RIFTCOMBO

Combo · ENGINE

Forgotten Signpost is a free second move every turn — an Empowered Covert Informant turns it into a card

2 cards · mind + calm · verified

Pieces

Payoff

Repeatable card advantage

Deck

Prerequisites

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

  1. 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.
  2. 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.
  3. Now take her own Standard Move back: exhaust her, battlefield to base (144.4.b). She moved: draw 1.
  4. 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

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.

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

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