Combo · ENGINE
Curtain Call for all four modes — Marai Spire and Daughter of the Void pay the Repeats
Pieces
- Curtain Call ×1
UNL-182 · payoff · fury/mind
[Repeat] — 1 Energy / 1 Power of any domain / 1 Energy + 1 Power of any domain (You may pay each additional cost to repeat this spell's effect.) Choose one you haven't already chosen — • Draw 1. • Deal 2 to a unit at a battlefield. • Deal 3 to a unit at a base. • Give a unit at a battlefield -4 Might this turn.
- Marai Spire ×1
SFD-211 · battlefield
While you control this battlefield, friendly [Repeat] costs cost 1 Energy less.
- Daughter of the Void ×1
OGN-247 · legend · fury/mind
Exhaust: [Reaction] — [Add] 1 Power of any domain. Use only to play spells. (Abilities that add resources can't be reacted to.)
Payoff
Deck
- UNL-182 Curtain Call is a SIGNATURE card tagged Jhin, so 103.2.d.2 forces a Jhin legend that also covers fury + mind: UNL-181 Virtuoso — the only one. Domain-legal legends without the Jhin tag cannot run the list. (Rebuilt from the census by test/legend-lines.test.ts, 2026-09-07; an earlier line named legends that cannot hold a Jhin Signature card.)
Prerequisites
- THE SPIRE IS NOT GUARANTEED TO BE IN PLAY. 485.4.a puts only one of your three battlefields into the game, and 485.5 says a Duel picks it AT RANDOM ('Each player randomly selects one (1) of their three (3) Battlefields'). 1v1 Match play is different: 486.5 says only 'selects', so there you choose it for game 1. Whether a deck may bring three copies of the same battlefield to make the Duel case certain is the open question of issue #35 — the Core Rules never forbid it (103.2 caps copies of a Main Deck card, and a battlefield is not a Main Deck card), but this entry does not assume it.
- MARAI SPIRE MUST BE CONTROLLED (190.1, 190.6.d). Both numbers are given below so the entry is honest either way.
- With the Spire controlled and the legend ready: E4 base + 0 (instance #1, 1 Energy reduced to 0) + 1 Power (instance #2, pure Power, and 356.6 means the Spire's Energy discount has nothing to reduce) + 1 Power (instance #3, its 1 Energy reduced to 0) = E4 + 2 Power, one of which the legend adds for free. REAL COST: E4 + 1 Power for all four modes.
- Without the Spire and without the legend: E4 + E1 + 1 Power + (E1 + 1 Power) = E6 + 2 Power. The saving is E2 + 1 Power.
- ONE Power from the legend, not two. There is no window to ready and re-exhaust it between Repeat executions (429.3 and R21 — a Repeat gives no such window), and 315.1.b readies it only in your next Awaken. The table above assumes exactly one use, which is what is available.
- HARD CEILING AT FOUR. The card says 'Choose one you haven't already chosen', so a fifth execution has no mode left and 820.1.d.2 ignores instructions not performed. SFD-078 Temporal Portal ('Give the next spell you play this turn [Repeat] equal to its cost') therefore adds nothing to this card, and UNL-216 The Academy could not be in the deck alongside Marai Spire at all: 485.4.a puts only one of your three battlefields into play.
- 820.2 puts all four mode choices in the Make Relevant Choices step of the single play, so they are declared up front, in order, before anything resolves.
Bodies no card supplies
Get Control of Marai Spire (190.1) — until then its discount is ignored (190.6.d)
Steps
- Get Control of Marai Spire (190.1) — until then its discount is ignored (190.6.d).
- Play Curtain Call and choose to pay all three [Repeat] instances in step 2 of playing (356.2.b.1, 820.1.c.2).
- Component discounts apply (356.4.c): the Spire takes 1 Energy off instance #1 (to 0) and 1 off instance #3; instance #2 is pure Power and 356.6 leaves it at 1.
- In the Pay Costs step, exhaust Daughter of the Void to add 1 rainbow Power (357.1.a, 429.3) and pay the other Power from a rune.
- 820.3 executes the spell four times in total. Pick all four printed modes: Draw 1, Deal 2 to a unit at a battlefield, Deal 3 to a unit at a base, and give a unit at a battlefield -4 Might.
How it ends
engine only — one card buys all four of Curtain Call's modes for E4 + 1 real Power, once per turn (the legend readies in the next Awaken, 315.1.b); 820.1.c.3 caps each Repeat instance at one payment, so there is no fifth execution
Sources
Published elsewhere
- Hunt lens [Repeat]/[Accelerate]/[Add] — issue #32 (GitHub) 2026-09-05
- 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 2026-09-05 2026-09-05 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 2026-09-05 (docs/phase0/walks/2026-09-05-repeat-accelerate-add-candidates.md), issue #32. Card text verbatim from data/corpus_flat.txt; 820.1.c.2, 820.1.c.3, 820.1.d.2, 820.2, 820.3, 356.2.b.1, 356.4.c, 356.6, 357.1.a, 429.3, 315.1.b, 190.1, 190.6.d and 485.4.a all opened and read. REWRITTEN from the #32 candidate: the Marai Spire discount requires CONTROL of the battlefield (190.1, 190.6.d), which the issue asserted as passive, and the entry now carries the un-discounted number (E6 + 2 Power) next to the discounted one (E4 + 1 Power) instead of only the good one. The re-exhaust trap was checked explicitly and is the reason the legend contributes exactly one Power: a Repeat gives no window to ready a resource permanent between executions (R21). The arithmetic closes with the quantities declared. The Academy is excluded structurally, not by preference: 485.4.a means a deck can only ever put one of its three battlefields into play, so it and Marai Spire can never share a game. Added 2026-09-05 after the project registered 485.5/486.5: a Duel selects your one battlefield AT RANDOM, so the Marai Spire half of this line comes online 1 game in 3 there and by choice in 1v1 Match play (486.5). That is a consistency question, not a correctness one — issue #35 — and the entry states it rather than assuming the Spire.
Walked against Core Rules 2026-07-16