Combo · BURST · 8 points
Eight points off one combat nobody fights: three Svellsongur on Draven, and the garrison removed inside the Showdown
Pieces
- Draven, Audacious ×1
SFD-148 · payoff · chaos
[Deflect] (Opponents must pay 1 Power of any domain to choose me with a spell or ability.) The first time I win a combat each turn, you score 1 point. When I die in combat, choose an opponent. They score 1 point.
- Svellsongur ×3
SFD-059 · engine · calm
[Equip] 1 Energy + 1 Calm Power (1 Energy + 1 Calm Power: Attach this to a unit you control.) As this is attached to a unit, copy that unit's text to this Equipment's effect text for as long as this is attached to it.
- Alpha Wildclaw ×1
UNL-057 · enabler · calm
[Tank] (I must be assigned combat damage first.) Your units here with less Might than me can't be chosen by enemy spells and abilities.
- Wind and Ghosts ×1
VEN-106 · enabler · chaos
[Action] (Play on your turn or in showdowns.) Choose a unit at a battlefield. If it has 3 Might or less, banish it. Otherwise, return it to its owner's hand.
Payoff
Deck
- Calm/Chaos. Draven and Wind and Ghosts are mono-Chaos, Svellsongur and Alpha Wildclaw are mono-Calm, so the union is exactly two domains (103.1.b). Measured over data/cards.json, the pool prints three Calm/Chaos legend NAMES and any of them holds the deck: Unforgiven (OGN-259, OGN-305), Blade Dancer (SFD-195, SFD-246) and Gloomist (UNL-193, UNL-232). None of the four cards is a Signature card (checked against the signature flag in cards.json), so 103.2.d.2 forces nothing and the legend is a free choice.
- None of the four is banned or restricted in either format - checked against data/legality.json, whose 21 entries contain no row touching SFD-148, SFD-059, UNL-057 or VEN-106.
Run play
Prerequisites
- EIGHT OF THESE NINE POINTS DEPEND ON A READING NO PARAGRAPH SETTLES, TRACKED AS OQ-SVELL-CAP. Draven carries eight instances of 'The first time I win a combat each turn, you score 1 point', and whether that pays EIGHT or ONE turns on what 383.3.e.1 individuates over: it caps 'a Triggered Ability', singular, and never says whether eight appended instances on one carrier are eight abilities or one. UNDER THE OTHER READING THIS LINE IS TWO POINTS AND IS NOT A BURST AT ALL - one from Draven's single capped trigger and one from the Conquer. THE ARGUMENT THAT ONCE APPEARED TO FAVOUR THE READING THIS ENTRY USES IS SYMMETRIC AND DOES NOT (second read 2026-09-14): 819.2 would be dead letter if duplicated triggered abilities were capped by default, but 817.2 - 'Multiple instances of Vision trigger separately', on a keyword 817.1 also calls a Triggered Ability keyword - would be dead letter if they were NOT, so the dead-letter test rejects both defaults and supports neither. The nearest textual support either way is 818.4 and 827.3, the only two places the Core Rules equate an INSTANCE with an ABILITY, and both are scoped to ACTIVATED abilities. THE ENTRY KEEPS ITS CLASS BECAUSE AN UNSETTLED READING MUST NOT DEMOTE A LINE ANY MORE THAN IT MAY PROMOTE ONE; if the question is ever ruled the other way this entry becomes an ENGINE worth two points and nothing else in it changes. THIS LINE IS DEAD ON AN EMPTY BOARD AND THAT IS THE POINT, NOT A DEFECT. 466.3.a: 'A Player has won a combat if they received either the attacker or defender designation and are the only Player that has units remaining at this battlefield during this step.' A combat is staged only where units of opposing players meet (323.9), and 807.1.d makes being an attacker mean the unit gained the Attacker designation during Combat - so against a board that garrisons nothing there is no combat to win and Draven scores zero, leaving only the ordinary Conquer of an open battlefield. Read against the turn clock that is a CREDENTIAL rather than a weakness: 33 of 45 point-scoring finishers in this catalogue pay LATER than the do-nothing Hold curve in their own identity, which makes them redundant exactly when the opponent is letting you hold two battlefields. This one cannot be cast on that board at all, and it pays nine on the board where the Hold curve has been broken.
