Combo · BURST · 8 points
The Dragonstorm buys the Conquer burst — 30 Energy for 10 points in one scoring event
Pieces
- 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.)
- Trinity Force ×3
SFD-115 · payoff · body
[Equip] 1 Body Power (1 Body Power: Attach this to a unit you control.)
When I hold, score 1 point.
- Skyfall of Areion ×1
SFD-030 · enabler · fury
[Equip] 1 Energy + 1 Fury Power (1 Energy + 1 Fury Power: Attach this to a unit you control.)
My hold effects are also conquer effects, and vice versa.
Payoff
Deck
- Legend domains cover Fury and Body — the same list the engine already asks for: OGN-249 Relentless Storm (Volibear), SFD-183 Purifier, UNL-183 Pridestalker, VEN-141 Butcher of the Sands.
Prerequisites
- THE PRICE, ITEM BY ITEM: 2 Red Brambleback (E4 P1) = 8 Energy + 2 Power; 3 Trinity Force (E4) plus 3 Body Equips = 12 Energy + 3 Power; Skyfall (E3) plus its 1 Energy + 1 Fury Power Equip = 4 Energy + 1 Power. Package 24 Energy + 6 Power. 163.2.b makes the Henge's rainbow Universal, so ONE Ancient Henge activation buys all six Power for 6 Energy: 30 Energy in total, 3 Energy per point.
- TWO PASSES, NOT THREE. A pass nets +10 Energy while it primes the next one with 11 Power; the pass you exit on does not prime, so it nets +21 and leaves the freshly replayed Henge ready with its one uncapped activation. Banked at the exit of pass N is 10(N-1) + 21 = 10N + 11, and 30 needs N = 2. Pre-deploying the two bare Bramblebacks during the loop drops the post-loop bill to 16 Energy + 4 Power = 20 Energy, which is ONE pass.
- THE GEAR GOES ON AFTER THE LAST SHOW OF STRENGTH, AND THAT IS THE ONLY ORDERING CONSTRAINT. The engine's ledger closes exactly: the Main Deck holds 8 cards when Show of Strength resolves and the [Mighty] count must equal 8, or the mandatory draw Burns Out (431.1.a) and gives the opponent a point (194.1.d). The carrier at 4 + 6 + 2 = 12 Might is a ninth Mighty body. Attaching after the last pass costs nothing, because no mandatory draw follows.
- THE SIX CARDS MUST BE IN HAND BEFORE THE LOOP REACHES REGIME. One of them left in the Main Deck breaks the same equality from the other side. The setup already drains the deck through Kadregrin's 'draw 1 for each of your Mighty units'; the deck is simply six cards larger than the engine alone needs.
- AN OPEN BATTLEFIELD IS ENOUGH — NO GARRISON REQUIRED. Moving onto an uncontrolled battlefield makes it Contested (190.3.a), 344.2 opens a Showdown at the next Cleanup because no units of different players are there, 348.2.a establishes Control and 348.2.a.1 says outright 'This results in a Conquer.' No damage step, so the M4 second Brambleback cannot be killed before 383.4.c.2.a checks that both are present. A garrisoned battlefield is the fallback (466.5, 466.5.d), not the requirement. In a Duel there are exactly 2 battlefields (485.4), both uncontrolled at the start (190.1). CORRECTED 2026-10-26 (#472, the follow-up PR #471 listed for #464): the garrison fallback does not score ten. Every multiplier rides two bodies, and after a combat a dead one 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 board attacks with the carrier at 12 Might and the second Brambleback at 4, 16 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 scores: an empty battlefield, since 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.'), 10; G 1 to 3, 10; 4 to 11, 7 (the second Brambleback dies; the carrier needs 12); 12 to 15, 1 (the carrier dies, its three Trinity Forces detach, and the second Brambleback conquers alone); 16 or more, 0 (both sides die, or the garrison survives, and 466.5: 'If no Showdown or Combat is staged at this location, the player with Units remaining here Establishes Control if they didn’t already control this Battlefield.'). These are the bands brambleback-trinity-skyfall-conquer carries for the same board. Re-derived on 2026-10-26 from the rules above. THE DECLARED QUANTITIES STILL REACH 8, so the class stays BURST: ten on the open battlefield this notable prefers, or against a garrison of 1 to 3 summed Might.
- THE BRAMBLEBACKS ENTER READY FOR FREE. Confront ('Units you play this turn enter ready. Draw 1.') is cast every pass and is a turn-long continuous effect, which 143.4.a admits ('This can be altered by Accelerate or similar game effects'). If it has been spent otherwise, [Accelerate] on the Brambleback itself is the fallback at 1 Energy + 1 Fury Power each. 144.3 moves both as one action and 144.2 makes exhausting them the whole cost.
