Combo · ENGINE
Drag an enemy body onto your own battlefield and THEY are the attacker on YOUR turn - which is when a defend trigger fires
Pieces
- Blitzcrank, Impassive ×3
OGN-067 · engine · calm
[Tank] (I must be assigned combat damage first.) When you play me to a battlefield, you may move an enemy unit to here. When I hold, return me to my owner's hand.
- Ezreal, Dashing ×3
SFD-082 · payoff · mind
When I attack or defend, deal damage equal to my Might to an enemy unit here. I don't deal combat damage. 1 Mind Power: [Action] — Move me to your base.
Payoff
Deck
- Calm + Mind: Blitzcrank is mono-Calm and Ezreal mono-Mind (103.1.b.3), so 103.1.b.2 needs a legend covering both, and the census prints four such names - OGN-255/OGN-303 Nine-Tailed Fox, SFD-189/SFD-244 Fire Below the Mountain, UNL-189/UNL-230 Bashful Bloom, VEN-145/VEN-192 Curator of the Sands.
- Neither card is banned or restricted in either format, and neither is a Signature card.
- A battlefield you already control with Ezreal standing on it, and 5 Energy + 1 Power to replay Blitzcrank there.
Prerequisites
- WHY DRAGGING AN ENEMY BODY IN MAKES THEM THE ATTACKER. 190.3.a.1: 'Units moving to or being played to a battlefield apply Contested status if that battlefield is not already Contested and that Unit's controller does not already control that battlefield.' 450 says the same from the other side: 'The Destination becomes Contested if it is an Uncontested Battlefield not controlled by the controller of the Unit or Units that moved.' Then 464.2.c.1: 'The Attacker is the player whose unit(s) applied the Contested status.' Contested keys on the MOVED unit's controller, never on whoever caused the move - so on your own turn the opponent becomes the Attacker at a battlefield you control, and you are the Defender (464.2.c.2).
- WHICH IS THE ONLY WAY A DEFEND TRIGGER FIRES WHEN YOU WANT IT TO. Ezreal, Dashing's 'When I attack or defend, deal damage equal to my Might to an enemy unit here' otherwise waits for the opponent to choose to attack him. Dragged in, he defends on your turn and deals 3 to the body Blitzcrank pulled - and 'I don't deal combat damage' costs nothing, because the trigger has already done the work before 465.2 resolves.
- AND BLITZCRANK'S DRAWBACK IS THE ENGINE. 'When I hold, return me to my owner's hand' reads as a downside and is a rebuy: 315.2.b.2 Holds every battlefield you control at your Beginning Phase, so a Blitzcrank left on a held battlefield comes back to hand every turn and is replayed for 5 Energy + 1 Power to drag another body. The point is scored first - 469.1 and 471.1 gain it at the Hold - and the bounce happens on the trigger, so the Hold is never lost. Check 323.6 before doing it with a lone garrison: losing your last body there hands the battlefield back at the next Cleanup.
- THE [TANK] IS WHAT MAKES THE FORCED COMBAT SURVIVABLE. 815.1.b: he 'must be assigned lethal damage before any other unit with the same controller as me that does not have [Tank] during the Combat Damage step', and 815.1.c.2 makes every other body of yours an invalid assignment until he has. So the dragged attacker's damage goes into a 5 Might body and Ezreal lives to fire again next turn.
- AND THE DRAGGED BODY GOES HOME IF IT SURVIVES. 466.1.a.2 recalls Attackers when Defenders remain, so a body you pulled in and failed to kill simply returns to their base - you have spent a card to deal 3 and to take a swing at it, not to remove it permanently. Price it as forced damage plus a tempo tax, not as removal.
- EZREAL'S OWN ESCAPE IS THE OTHER HALF. ':rb_rune_mind:: [Action] - Move me to your base' is an Activated Ability with an [Action] permission (806.1.c.2: 'This can be activated during showdowns on any player's turn'), so for one Mind Power he leaves after his trigger has resolved and before damage is assigned - which is how he survives a garrison too big for Blitzcrank to soak.