- THE MULTIPLICATION IS THE ENTRY'S LOAD-BEARING READING, AND THE COUNTER-READING IS NAMED HERE RATHER THAN HIDDEN. Draven carries eight instances of 'The first time I win a combat each turn, you score 1 point', and they pay eight because 383.3.e.1's subject is the ABILITY, not the object and not the event: 'Such a Triggered Ability will only be performed the specified number of times each turn. If its trigger condition would be fulfilled and it has already been performed that many times, it does not trigger.' Instance two has been performed zero times, so it triggers. 383.1.b does not collapse them either, because it governs ONE ability facing several simultaneous condition instances - 'the ability's controller picks one of those instances to serve as the trigger condition. The ability triggers only once, due to the chosen condition' - and here there is one win event facing eight abilities. The project has already settled this shape one level out: draven-glorious-executioner-point's own notable records the 2026-09-09 correction that three Dravens at one won combat are three points and not one, on 466.3.c plus 383.3.e.1 'caps each of them individually'. This entry moves the same argument from three objects to eight instances on one object, which is the move 383.3.e.1's wording permits because it never mentions an object. THE COUNTER-READING, stated so a future ruling has something to overturn: if 'the first time I win a combat' were a fact about the UNIT rather than about the ability, the second instance would find that this is no longer the first time, the line would pay 1 + 1 Conquer = 2, and it would be an ENGINE rather than a BURST. Nothing in 383 supports that reading and the catalogue's existing correction contradicts it, but it is the sentence to check if Riot ever rewords the clause.
- IT IS ALREADY A BURST WITHOUT THE CONQUER. Eight ability Gains reach eight on their own; the Conquer is the ninth. R2 = A makes a card-text 'you score 1 point' a 194.1.c Gain by ability rather than a 469 Score, so 470's once-per-battlefield cap is spent only on the Conquer, and 471.1.a.1 - 'points Gained from sources that are not Conquer are not beholden to these restrictions' - keeps the Final Point clause of 471.1.b off all eight. Against 194.2, which needs 'greater than or equal to the Victory Score and more points than any other player', nine from zero clears eight outright in Constructed; in 2v2 the Victory Score is 11 (489.3) and this line is two short of a standing start, like every other BURST in the catalogue.
- WHY ALPHA WILDCLAW IS THE FOURTH CARD, WITH THE SWEEP THAT PUT HIM THERE. The failure mode is not 'the line fizzles', it is 'the opponent wins': eight copies of 'When I die in combat, choose an opponent. They score 1 point' ride on the same body. The opponent's answer is to restore a defender AFTER the removal has resolved, because 323.6 strips their Control only 'if the turn is in an Open State and there is no Showdown or Combat ongoing there' - inside the Showdown they still control the battlefield, so 355.2.a's 'the controller's Base or a Battlefield the controller controls' still admits a play there. Swept over data/cards.json for units of Might 6 or more (the bar to kill a M6 Draven): ZERO carry [Reaction] in their own text once parenthesised reminder text and quoted token text are stripped - UNL-018 Yeti Brawler is a false positive of a naive grep, its [Reaction] belonging to the Gold token it makes - and exactly THREE carry [Ambush]: UNL-060 Vilemaw, UNL-120 Rengar Trophy Hunter and UNL-166 Stalking Wolf. 822.1.b makes Ambush short for 'I may be played to a battlefield where you control Units', which the removal has just made false, and only Rengar's own text lifts it ('I can [Ambush] to a battlefield where there are enemy units (even if you don't have units there)'); Stalking Wolf's lift points at the battlefield of the Bird/Cat/Dog/Poro it kills as a cost, which is not the battlefield you just emptied. SO THE WHOLE THREAT IS ONE CARD, mono-Body, M6 - and Wildclaw answers it completely: 815.1.c.2, 'Units without Tank are invalid assignments until all units with Tank have lethal damage assigned to them', with 815.1.c.1 requiring lethal before moving on, means Rengar's summed 6 cannot reach lethal on a M7 Tank and Draven is never a legal assignment at all. Even UNL-060 Vilemaw at M8, if the board ever let him in, assigns 7 to Wildclaw and has 1 left for Draven under 465.2.c.4 - not the 6 that would kill him.
