Combo · ENGINE
Three 1 Might tokens are a sweeper's dinner until a mass pump makes them 3 - and the domain's only Action-speed one is a Signature card
Pieces
- Decisive Strike ×3
OGS-024 · payoff · body/order
[Action] (Play on your turn or in showdowns.) Give friendly units +2 Might this turn.
- Vanguard Armory ×3
SFD-168 · engine · order
Exhaust: Play three 1 Might Recruit unit tokens. (You may play them to different locations.)
Payoff
Deck
- OGS-024 Decisive Strike is a SIGNATURE card tagged Garen, so 103.2.d.2 forces a Garen legend whose two domains cover body + order - and the census prints exactly one such name: OGS-023 Might of Demacia - Starter. No other legend can hold this list.
- Neither card is banned or restricted in either format. The Strike spends one of the three Signature slots 103.2.d.1 allows; SFD-168 is not a Signature card.
- The Armory on the board and ready - its cost is an exhaust, so 415.3.a gives one activation per turn.
Prerequisites
- THE PROBLEM THIS SOLVES IS THE ONE THIS PROJECT HAS MEASURED ON EVERY TOKEN LINE. A 1 Might token dies to any single point of damage (143.2.a kills on marked damage at or above Might), and a simultaneous 1 to every body at a battlefield removes ANY number of them at once - which is why the binding constraint on a token board is Might PER BODY and not the number of bodies. A mass +2 makes every Recruit a 3 and takes the whole board out of that range for the turn.
- AND IT IS THE ONLY ONE IN THIS DOMAIN PAIR AT [ACTION] SPEED. 806.1.c.1 gives it 'This can be played during showdowns on any player's turn', so it is bought AFTER 464.2.c.3 has designated the attackers and 465.2.c has fixed both sides' summed Might - the sweeper is already on the Chain when you decide. Compare OGN-233 Grand Strategem (Order, 6 Energy + 3 Power, +5 to friendly units, also [Action]): bigger and far more expensive. The Strike is 5 Energy + 1 Power for +2, which on a board of six bodies is +12 summed Might.
- 'FRIENDLY UNITS' MEANS ALL OF THEM, EVERYWHERE. There is no 'up to' and no location clause, so bodies at both battlefields and at your base are all covered - which matters because the Armory's own parenthetical, '(You may play them to different locations.)', is what puts Recruits at two battlefields in one activation. 485.4 gives a Duel two, and 355.2.a would otherwise put a token at your base or one battlefield you control.
- THE ARMORY IS ONE ACTIVATION A TURN AND THAT IS THE RATE. Its cost is an exhaust and nothing else, so it is free after the 7 Energy + 1 Power that put it down, and 415.3.a readies it in your own Awakening; 143.4 exhausts only units, so it is live the turn it lands. Three tokens a turn forever, and 187.1 makes each a domainless unit token with 1 Might and the Recruit tag.
- THE TOKENS ENTER EXHAUSTED, WHICH IS THE OTHER HALF OF THE PRICE. 143.4: 'Units enter the Board exhausted', so a Recruit played to a battlefield holds it but cannot move again this turn, and one played to the base walks next turn (144.2, 144.4). The only card in the pool that overrides that for tokens is SFD-171 Renata Glasc, Industrialist (R25 = A), which is mono-Order and therefore legal beside both of these under 103.1.b.3 - though NOT beside the Garen legend this Signature card forces, which is Body/Order and admits her fine.
- AND ITS TWIN IN THE SAME DOMAIN PAIR CAN NEVER SHARE THE LIST. UNL-204 Keeper's Verdict is also Body/Order and also a Signature card, tagged Poppy, which 103.2.d.2 forces to UNL-203 / UNL-237 Keeper of the Hammer. Both are walked in this batch and they are mutually exclusive by the Signature rule alone.
- WHAT IT IS NOT. Nothing here scores; 469 defines Scoring as Conquer or Hold, and a board of 3 Might Recruits still has to walk in and win a combat to convert. The pump is 'this turn' and expires at cleanup.
Steps
- Play Vanguard Armory (7 Energy + 1 Power). 143.4 exhausts units and not gear, so it is live at once.
- Each turn, exhaust it for three 1 Might Recruit tokens - and use the parenthetical to split them across your two battlefields (485.4).
- Hold Decisive Strike. Its [Action] permission (806.1.c.1) means you do not commit until a sweeper is on the Chain or a combat has opened.
- Play it (5 Energy + 1 Power): every friendly unit is +2 this turn, so every Recruit is a 3 and out of one-damage range (143.2.a).
- 465.2.c reads Might at assignment, so the same +2 is real damage in the combat as well as survival.
- Remember the tokens entered exhausted (143.4) - they hold this turn and move next, unless SFD-171 Renata Glasc, Industrialist is out.
Per iteration
three 1 Might Recruits per turn from the Armory, and +2 to every friendly unit for one card when it matters
How it ends
engine only - one Armory activation per turn and three Strikes by 103.2.b; the pump expires at cleanup and 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
- Card text verbatim from data/corpus_flat.txt (built from Riot's gallery content API) 2026-09-07
Walked here, in this project
- Hand walk 2026-09-07 (docs/phase0/walks/2026-09-07-orphan-remainder.md, part 1) 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.
HAND-WALKED 2026-09-07 (issue #193, part 1). The first entry to use OGS-024 Decisive Strike. Card text verbatim from data/corpus_flat.txt. Citations opened and quoted: 103.1.b.3, 103.2.b, 103.2.d.1, 103.2.d.2, 143.2.a, 143.4, 144.2, 144.4, 355.2.a, 415.3.a, 464.2.c.3, 465.2.c, 469, 485.4, 806.1.c.1. The comparison with OGN-233 Grand Strategem is given with both prices so the reader can see what the Signature slot is buying. Mutual exclusivity with UNL-204 Keeper's Verdict - same domain pair, different forced legend - is stated in both entries. Ban check: neither card is banned or restricted. No unruled reading.
Walked against Core Rules 2026-07-16