- WHAT IT IS NOT. Nothing here scores directly; the point comes from the Hold that bounces Blitzcrank, and 469 defines Scoring as Conquer or Hold.
- AN "ATTACK OR DEFEND" TRIGGER FIRES TWICE PER TURN CYCLE, AND THIS ENTRY PRICED IT AT HALF RATE (citation upgrade 2026-09-12, #187/300-499 lane). 383.4.e defines an Attack Trigger as firing when a Unit or PLAYER gains the Attacker designation for the first time during a combat, and 383.4.f is the identical sentence for the Defender - so a card worded *"when I attack or defend"* satisfies BOTH definitions and is an Attack Trigger AND a Defend Trigger, exactly the shape the rules state outright for the other pair at 823.1.b (*"Hunt is both a Conquer and a Hold effect"*). The honest rate is once on your turn attacking and once on theirs defending. Measured across the catalogue on 2026-09-12, SIX entries use an attack-or-defend card and not one cited both paragraphs. Two limits that keep it from running away: 383.4.e.2.a checks the condition ONCE PER COMBAT despite a unit gaining and losing the designation several times in it (383.4.f.2.a is the mirror), so blinking a carrier out of a combat and back re-fires nothing; and the whole attack side is UNIT-keyed - the pool prints ZERO cards worded *"when you attack"* against FOUR on the defend side, three of them battlefields - which is why a battlefield can carry a defend trigger at all and never an attack one.
Steps
- Have Ezreal, Dashing (4 Energy + 1 Power) standing at a battlefield you control.
- Play Blitzcrank, Impassive (5 Energy + 1 Power) to that battlefield and use his play trigger to move an enemy unit there.
- 190.3.a.1 with 450 applies Contested keyed on THAT unit's controller, so 464.2.c.1 makes the opponent the Attacker and you the Defender on your own turn.
- Ezreal's defend trigger fires and deals 3 to the dragged body. If the garrison is dangerous, pay 1 Mind Power for his [Action] move to base (806.1.c.2) after the trigger resolves.
- 815.1.c.2 forces the attacker's assignment onto Blitzcrank; anything that survives is recalled to their base by 466.1.a.2.
- At your next Beginning Phase the Hold scores and Blitzcrank returns to hand - replay him to drag the next body.
Per iteration
3 damage to an enemy body of your choosing per Blitzcrank replay, on your own turn, with the Tank absorbing the answer
How it ends
engine only - one drag per Blitzcrank play, rebought every turn by his own Hold trigger; the dragged body is recalled if it survives (466.1.a.2), so this is forced damage rather than removal, 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
- Card text verbatim from data/corpus_flat.txt (built from Riot's gallery content API) 2026-09-07
Walked here, in this project
- Hand walk 2026-09-07 (docs/phase0/walks/2026-09-07-uncatalogued-calm-mind-order.md, batch 4) 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 #188). The first entry to use OGN-067 Blitzcrank, Impassive or SFD-082 Ezreal, Dashing. Card text verbatim from data/corpus_flat.txt. Citations opened and quoted: 103.1.b.2, 103.1.b.3, 103.2.b, 190.3.a.1, 315.2.b.2, 323.6, 450, 464.2.c.1, 464.2.c.2, 465.2, 466.1.a.2, 469, 469.1, 471.1, 806.1.c.2, 815.1.b, 815.1.c.2. This project had recorded that only two enemy-movers fire a Defend trigger on your own turn (UNL-141 Evelynn, Entrancing in Chaos and OGN-043 Charm in Calm/Mind); OGN-067 Blitzcrank is a third and it is Calm, which puts the trick in a Calm/Mind shell with a defend payoff that was itself uncatalogued. Blitzcrank's self-bounce is stated as a REBUY rather than the no-op the synergy layer files it as, because the Hold scores before the return. Ban check: neither card is banned or restricted; neither is a Signature card. No unruled reading.
Walked against Core Rules 2026-07-16