Combo · ENGINE
Forgotten Signpost is a free second move every turn — an Empowered Covert Informant turns it into a card
Pieces
- Covert Informant ×1
VEN-057 · payoff · mind
[Empower] 3 Energy (3 Energy: Empower me. Use only if not Empowered.) [Empowered][>] When I move, draw 1.
- Forgotten Signpost ×1
UNL-045 · engine · calm
[Action][>] Exhaust a unit you control, Exhaust: Move a different unit you control to the location of the unit you exhausted to pay for this ability.
Payoff
Deck
- Domain Identity is Mind + Calm (103.1.b). Exactly four legends cover it — OGN-255 Nine-Tailed Fox, SFD-189 Fire Below the Mountain, UNL-189 Bashful Bloom, VEN-145 Curator of the Sands — and none is banned.
- One friendly unit parked at a battlefield you control, ready at the start of your Main Phase. It is the Signpost's cost and its destination at the same time.
Prerequisites
- THE SIGNPOST IS WORTH EXACTLY +1 CARD A TURN, NOT THE WHOLE ENGINE, AND #150 SAID OTHERWISE. A unit needs nothing to move: 144 gives every unit the Standard Move as an Inherent Ability and 144.2 / 420.3.a price it at its own exhaust, so an Empowered Covert Informant already draws one card a turn for zero Energy, alone, by walking base to battlefield and back on alternate turns. What the Signpost adds is a SECOND move in the same turn. Two cards a turn total, 0 Energy and 0 Power marginal.
- THE FUEL UNIT MUST BE SOMEWHERE SHE IS NOT. 420.1: 'Moving is the act of a Game Object moving between two Locations on The Board.' The Signpost's destination is the exhausted unit's location, so pointing it at a body standing where she already stands is not a move and draws nothing. #150 wrote the requirement as 'any second friendly unit'; it is narrower, and it is the same correction conscription-signpost-empty-garrison already applied to issue #61. 447.2.a and 447.2.b are the Invalid Destination list and both open with a player count a Duel does not have, so nothing else blocks it.
- PARK THE FUEL AT A BATTLEFIELD YOU CONTROL. 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.' Send her onto a battlefield you do not control and you have started a fight, not drawn a card. Keeping the parked unit there also means her leaving never strips your control (323.6).
- SFD-048 STELLACORN HERDER PRINTS THE SAME TRIGGER WITH NO EMPOWER GATE, IN CALM. 'When I move, draw 1', 4 Energy flat, inside this very identity — against 3 Energy + 1 Power plus a 3 Energy Empower for the Informant, who buys 1 Might and a Mind body for the difference. The honest line is to run both: a second mover brings its own free Standard Move, so Informant + Herder + Signpost is THREE cards a turn (Signpost moves one of them and leaves it ready, then each spends its own exhaust). Rider, deliberately not in uses. A grep of 'when i move' returns 28 cards; only two carry [Empower] (VEN-021 Akali, Deadly Weapon is the other, in Fury), and SFD-048 is the only other unconditional draw — SFD-041 and VEN-033 draw only on a hit and UNL-080 Hwei draws then discards.
- THE EFFECT MOVE IS A MOVE. 420.2 / 420.2.a make Moving a Limited Action performed 'when instructed to do so by Game Effects or costs', and 359.3.f.3's own worked example is a move trigger firing off one ('Lillia, Fae Fawn reads "when I move from a location…"'). The project already stands on this in ride-the-wind-move-triggers, relentless-pursuit-move-triggers and windswept-hillock-move-triggers. It is not a Recall, so 455 / 456 never carve it out.
- SETUP IS 8 ENERGY + 1 POWER, ONCE: Informant 3 Energy + 1 Power, her Empower 3 Energy, Signpost 2 Energy. Against the project's own ledger (#21 / #44), where Renata Glasc, Mastermind's extra card costs 1 Energy + 1 Mind Power, about 10 Energy, it pays for itself on the first turn it runs.
- BURN OUT IS THE CEILING AND IT IS NOT THE LOOP WALL. 431.1.a makes drawing past the Main Deck a Burn Out; 431.2.b recycles your trash back in and 431.2.c gives an opponent a point (194.1.d). Two extra cards a turn on top of the Draw Phase empties the 39 cards you shuffle (103.2 counts the Chosen Champion inside the 40, 103.2.a.1 removes it) in roughly a dozen turns. This entry is NOT inside a loop shell: the '0 spare draws' wall of lux-infinite-energy (#21 / #59) is a per-pass measurement with the deck already empty, and nothing here runs that way.
