played purely to satisfy a counter is doing no work of its own, which is exactly the failure mode a filler card invites — this one is unconditionally castable at a battlefield and always has a legal target when there is anything to shoot.
- AND IT IS ONE TURN, EVERY TURN. Nothing here banks: 'this turn' resets, so the Ram is cheap only on a turn you have already spent four cards, and the whole line is a curve-flattener rather than an engine that grows.
- IT DOES NOT SCORE. Fury reaches points only through excess damage (R28), and none of this is combat damage.
Steps
- Early in a turn, play Hextech Ray (E1 + 1 Fury Power) at a battlefield. That is card one, and 143.2.a kills any Might-3 body it hits.
- With one card already played, [Legion] is satisfied: play Undying Legion from your trash for E3 + 1 Fury Power. That is card two, and it costs nothing from hand.
- Play two more cards of any kind — but NOT tokens: 185.2.a keeps a token from being a card, so nothing a token engine produces moves the counter.
- Play Battering Ram. Four cards played takes his E5 to the floor of E1 (356.4.e), for a Might 5 body.
- 143.4 has him enter exhausted, so he walks in next turn; 144.3 moves the accumulated pack as one action.
- Everything resets at the end of the turn — 'this turn' is not banked — and Undying Legion is back in the trash to be replayed whenever a card has been played.
How it ends
engine only — a Might 5 body for 1 Energy on any turn four cards precede it, plus a Might 3 body recurring from the trash for E3 + 1 Fury Power; 103.2.b caps each at three and 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
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
- 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-rules-second-pass.md), issue #170 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 #170, from the Core-Rules-named sweep; SFD-012 Battering Ram, UNL-025 Undying Legion and OGN-009 Hextech Ray were all in zero entries, and CLAUDE.md lists 'cards played this turn' as a lens that was never swept. Card text verbatim from data/corpus_flat.txt. The content is the negative half of the token rule: 350.2 plays a token but 185.2.a keeps it from being a card, so no token engine can feed either counter — the failure this pairing invites. Trap check: the floor is derived from 356.4.e and the exact number of cards is stated (four, and a fifth is wasted); the filler card is chosen to be unconditionally castable and to do real work, which is the #166 lesson; nothing is claimed to bank across turns; 143.4 prices the Ram's arrival.
Walked against Core Rules 2026-07-16