- Equip resolves the turn the gear lands: 818.1 makes it an Activated Ability, 818.1.c.2 spells the cost out as '[Cost]: Attach this gear to a unit you control' with no exhaust, and gear enters ready because 143.4 exhausts Units only.
- NOTHING IN THIS LINE IS PROTECTED FROM A GEAR KILL, AND THE POOL PRINTS SIXTEEN OF THEM. 718.5.b: 'Attached cards still can be chosen or targeted by game effects while Attached' - the Equipment's own printed Rules Text is Inactive while attached (718.2) and its [Equip] is unusable (721.2), but the CARD is a legal target for every turn it sits there. Swept with /\bkills?\b[^.]{0,80}\bgear\b/i over text+effect of every deckable base in data/cards.json, the pool has 16 base codes (15 names; Jayce, Man of Progress is printed twice) and EVERY ONE OF THE SIX DOMAINS prints at least one, so there is no identity this line can hide in. The unconditional enemy-facing ones are OGN-022 Thermo Beam, SFD-005 Detonate and VEN-003 Brittle Steel (Fury), OGN-224 Salvage (Order), SFD-032 Disarming Rake (Calm) and SFD-077 Rocket Barrage (Mind). OGN-022 Thermo Beam - Fury, E5 + 2 Fury Power, '[Action] (Play on your turn or in showdowns.) Kill all gear.' - is the only card in the pool that kills EVERY gear at once, so it answers the whole payoff with one card; it is symmetric, which makes it cheap for a gearless deck and expensive for anyone else (the shape acceptable-losses-ravenbloom-prefect-gearless-gear-hate already records for OGN-179).
- THE TIMING CUTS BOTH WAYS, AND NO [Reaction] GEAR KILL EXISTS. Swept over all sixteen gear kills: none carries [Reaction]. Thermo Beam and Salvage are [Action], which 806.1.c.1 makes short for 'This can be played during showdowns on any player's turn'; Detonate and Brittle Steel are plain spells, and 155 confines a spell to 'an Open State outside of Showdowns on its controller's turn'. The Score this line pays on happens at 315.2.b.2 inside your own Beginning Phase, where the opponent holds no priority in a Neutral Open State (312.2.a) and the Closed State the trigger opens admits only a [Reaction] (813.1.c.1). So the opponent can NEVER strip the gear in the window that pays - every answer has to be cast on their own turn, one full turn before. That is what keeps the line alive, and it is also the window in which to defend it: the removal spell on the Chain is a Closed State, 312.2.c hands out priority there and 813.1.c.1 admits a [Reaction] in response.
- 7 ENERGY ANSWERS THE GARRISON THIS LINE NEEDS. OGN-123 Unchecked Power is mind, 7 Energy + 2 Power: "Exhaust all friendly units, then deal 12 to ALL units at battlefields.". 143.2.a kills on marked damage at or above Might, so it kills every body at or below Might 12 SIMULTANEOUSLY however many there are: the binding constraint is MIGHT PER BODY, not the number of bodies, so going wider answers nothing. A CHEAPER ANSWER EXISTS AND IT IS NOT AVAILABLE TO EVERY OPPONENT: OGN-268 Bullet Time costs 1 Energy + 4 Power here (it pays per point of damage, so it scales to any garrison) and is [Action], so 806.1.c.1 puts it inside any showdown on any player's turn - but it is a SIGNATURE card tagged Miss Fortune, and 103.2.d.2 requires every Signature card to carry the Chosen Champion Legend's tag, so only a Miss Fortune legend can run it. Count it as a matchup, not as the field. THE IDENTITY DOES HOLD AN ANSWER: OGN-294 Trifarian War Camp +1 (that battlefield only), UNL-T03 Brush +1 (that battlefield only), VEN-018 Rage Amplifier +1 - a permanent, garrison-wide +Might is the only thing that lifts every body at once, since a single-target pump is useless against a sweep that hits all of them. (A battlefield protection is a 1-in-3: 485.5 has each player "randomly select one (1) of their three (3) Battlefields", so it is not a card you can count on drawing.) WHEN THE ANSWER LANDS, AND IT IS NOT INSIDE THE HOLD. A Hold resolves at 315.2.b.2, which Holds "all Battlefields they Control", inside YOUR Beginning Phase - and 312.2.a gives a player priority only "When the turn is in a Neutral Open State during their Main Phase", i.e. their own. So the opponent cannot answer in the Hold window itself; they answer on THEIR turn, which is the turn immediately before it. The cost of that is yours, not theirs: your own Main Phase comes AFTER your Beginning Phase (315 then 316), so there is no window in which to rebuild the garrison. Holding up a [Reaction] on their turn is the only response this line has.