- 143.4 delays the start by a turn: she enters exhausted and cannot pay 144.2 for her own move until the following Awakening. Her Empower can be paid the turn she lands — it carries no exhaust.
- Overlap declared: UNL-045 is already in signpost-corina-two-battlefields (a second landing for Corina's Recruits) and conscription-signpost-empty-garrison (reinforcement after a steal), both different payoffs. VEN-057 appears in no entry.
Bodies no card supplies
From the next turn on, with the Informant at your base and everything ready after the Awakening (415.3.a): activate the Signpost — exhaust the parked unit at that battlefield, exhaust the Signpost — and move the Informant to its location
Steps
- Play Covert Informant (3 Energy + 1 Power) and pay her [Empower] for 3 Energy. 441.2 keeps her Empowered for the rest of the game. Play Forgotten Signpost (2 Energy). Park any friendly unit at a battlefield you control.
- From the next turn on, with the Informant at your base and everything ready after the Awakening (415.3.a): activate the Signpost — exhaust the parked unit at that battlefield, exhaust the Signpost — and move the Informant to its location. She moved: draw 1. She is still ready, because 420.3.a charges an exhaust only for a Standard Move.
- Now take her own Standard Move back: exhaust her, battlefield to base (144.4.b). She moved: draw 1.
- Everything readies at the next Awakening. Repeat, forever, for no Energy and no Power.
Per iteration
two cards a turn — one from the Signpost's move, one from her own Standard Move — for 0 Energy and 0 Power
How it ends
engine — two cards a turn, capped at two by the Signpost's own exhaust and by the Informant's own exhaust on her Standard Move, both readied only at the next Awakening (415.3.a); the real ceiling is the Main Deck, where 431.1.a costs a point and 431.2.b refills from the trash
Sources
Published elsewhere
- Combo hunt: uncatalogued mind units — issue #150 (GitHub) 2026-09-06
- 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 2026-09-06 2026-09-06 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 2026-09-06 (docs/phase0/walks/2026-09-06-mind-units-lens.md), issue #150 candidate 2. VERIFIED as ENGINE and REWRITTEN AT THE PREMISE. #150 credited the whole draw to the Signpost ('marginal cost per draw: 0 Energy, forever'), which undercounts the baseline: 144 gives every unit an Inherent Standard Move and 144.2 / 420.3.a price it at its own exhaust, so an Empowered Covert Informant draws one card a turn on her own with no other card in play. The Signpost is worth exactly +1, and the walk states the engine as two cards a turn rather than one. Two further corrections. (1) 420.1 defines a Move as being 'between two Locations', so the fuel unit must stand somewhere she is not — #150's 'any second friendly unit' is too loose, and it is the same correction conscription-signpost-empty-garrison already applied to #61. (2) SFD-048 Stellacorn Herder prints 'When I move, draw 1' for 4 Energy flat with no [Empower] gate, in Calm, inside this identity; the Informant is not the cheapest carrier of her own trigger, and the honest line runs both for three cards a turn. Card text verbatim from data/corpus_flat.txt. Citations opened: 103.1.b, 103.2, 103.2.a.1, 143.4, 144, 144.2, 144.4.b, 190.3.a.1, 194.1.d, 323.6, 359.3.f.3, 415.3.a, 420.1, 420.2, 420.2.a, 420.3.a, 431.1.a, 431.2.b, 431.2.c, 441.1.a, 441.2, 447.2.a, 447.2.b, 455, 456, 806.1.b, 827.1.c.1, 828.1.b.1, 828.1.c. Ban check: neither line carries a [BANNED marker, and the four Calm/Mind legends are clean. Trap check: no attack and no Attacker designation, so the empty-battlefield trap does not arise; the move is by effect and is not a Recall, so 455 does not carve it out; no [Repeat]; no [Temporary]; no token, so 185 and 186.1 never arise; no Gold; no Energy carried across a phase (167). Depends on no unruled reading.
Walked against Core Rules 2026-07-16