RIFTCOMBO

Combo · CHAIN · 8 points

Bottled Constellation ×3 + Time Warp ×3 — fodder from the loop

6 cards · mind · verified

Pieces

Payoff

Burst of points in one scoring event

Deck

Run play

Prerequisites

Steps

  1. Turn N: loop; play three Constellations (30E+6P); Time Warp.
  2. Extra turn: Main Phase start → three Constellations, kill 9 fodder → +3. Loop again; Time Warp.
  3. Repeat: +3, +3. Nine points across three extra turns.

How it ends

9 points, opponent never acts

Sources

Walked here, in this project

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.

Capped at three by Time Warp's deck limit and banish (427). The Draw Phase Burn Out trap is what actually goes wrong at the table. REFUTE 2026-09-03: SURVIVES — 9 confirmed. Constellations played this turn fire only from the next Main Phase start. Time Warps cannot ride the loop (banished): three in hand. Needs infinite Power (4 per Time Warp, 2 per Constellation). HAND-WALKED 2026-09-04 (docs/phase0/walks/2026-09-04-the-three-chain-finishers.md), and reclassed BURST -> CHAIN under issue #20. The fodder only exists because of the same day's Shadow's Call fix to lux-infinite-energy: the Constellations fire at the START of the Main Phase, so the bodies must have been made the previous turn and survived that turn's Beginning Phase, and under the old reading every pass marked one [Temporary] for 816.1.b to kill before scoring. Pointing Shadow's Call at Ekko leaves the Recruits clean. The Burn Out caveat bites every extra turn here, because the trigger is at the Main Phase start, well after the Draw Phase (315.4); 431.2.c is the right citation for the point it hands away.

Walked against Core Rules 2026-07-16

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