Combo · ENGINE
Three Culls on a Red Brambleback — nine Gold from one Conquer
Pieces
- Cull ×3
SFD-134 · payoff · chaos
[Equip] 1 Chaos Power (1 Chaos Power: Attach this to a unit you control.)
When I conquer, play a Gold gear token exhausted.
- Red Brambleback ×2
UNL-029 · engine · fury
[Accelerate] (You may pay 1 Energy + 1 Fury Power as an additional cost to have me enter ready.) Your conquer effects for conquering here trigger an additional time. When I conquer, [Buff] a friendly unit. (Give it a +1 Might buff if it doesn't have one.)
Payoff
Deck
- Legend domains must cover Fury and Chaos — OGN-251 Loose Cannon, OGS-017 Dark Child, SFD-185 Glorious Executioner, UNL-185 Bloodharbor Ripper, VEN-143 Master of Shadows. Five of the pool's fifty legends, the widest pair in this walk.
Prerequisites
- WHY THREE CULLS FIT ON ONE BODY. Cull prints no [Unique] (compare SFD-115 Trinity Force, which also stacks, against a gear such as Forgefire Cape that prints the keyword), and 434.1.b.1 contemplates 'more than one card attached to the Top-Most card' and says outright that 'the order of the Attached cards has no bearing on the application of effects'. 136.2.c appends each Effect Text to the Rules Text of the card it is attached to and 136.2.d makes 'I' mean that card, so the bearer carries three separate Conquer Effects (383.4.c.1). This is the same construction blue-sentinel-trinity-force-hold uses on the Hold side; nobody had run it on the Conquer side.
- Nine Gold, and the arithmetic is 3 Culls × (1 + 2 Bramblebacks) = 9. R1 = A with stacking is the ruling that makes two Bramblebacks three executions rather than two, and tryndamere-brambleback-conquer already runs three copies on the same basis. 187.5 defines the token: 'A Gold gear token is a domainless gear token with "[Reaction][>] Kill this, [exhaust]: [Add] [rainbow]."' CORRECTED 2026-10-26 (#472, the follow-up PR #471 listed for #464): nine on the Showdown Conquer of an open battlefield, where nobody fights (316.8.b.1: 'Showdowns that occur as a result of a player moving to an empty Battlefield are a stand-alone Phase and do not create a Combat.'). After a combat a dead body is not present: 383.4.c.2.a: 'The Conquer Abilities of Units are put on the Chain as Pending Items after the Unit(s) these effects correspond to are present at a Battlefield when a player gains control of it and gains 1 Victory Point from Conquering.' 365.1: 'Passive Abilities of Permanents are typically only active while on the Board.' The defender picks the deaths: 465.2.c: 'Starting with the Attacker, each player assigns an amount of damage equal to their summed Might among the other's Units.' With 465.2.c.3: 'Units must have lethal damage assigned to them in full before damage is assigned to a different Unit. Example: If a player has 5 damage to distribute among four 3 Might units, they may not choose to assign 2 damage to one of the units and 1 damage to each of the remaining 3. They must assign at least 3 damage to one, and the remaining 2 to another.' A dead carrier takes its gear with it, because a detached gear appends nothing to it: 719.5: 'When a Top-Most Card changes zones from a board zone to a non-board zone, all Attached cards Detach from it, remaining in their current zones.' 718.3: 'While in this state, Abilities in the card’s Effect Text are appended to the Rules Text of the Top-Most Card.' (718.3 is a rule of an Attached card). The carrier attacks at 7 and the second Brambleback at 4, 11 in all. Against a garrison of summed Might G with no damage marked and nothing else changing Might in the combat, the defender choosing the deaths that cost most, the line makes: G 1 to 3, 9 Gold; 4 to 6, 6 (the second Brambleback dies); 7 or more, 0 (the carrier dies and its three Culls detach, or at 11 both die, or the garrison survives). Re-derived on 2026-10-26 from the rules above.
- The Power is NEXT turn's, not this turn's, and the entry says so rather than publishing a headline number: the Gold enter exhausted, and 315.1 Awaken has already run by the time of a Conquer in your Main Phase, so they ready at your NEXT Awaken (315.1.b). SFD-171 Renata Glasc, Industrialist would fix that — 'Your tokens enter ready', R25 = A — but she is mono-Order and 103.1.b.1 forbids her in a Fury/Chaos deck. That constraint is the whole reason this line is priced differently from yeti-brambleback-renata-gold.
- It fires on a bloodless Conquer. Unlike UNL-018 Yeti Brawler ('if you assigned 3 or more excess damage'), Cull's trigger has no condition at all, so it pays on the Showdown Conquer of an uncontrolled battlefield (344.2 → 348.2.a → 348.2.a.1) with no combat and no Attacker designation. That is the mechanical difference between this entry and yeti-brambleback-renata-gold, not a strength/weakness comparison.
- Red Brambleback's OWN conquer effect is a [Buff], and two of its three executions are wasted: 702.3 says 'There can only be one Buff on a Unit at a time' and 702.3.a says a second is 'not placed instead'. You may point each execution at a different friendly unit, so three executions buff three bodies — but never one body three times.
- Total investment is 11 Energy, 3 Chaos Power and 2 Fury Power, and the [Equip] costs are counted here rather than omitted, which is the error CLAUDE.md records two published figures making. The bearer ends at Might 4 + 3 (three +1 Might Bonuses, 137.3 / 477.3.d) = 7. Conquering a battlefield you already control is impossible, so this pays once per battlefield you take — at most twice a turn in a Duel (485.4).
