Combo · ENGINE
Chem-Baroness's second clause is an ENDGAME multiplier, and a Gold token is bankable — so the stack is worth double if you do not spend it early
Pieces
- Chem-Baroness ×1
SFD-201 · legend · mind/order
When you or an ally hold, you may exhaust me to play a Gold gear token exhausted. While your score is within 3 points of the Victory Score, your Gold [Add] an additional 1 Energy.
- World Atlas ×1
SFD-086 · engine · mind
[Equip] 1 Mind Power (1 Mind Power: Attach this to a unit you control.)
When I hold, play two Gold gear tokens exhausted.
- Trove Golem ×1
SFD-174 · engine · order
When you play me, play four Gold gear tokens exhausted.
Payoff
Deck
- SFD-201 / SFD-249 Chem-Baroness IS the legend and IS the requirement: Mind/Order covers World Atlas (Mind) and Trove Golem (Order) exactly (103.1.b.1, 103.1.b.2). Nothing here is Signature.
- At least one battlefield held at your Beginning Phase, which is what both Hold triggers read (315.2.b.2: 'The Turn Player Holds all Battlefields they Control').
Prerequisites
- THE CLAUSE NOBODY HAS PRICED, AND IT IS FORMAT-SENSITIVE. 'While your score is within 3 points of the Victory Score, your Gold [Add] an additional 1 Energy.' 194.3 sets the Victory Score at 8 in Constructed, so the clause switches on at FIVE points; 489.3 sets it at 11 in 2v2, so there it switches on at EIGHT. The same deck therefore turns its multiplier on three points later in team play — a difference no other Gold entry in the catalogue has to state, because no other Gold source is score-gated.
- AND A GOLD TOKEN IS BANKABLE, WHICH IS THE PLAY. 187.5 prints the token in full: 'A Gold gear token is a domainless gear token with "[Reaction][>] Kill this, [exhaust]: [Add] [rainbow]."' Nothing forces you to kill it. A Gold made on turn three and still standing when you reach five points pays 1 rainbow Power AND 1 Energy, where the same token spent on turn three paid 1 Power. So the correct line under this legend is to accumulate the stack and cash it in the turn the score crosses the threshold — the opposite of every other ramp engine, which wants its resources spent as they arrive.
- THE PER-TURN RATE, WITH THE QUANTITIES DECLARED. 315.2.b.2 Holds every battlefield you control, but the two sources cap differently: World Atlas's 'When I hold' is read on its CARRIER, so it fires once for the battlefield that unit stands at, and the legend's own clause costs her exhaust, so 415.1 with 315.1.b readying her only in your Awakening allows one activation a turn. Three Gold per turn, then, plus four more the turn Trove Golem lands. Cashed after the threshold, that is 3 Power AND 3 Energy a turn, and 7 of each on the Golem turn.
- THE GOLD ARRIVES EXHAUSTED AND ITS OWN ABILITY COSTS AN EXHAUST, SO IT IS ALWAYS NEXT TURN'S RESOURCE. Every producer here prints 'exhausted', and 187.5's ability is 'Kill this, [exhaust]: [Add]'. An exhausted Gold cannot pay its own cost, and 315.1.b readies it in your next Awakening. SFD-171 Renata Glasc, Industrialist ('Your tokens enter ready', mono-Order, legal here under 103.1.b.3) is the one card that fixes it, at the price of a deck slot — and it is worth noting that under the banking plan the delay costs nothing at all, since the tokens were being saved anyway.
- THE ENERGY HALF DIES AT THE END OF THE TURN IT IS ADDED. 167 empties every player's Rune Pool 'at the start of each player's Main Phase and the end of each player's turn', so the bonus Energy has to be spent in the same Main Phase the Gold is killed. The Power half does not: it is added as rainbow, and 135.2.e.5.b lets rainbow pay a Power cost of any Domain.
- WHERE THE POINTS COME FROM IS DELIBERATELY NOT IN uses[]. This entry produces resources, not points, and its multiplier only turns on once something else has taken the score to 5. It is a `produces: resource-engine` row for a deck whose finisher lives elsewhere in the catalogue — which is exactly why the legend's clause was worth measuring rather than assuming.
- WHAT REFUTES IT. (a) The Golem is E8 + 2 Power, which is a whole turn; if the game is decided before you can cast it, the four Gold never exist. (b) A Gold standing on the board is a gear an opponent can kill: SFD-005 Detonate, VEN-003 Brittle Steel and six other cards in the pool remove gear, and banking hands them targets. That is the real cost of the plan, and it is why the World Atlas's steady drip matters more than the Golem's lump. (c) 185 keeps the tokens out of every recycle and reanimation line, and 186.1 makes them cease to exist the moment they leave the board.
Steps
- Early turns: play World Atlas (E3) and [Equip] it to a unit that will stand at a battlefield you hold (one Mind rune, 818.1.b). It gives that carrier +2 Might (434.1.d) and the Hold trigger (434.1.c).
- Every Beginning Phase you hold: 315.2.b.2 Holds all battlefields you control. World Atlas plays two Gold gear tokens exhausted, and you may exhaust Chem-Baroness for a third.
- Do NOT kill them. They stand as gear, and 315.1.b readies each in your following Awakening.
- When your score reaches 5 (Constructed; 8 in 2v2 by 489.3), the legend's second clause is live: every Gold now adds 1 rainbow Power AND 1 Energy when killed.
- On that turn, play Trove Golem for 8 Energy and 2 Power if you have it: four more Gold, exhausted, for the turn after.
- Cash the stack inside one Main Phase — each Gold is '[Reaction] Kill this, exhaust: [Add] rainbow' (187.5) plus the legend's extra Energy. 167 will empty the pool at the start of your next Main Phase, so spend it now.
Per iteration
three Gold a turn that each pay 1 rainbow Power, and 1 Power AND 1 Energy each once the score is within 3 of the Victory Score
How it ends
engine only — the legend's exhaust caps her at one Gold a turn, the Atlas at two, and nothing here scores a point; the multiplier is a reward for a score reached elsewhere
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
- Synergy rule chem-baroness-gold-ramp (data/synergies.json) 2026-09-06
- 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 orphan synergy rule chem-baroness-gold-ramp (20 partners, 20 uncovered). The rule's own text notes that the second clause 'turns every Gold made from that point on into 1 Power AND 1 Energy at once'; the walk's addition is that the clause reads the token at the moment it is KILLED, not when it is made, so a Gold is bankable across the threshold and the correct line is to hoard rather than spend — and that the threshold itself moves from 5 points to 8 between 194.3's Victory Score of 8 and 489.3's of 11. Card text verbatim from data/corpus_flat.txt. Citations opened and read: 103.1.b.1, 103.1.b.2, 103.1.b.3, 135.2.e.5.b, 167, 185, 186.1, 187.5, 194.3, 315.1.b, 315.2.b.2, 415.1, 434.1.c, 434.1.d, 489.3, 818.1.b. Ban check: SFD-201, SFD-086 and SFD-174 carry no [BANNED marker. Signature check: none is Signature; the legend is in uses[] because its own text is the payoff, following the 73 legend rows already in the catalogue. Trap check: Gold enters exhausted and 187.5's ability costs its own exhaust, so it is next turn's resource (315.1.b) unless SFD-171 is added; the Energy half dies to 167; 185 and 186.1 keep the tokens out of every recycle line; no [Temporary]; no [Repeat]; no buff. Depends on no unruled reading.
Walked against Core Rules 2026-07-16