- 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
- Run the Dragonstorm to the end of a pass (two passes suffice; see the notables). The Henge has been replayed and is ready, and 10N + 11 Energy is banked.
- Play the two Red Bramblebacks for 8 Energy + 2 Power. Confront, cast during the pass, makes them enter ready (143.4.a).
- Activate the Ancient Henge once: pay 6 Energy, [Add] 6 rainbow (163.2.b makes it Universal, so it pays both the Body Equips and the Fury costs).
- Play the three Trinity Forces and the Skyfall of Areion and pay their four Equip costs (818.1.c.2, no exhaust), all onto the SAME Brambleback: 12 Might. This happens after the last Show of Strength, so the Mighty count no longer has to equal the deck.
- Standard-Move both Bramblebacks to a battlefield you do not control and have not scored this turn, as one action (144.3, 144.4.a). Prefer an open one.
- At the next Cleanup the Showdown opens (344.2), you establish Control (348.2.a) and that is a Conquer (348.2.a.1) — or, against a garrison, win the Combat and take it by 466.5/466.5.d. CORRECTED 2026-10-26 (#472, the follow-up PR #471 listed for #464): the open-battlefield half of this step is unaffected. Against a garrison the Conquer is worth 10 only at 1 to 3 summed Might: 7 from 4 to 11, 1 from 12 to 15, 0 from 16 (the open-battlefield notable).
- Score: 1 for the Conquer, plus each Trinity Force's 'When I hold' turned conquer by Skyfall, each firing 1 + 2 times. 1 + 3 x 3 = 10 points, and 194.2 ends the game in that cleanup. CORRECTED 2026-10-26 (#472, the follow-up PR #471 listed for #464): 10 on the open battlefield or against a garrison of 1 to 3 summed Might. Against a bigger garrison the count is 7 or less and 194.2 does not end the game from zero (the open-battlefield notable).
Per iteration
not iterative: one deployment for 30 Energy, 10 points, and the game
How it ends
10 points in one Conquer, which is the game (194.2, Victory Score 8 by 194.3) CORRECTED 2026-10-26 (#472, the follow-up PR #471 listed for #464): on the open battlefield or against a garrison of 1 to 3 summed Might; 7 or less against a bigger one (the open-battlefield notable).
Sources
Walked here, in this project
- Issue #63 — the payoff lens, candidate C1 2026-09-06
- Hand walk 2026-09-06 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 #63, the payoff lens, which measured that the catalogue's richest engine had no win condition: gemdragon-henge-vi-blind-fury banks +10 Energy a pass and converts to Power 1:1 without a cap through SFD-117 Ancient Henge, and its terminatesIn named no card that scores. This is that card list, and at 3 Energy per point it is the cheapest point in the catalogue against 51 for the Renata routes. It is a NEW row rather than a needs on brambleback-trinity-skyfall-conquer for a mechanical reason: generateVariants drops the standalone partial of any combo that declares a needs, so adding one to that entry would delete the legitimate deck that assembles the same six cards over several turns with no infinite engine behind them. Two numbers in #63 were corrected by the walk: the pass count is two, not three (10N + 11 >= 30), and an enemy garrison is not required — the open-battlefield Showdown route of 344.2/348.2.a/348.2.a.1 conquers with no damage step, which is strictly safer for two M4 bodies. Stands on R1 = A with stacking and R2 = A, both ruled; on no unruled reading (unlike the Tryndamere package, which needs R28). Depends on the engine's own ledger, which is why the ordering constraint — gear after the last Show of Strength — is an ingredient and not flavour. REVISED 2026-10-26 (#472, the follow-up PR #471 listed for #464): dated corrections on the open-battlefield notable, steps 6 and 7 and terminatesIn. The count by garrison band, the defender choosing the deaths (465.2.c, 465.2.c.3): 10 on an open battlefield or against a garrison of 1 to 3 summed Might, 7 from 4 to 11, 1 from 12 to 15, 0 from 16. The declared quantities still reach 8 on the open battlefield or a garrison of 1 to 3, so the class stays BURST and the status verified. No unruled reading beyond R1 = A and R2 = A.
Walked against Core Rules 2026-07-16