- A BLOODLESS CONQUER IS NOT A FAIT ACCOMPLI, AND 46 OF THE 47 ENTRIES CITING 344.2 DID NOT SAY SO (added 2026-09-12, #187 batch 25). **316.8.b.1.a**: during a Non-Combat Showdown *"units controlled by a different player may become present at the Battlefield where the Showdown is"*, which converts it to a COMBAT Showdown in the following cleanup - so the opponent can turn your uncontested walk-in into a fight. 316.8.c is the permission (a Showdown is a Window of Opportunity for [Action] and [Reaction] cards). **The answer set is THREE CARDS, swept on the ACTOR rather than on the destination**: `OGN-173 Ride the Wind` (Chaos, E2+1), `OGN-262 Zenith Blade` (Calm/Order, E3+2) and `SFD-184 Relentless Pursuit` (Fury/Body, E2+1) - twelve printings move a friendly unit, and nine of them send it to base or need a body already there. They span three identities, so **no identity is safe**; and `OGN-262 Zenith Blade` is the worst to walk into, because it STUNS your body on the way in, and 423.1.b removes a stunned unit`s contribution to the damage step while 423.1.c keeps its full Might as the price to kill it - one 3-Energy card takes the unit and the battlefield. **[Ambush] is not a fourth answer**: 822.1.b needs a battlefield where the player already has units, and the defining feature of that board is that they have none there. **THE REMEDY IS A COUNTERSPELL, AND A FIRST VERSION OF THIS NOTABLE SAID SOMETHING FALSE THAT IS WITHDRAWN HERE (corrected within the hour, 2026-09-12).** It said that because all three answers are [Action] and 358.4 admits an Action card only as the card that CLOSES the state, the attacker - who holds Focus by 345 and priority by 335.1 - could shut them out by playing any cheap Action card first. Every step is true and the conclusion is false, because **a Showdown is a LOOP, not a single window**: 346 - *"When the last item on the chain resolves and the turn returns to an Open State during a Showdown, Focus passes, and the next Player gains both Focus and Priority"* - with 347.1.b and 347.2.a. Closing the state buys a lock-out lasting exactly that CHAIN; when it resolves the Showdown reopens, Focus passes TO THE DEFENDER, and they play their answer into an open Showdown after all. **The real sequence**: walk in, take Focus, **PASS** (acting first gains nothing); they play the answer, which closes the state as it is played; **you COUNTER it**, since 358.4`s other half now admits only [Reaction] and all eleven of the pool`s counters are Reaction, and 425.1.c refunds them nothing; all players then pass in sequence, 347.2.a ends the Showdown, and 348.2.a with 348.2.a.1 give you Control and the Conquer. The cheap counter is `OGN-045 Defy` (Calm, E1 + 1 Power, *"counter a spell that costs no more than 4 Energy and no more than one rainbow"*), which covers all three answers; `OGN-064 Wind Wall` is the unconditional one. **So the protection narrows to pairs containing CALM** - it is not the one-Energy insurance any deck can buy.
Steps
- Play two Red Brambleback (4 Energy + 1 Fury Power each) to the battlefield you intend to take, paying [Accelerate] if you want them ready the same turn.
- Play three Cull (1 Energy each) and [Equip] each for 1 Chaos Power, all onto the same Brambleback. It is now Might 7 and carries three copies of 'When I conquer, play a Gold gear token exhausted'.
- Conquer that battlefield — either by winning the Combat there (466.5.d) or, with no enemy garrison, by the Showdown at the next Cleanup (344.2, 348.2.a, 348.2.a.1). CORRECTED 2026-10-26 (#472, the follow-up PR #471 listed for #464): the Showdown route is unaffected. Winning the Combat makes nine Gold only against a garrison of 1 to 3 summed Might: 6 from 4 to 6, 0 from 7 (the nine-Gold notable).
- Each of the three Cull triggers is a conquer effect for conquering here, so each fires 1 + 2 = 3 times: nine Gold gear tokens, exhausted.
- Your next Awaken (315.1.b) readies all nine. From then on each is 1 rainbow Power on demand (187.5), payable as a [Reaction] on either player's turn.
How it ends
engine — nine rainbow Power banked per Conquer, spendable from the following Awaken
Sources
Walked here, in this project
- Walk of the unwalked partners of the 66 proven synergy rules, rule red-brambleback-conquer 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.
AUTHORED 2026-09-06 from issue #160. SFD-134 Cull is an uncatalogued partner of red-brambleback-conquer (57 partners, 7 entries carrying UNL-029). Card text verbatim from data/corpus_flat.txt; 434.1.b.1, 136.2.c, 136.2.d, 383.4.c.1, 187.5, 702.3, 702.3.a, 315.1.b, 348.2.a.1 and 103.1.b.1 opened in the Core Rules file. Stands on R1 = A with stacking (ruled 2026-09-03); no new reading. Trap check against CLAUDE.md: the Conquer route is explicitly given both ways, and the empty-battlefield route is the Showdown one (348.2.a.1), NOT an attack, so 807.1.d / 383.4.e / 461 are respected; no token is recycled (185 / 416.1); no [Temporary]; no [Repeat]; nothing is added in Awaken so 167 does not bite; the [Equip] costs and the Power are counted. Sibling leads recorded in the walk document but deliberately not authored as entries because the arithmetic is the same shape at a smaller number: SFD-069 Plundering Poro (1 Gold, Mind) and SFD-220 Treasure Hoard (1 Gold for 1 Energy, colourless battlefield). REVISED 2026-10-26 (#472, the follow-up PR #471 listed for #464): dated corrections on the nine-Gold notable and step 3. The Gold by garrison band, the defender choosing the deaths (465.2.c, 465.2.c.3): 9 on an open battlefield or against a garrison of 1 to 3 summed Might, 6 from 4 to 6, 0 from 7, where the defender kills the 7 Might carrier. The class stays ENGINE and the status verified. No unruled reading beyond R1 = A.
Walked against Core Rules 2026-07-16