Combo · BURST · 8 points
Blue Sentinel × Trinity Force — multiplied Hold points
Pieces
- Blue Sentinel ×2
UNL-087 · engine · mind
[Shield 2] (+2 Might while I'm a defender.) Your hold effects for holding here trigger an additional time. When I hold, [Add] 1 Power of any domain at the start of your next Main Phase. (Abilities that add resources can't be reacted to.)
- 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.
Payoff
Deck
- Legend domains cover Mind and Body (Defender of Tomorrow, VEN-149 — the only Mind/Body legend in the pool).
Prerequisites
- Hold one battlefield through your Beginning Phase with the Sentinels present, carrying the Trinity Forces between them.
- Why the gear's line becomes the unit's line, and why it needs no unruled reading: 136.2.b keeps Effect Text active while attached, 136.2.c and 718.3 append it to the Rules Text of the card it is attached to, and 136.2.d makes "I"/"me" in Effect Text mean the Top-Most Card (the rules' own examples are Guardian Angel and Brutalizer). So the Sentinel carries "When I hold, score 1 point" as a Hold Ability of a Unit under 383.4.d.2.a. R2 = A takes it outside 470's cap; R1 = A adds an instance per Sentinel.
- Points per Hold: 1 + T x (1 + K), T = Trinity Forces on units present, K = Blue Sentinels. Trinity Force is not [Unique] (compare Forgefire Cape, which prints the keyword) and 434.1.b.1 contemplates more than one card attached to a Top-Most card, so T is not tied to the body count: three Trinity Forces stack across two Sentinels. T=3, K=2 gives 10 for 20 Energy + 5 Power (2 Mind for the Sentinels, 3 Body for the three [Equip] activations — the 20 was Energy alone; #161, 2026-09-06); T=2, K=3 gives 9 for the same 20; T=2, K=2 gives only 7.
- Cheaper and smaller than the Ahri line, which needs 23 Energy and five bodies for the same 10 points. Each Sentinel defends at 4 +2 (Shield 2) +2 per Trinity Force attached. Same single point of failure though: lose one Sentinel and K drops to 1, taking the total to 7.
- SFD-102 Hexdrinker (Body, E2, one-rune [Equip], "[Effect] [Deflect]") answers the single point of failure this line names — lose a Sentinel and K drops: 809.1.c taxes the opponent a rainbow to choose a [Deflect] unit, and being carrier-independent it attaches free under any [Weaponmaster] body. In no entry before this note (#161, 2026-09-06).
- 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), SFD-089 Rumble, Scrapper +1 (Mech bodies only), UNL-077 Soul Shepherd +1 (token bodies 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
- Turn A: play Blue Sentinel #1 to a battlefield you control, then play a Trinity Force and Equip it for 1 Body Power.
- Turn B: play Blue Sentinel #2 and the remaining two Trinity Forces, stacking the third on either Sentinel - Trinity Force is not [Unique], so both may carry more than one.
- Beginning Phase of turn C, Scoring Step (315.2.b): you Hold. Score 1, which 470 caps at one per battlefield per turn.
- Each of the 3 Trinity Forces gives its bearer "When I hold, score 1 point", and the 2 Sentinels make every hold effect fire 1 + K = 3 times: 9 ability-granted points on top of the Score. Total 10.
How it ends
burst of ability points in one Hold
Sources
Walked here, in this project
- Hunt v2 lens L4, entry L4-07 2026-09-02 record
- REFUTE pass 2026-09-03 2026-09-03 record
- Hand walk, 2026-09-04 — full pass against Core Rules 2026-07-16 2026-09-04 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.
Beats the Ahri line on body count: the multipliers are also the point sources, so two units do the work of five. Blue Sentinel defends at 4 +2 (Shield 2) +2 (Trinity Force Might bonus) = 8. The 471.2.c question that kept this a candidate was ruled by the user on 2026-09-03 as R1 = A: Sentinel does not create a second Score, it adds instances to the single Score's effects. REFUTE 2026-09-03: SURVIVES. HAND-WALKED 2026-09-04 (docs/phase0/walks/2026-09-04-three-alt-win-and-burst.md), promoted to verified WITH A CORRECTION of the same kind as ahri-blue-sentinel-hold: the entry asked for 2 Trinity Force and 2 Blue Sentinel, which its own printed formula gives as 7 points, one short of the 8 its BURST class claims. Trinity Force raised to 3 for 10 points at 20 Energy.
Walked against Core Rules 2026-07-16