- NOTHING HERE PROTECTS THE GEAR, AND THREE OF THE SIX CARDS ARE GEAR. 718.5.b: 'Attached cards still can be chosen or targeted by game effects while Attached.' Wildclaw's prohibition covers your UNITS, so Draven is safe from a chooser and the three Svellsongur are not, and stripping one halves the count (8 -> 4), two quarters it. The pool's gear kills are 16 base codes across all six domains, swept with /\bkills?\b[^.]{0,80}\bgear\b/i over text+effect of every deckable base; the unconditional enemy-facing ones are OGN-022 Thermo Beam and SFD-005 Detonate and VEN-003 Brittle Steel (Fury), OGN-224 Salvage (Order), SFD-032 Disarming Rake (Calm) and SFD-077 Rocket Barrage (Mind). At three copies the headline answer is OGN-022 Thermo Beam - Fury, E5 + 2 Fury Power, '[Action] (Play on your turn or in showdowns.) Kill all gear.' - which takes the whole payoff with one card. Swept with /\bdetach/i over text+effect of every deckable base, the pool has 5 base codes and 4 names, of which exactly ONE is enemy-facing: SFD-011 Angle Shot, Fury, 2 Energy, no Power, '[Reaction] (Play any time, even before spells and abilities resolve.) Choose a unit and an Equipment with the same controller. Attach that Equipment to that unit or detach that Equipment from that unit. Draw 1.' - 'the same controller' need not be you, and 719.1 appends an attached card's Effect Text only 'for as long as they remain Attached', so one Angle Shot halves this line from eight instances to four without killing anything. Whether a detach lands INSIDE the combat, after Draven's triggers are already on the Chain, is UNWALKED and should not be assumed either way. THIS line pays inside a Showdown on your own turn, which 806.1.c.1 makes exactly the window an [Action] can be played in - so Thermo Beam and Salvage CAN answer this one in the window, where they cannot answer a Hold BURST. That is the price of scoring in the Main Phase and the entry states it rather than inheriting the Hold family's immunity.
- DEPLOY THE GEAR LATE ON PURPOSE - IT IS THE DIFFERENCE BETWEEN A TRAP AND A LINE. An UNATTACHED Svellsongur copies nothing (its text is conditional on being attached) and so carries none of Draven's drawback, and 323.7 recalls unattached non-unit gear at battlefields to base each Cleanup anyway. So the three attaches belong on the turn you swing, not before: until then Draven carries ONE copy of 'they score 1 point' - the ordinary risk draven-glorious-executioner-point already states - instead of eight sitting on the board through a full opponent turn. That makes the burst turn cheap as well as safe: three [Equip] at 1 Energy + 1 Calm rune each plus Wind and Ghosts is 6 Energy and 4 Power, against 27 Energy and 10 Power for the whole package counted from scratch (Draven 6E+1 Chaos, three Svellsongur 9E+3 Calm to play and 3E+3 Calm to attach, Wildclaw 6E+2 Calm, Wind and Ghosts 3E+1 Chaos). [Equip] is an Activated Ability (818.1), so 381 confines the attaches to an Open State on your own turn - the Main Phase, which is where the attack starts anyway.
- IT NEEDS A GARRISON OF EXACTLY ONE, WHICH IS THE HONEST LIMIT IT SHARES WITH ITS SIBLING. Wind and Ghosts removes one unit. Against two defenders the damage step opens after all, and 465.2.c has each side assign its summed Might with 815.1.c.2 routing theirs into Wildclaw first - so the line survives (Wildclaw eats 7, Draven takes the remainder under 465.2.c.4) but Draven does not win the combat unless your side clears theirs, and a second removal is 3 more Energy and 1 more Chaos Power. draven-rebuke-bloodless-combat states the same limit for one Draven and one Rebuke; this entry inherits it and does not pretend the Tank removes it.
