Combo · ENGINE
The pool's [Reaction] mass pump for a tribe, and the legend's [Shield] is worth nothing on offence
Pieces
- Danger Zone ×1
SFD-182 · payoff · fury/mind
[Reaction] (Play any time, even before spells and abilities resolve.) [Repeat] 1 Energy + 1 Power of any domain (You may pay the additional cost to repeat this spell's effect.) Give your Mechs +1 Might this turn.
- Dangerous Duo ×1
OGN-016 · engine · fury
[Legion] — When you play me, give a unit +2 Might this turn. (Get the effect if you've played another card this turn.)
- Mechanized Menace ×1
SFD-181 · legend · fury/mind
Your Mechs have [Shield]. (+1 Might while they're defenders.)
Payoff
Deck
- ONE LEGEND: Danger Zone is a Signature card tagged Rumble, so 103.2.d.2 forces Mechanized Menace (SFD-181), Fury/Mind — the spell's own two domains, a matched pair.
- 103.2.d.1 caps the deck at three Signature cards, and three Danger Zones spend all of it.
- Enough Mechs for a mass pump to beat a single-target one — the entry's own arithmetic is the test, not a slogan.
Prerequisites
- THE LEGEND'S GRANT IS DEFENDERS-ONLY AND THE SPELL'S IS NOT, WHICH IS THE WHOLE SHAPE OF THE PAIR. 814.1.c: '[Shield] is functionally short for "While I am a DEFENDER, I have +X [M]"', with 814.1.b.3 making a bare [Shield] worth 1. So Mechanized Menace adds nothing whatever to an attack, and Danger Zone's 'give your Mechs +1 :rb_might: this turn' is unconditional. On defence they stack — a 3-Might Mech token defends at 3 + 1 + 2 = 6 — and on offence the same token attacks at 5.
- 187.4 IS WHY NO CARD HAS TO SAY 'TOKEN': 'A 3 [M] Mech token is a domainless unit token with 3 Might and the Mech tag.' The tag is granted by RULE, so every 'your Mechs' static and every 'your Mechs' pump reaches every token the deck makes without a word of extra text.
- [REPEAT] IS EXACTLY ONE EXTRA EXECUTION, SO DANGER ZONE IS +2 AND NOT MORE. 820.1.b: 'Repeat is an optional cost that a player may pay to execute the effect of their spells and abilities a second time.' The one route to a third is `UNL-146 Syndra, Transcendent`, the only card in the pool that GRANTS a second [Repeat] instance (820.1.c.2: 'If a spell or ability has more than one instance of Repeat, each Cost may be paid or not paid individually'; 820.1.c.3: 'Each Repeat Cost can be paid only a single time'). She is mono-Mind and therefore legal under this legend — recorded as a lead, not folded in, because it would make this a four-card line.
- THE COMPARISON THAT DECIDES WHEN TO PLAY IT: Danger Zone with its [Repeat] paid is 2 Energy + 1 rainbow + 1 rainbow for +2 on EVERY Mech; Dangerous Duo's [Legion] rider is +2 on ONE unit and comes free with a body. Below three Mechs the Duo's rider is the better rate; at three or more the spell is, and it is the only one of the two that can be bought at [Reaction] speed (813.1.c.1) after the opponent has committed.
- 812.2 MAKES THE [LEGION] RIDER ALMOST FREE: 'All instances of Legion on cards a player controls are satisfied by that player playing a single card', and 812.1.c needs that card merely FINALIZED — so any one earlier card this turn, including the Danger Zone itself, switches it on.
- NONE OF IT IS A BUFF. Both effects are worded 'give … +N :rb_might: this turn', a continuous modifier, so 702.3's one-Buff-per-unit cap and 703's fixed +1 never apply and the two stack on the same body with a real Buff on top.
- AND THE FLOOR IS STILL MIGHT PER BODY. A 3-Might Mech token survives `OGN-133 Flurry of Blades` without help; a 1-Might token does not, and neither pump is a permanent static, so nothing here is insurance across turns — 143.2.a is checked when the damage is marked, and both effects expire at cleanup.
Steps
- Play Mechs. Any 3-Might Mech token counts by rule (187.4), and Dangerous Duo is itself one.
- Play Dangerous Duo (3 Energy) after any other card this turn, so [Legion] is on (812.2, 812.1.c): its rider gives one unit +2 Might this turn.
- Hold Danger Zone. It is a [Reaction], so 813.1.c.1 lets it be played in any Closed State on any player's turn.
- When the opponent commits an attack or a removal spell, play it (1 Energy + 1 Power) and pay its [Repeat] (1 Energy + 1 rainbow): your Mechs get +1 and then +1 again, for +2 each (820.1.b).
- On defence the legend's [Shield] adds another +1 to each (814.1.c), so a 3-Might Mech token is fighting at 6.
Per iteration
+2 Might per Mech per Danger Zone, and +3 per Mech while defending
How it ends
engine — +2 Might on every Mech you control at [Reaction] speed, three times a game (103.2.b), plus a permanent +1 on defence from the legend; nothing here scores
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
- Hand walk 2026-09-07, issue #173 — the orphan dual-domain Signature spells 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.
SFD-182 Danger Zone and OGN-016 Dangerous Duo were both in ZERO entries; SFD-181 Mechanized Menace appears in `mechanized-menace-breakneck-mech-token-keywords` (SFD-181 + SFD-071 + SFD-021), which is about granting keywords to tokens — this entry is the pump side and states the number at which a mass pump beats a single-target one. Card text verbatim from data/corpus_flat.txt; 103.2.b, 103.2.d.1, 103.2.d.2, 143.2.a, 187.4, 702.3, 703, 812.1.c, 812.2, 813.1.c.1, 814.1.b.3, 814.1.c, 814.2, 820.1.b, 820.1.c.2, 820.1.c.3 opened in the Core Rules file. Syndra, Transcendent as a route to a third execution is recorded as a LEAD in a notable rather than folded into uses[], since it would make this a four-card line.
Walked against Core Rules 2026-07-16