- BLADE DANCER IS THE LEGEND THAT DOES SOMETHING, AND IT IS A BONUS RATHER THAN A REQUIREMENT. 818.1.b.1 - 'Equip's choice is a Target' - and 818.1.c.1 put a trigger fired by making that choice on the chain above the Equip, so each of the three attaches fires SFD-195 Blade Dancer's 'When you choose a friendly unit, you may exhaust me and pay rainbow to ready it'. She exhausts, so it is one ready a turn, and the line does not need it: Draven is readied at his own Awaken (315.1.b) and spends that exhaust on the Standard Move (144.2). Named because a reader will notice the interaction and should be told its size, not because the entry turns on it. OGN-259 Unforgiven and UNL-193 Gloomist hold the deck equally well.
- EIGHT OF THIS LINE'S NINE POINTS REST ON A READING NO PARAGRAPH SETTLES, AND THE ENTRY ASSERTS IT WITHOUT CITING ANYTHING (filed 2026-09-14 as OQ-SVELL-CAP; `docs/phase0/walks/2026-09-14-plaza-copied-capped-triggers.md`). Step 8 of this entry says the eight appended instances of `SFD-148 Draven, Audacious` each trigger for their own first time this turn. **383.3.e.1** reads *"Such a Triggered Ability will only be performed the specified number of times each turn. If its trigger condition would be fulfilled and it has already been performed that many times, it does not trigger"* - its subject is A Triggered Ability, singular, and NOTHING IN THE RULEBOOK SAYS WHEN TWO IDENTICAL APPENDED SENTENCES ARE ONE ABILITY AND WHEN THEY ARE TWO. Under the per-ABILITY reading this line is 1 ability Gain plus the Conquer - TWO points, not nine - so the CLASS depends on the answer. **THE INFERENCE FAVOURS THE ENTRY AND IT IS AN INFERENCE, NOT A CITATION**: the rulebook settles multiple instances THIRTEEN times and every one is scoped to a KEYWORD (805.4, 810.2, 811.4, 815.2, 816.2, 822.2, 826.5 redundant; 817.2 and 821.1.c.7 *"trigger separately"*; 818.4, 827.3, 820.3 each usable), and **819.2** - *"Multiple instances of Quick-Draw do not trigger separately and have no effect beyond the first"* - would be dead letter if a duplicated triggered ability were capped by default. Not one of the thirteen reaches a copy effect appending non-keyword Rules Text. **AND THE ORDERING ESCAPE DOES NOT RESCUE THE CLASS**, which is why this is filed rather than shrugged at: three `SFD-148` cards are unambiguously three abilities (466.3.c, *"Units at this battlefield inherit the same combat result as their controllers"*), and three Draven plus two Conquers is **FIVE** against a Victory Score of 8, because the cap reads *each turn* rather than each battlefield and 470 allows one Score per battlefield. Measured 2026-09-14, correcting a figure this notable previously carried: 383.3.e.1 is cited by THIRTEEN entries and 41 times, 817.2 and 819.2 by three each, 821.1.c.7 by two - NOT zero, as this sentence said until today. The true and weaker claim is that none of THOSE entries argues THIS question: only 5 of the 41 mentions of 383.3.e.1 are in this entry, and the other twelve entries cite it for the ordinary once-per-turn cap rather than for what a COPIED instance of such a trigger does. (1) The citation count above is wrong as of today: 383.3.e.1 is cited by THIRTEEN entries and 41 times, 817.2 by three entries, 819.2 by three, 821.1.c.7 by two - so the catalogue does argue this territory, and the honest statement is that none of those entries argues THIS question. (2) THE RULEBOOK DOES STATE THE INSTANCE-IS-AN-ABILITY RELATION THIS LINE NEEDS, EXACTLY TWICE, AND BOTH TIMES FOR THE OTHER ABILITY CLASS: 818.4, 'Multiple instances of Equip are equivalent to multiple Activated Abilities and can each be activated separately by paying the corresponding costs', and 827.3 saying the identical sentence for Empower. Those are the only two places the Core Rules equate an INSTANCE with an ABILITY and both answer YES, which is the nearest textual support the per-instance reading has - and the scope is the counter-argument, because the ACTIVATED class is legislated uniformly while the TRIGGERED class is legislated per keyword and IN BOTH DIRECTIONS. (3) THAT RETIRES THE DEAD-LETTER ARGUMENT: 817.1 makes Vision a Triggered Ability keyword and 817.2 makes its instances TRIGGER SEPARATELY, while 819.1 makes Quick-Draw one and 819.2 makes its instances NOT. 819.2 would be dead letter under a capped default and 817.2 would be dead letter under an uncapped one, so the dead-letter test rejects BOTH and establishes only that there is no default at all. The reading is OPEN rather than leaning, and the pool explains the silence: swept over every card that copies a unit's text, SFD-059 is the ONLY printing that ADDITIVELY duplicates a non-keyword triggered ability onto ONE object - VEN-137 Shady Spectacles replaces identity rather than appending, UNL-199 and UNL-200 make SEPARATE token objects, and UNL-174 Shard of Undoing, the only limiter-bearing gear, is not an Equipment.
Steps
- Board before the turn: Draven, Audacious at your base or a battlefield, ready; Alpha Wildclaw likewise; three Svellsongur on the board UNATTACHED (they copy nothing while unattached, so Draven carries only his printed drawback); Wind and Ghosts in hand; the opponent garrisoning a battlefield with a single unit. 6 Energy and 4 Power available.
- Main Phase. Attach Svellsongur A to Draven for 1 Energy + 1 Calm rune. 434.1.c appends its Effect Text to Draven and 136.2.d makes the copied 'I' mean Draven, so he now carries 2 instances of the point trigger.
- Attach Svellsongur B to the same Draven: what it copies is the current 2 instances (R6 = A - Svellsongur copies current text, not a snapshot). Draven carries 4. Attach Svellsongur C: it copies the current 4, and Draven carries 8. The order cannot be lost - 479.1 finds no dependency between the three appends, 480.3 therefore applies them in attach order, and 476.1 applies each 'only a single time across all sequences', which is what stops recursion rather than what stops duplication.
- Standard-move Draven AND Alpha Wildclaw to the garrisoned enemy battlefield as ONE action - 144.3, 'Players may perform multiple Units' standard move simultaneously. This is treated as one game action performed on multiple Units', with 144.3.a requiring the shared destination. Each pays its own exhaust (144.2). The Contested status makes you the Attacker (464.2.c.1: 'The Attacker is the player whose unit(s) applied the Contested status to the Battlefield').
- The Combat stages at the next Cleanup (323.9) and opens into its Showdown (323.13). Cast Wind and Ghosts there - [Action], which 806.1.c.1 makes short for 'This can be played during showdowns on any player's turn' - and banish or bounce the lone defender.
- If the opponent answers by playing UNL-120 Rengar, Trophy Hunter to the battlefield they still control (323.6 has not stripped it, the Showdown being ongoing), let the damage step happen: 815.1.c.2 makes Draven an invalid assignment until the M7 Wildclaw has lethal, and Rengar's 6 cannot reach 7, so Draven takes nothing while your summed 13 kills Rengar. You are still the only player with units remaining.
- 465.1 asks whether both Attacking AND Defending units remain: 'If both Attacking and Defending units remain at this battlefield, the following Tasks become Outstanding, in the specified order'. With the defending side empty the damage step never becomes Outstanding, and 466.1.a.2's 'Recall Attackers present at the Battlefield if Defenders are still present' does not fire either, so 466.3.d's No Result is not reached.
- 466.3.a: you are the only player with units remaining, so you won the combat, and 466.3.c - 'Units at this battlefield inherit the same combat result as their controllers' - hands that win to Draven. His eight instances each trigger for their own first time this turn: 8 points, all of them 194.1.c Gains.
- 466.5 then establishes Control ('the player with Units remaining here Establishes Control if they didn't already control this Battlefield') and 466.5.d makes it a Conquer - 'Establishing Control results in a Conquer if that player has not yet scored this Battlefield this turn' - for a ninth point, this one a 469.1 Score that 470 caps at one per battlefield.
Per iteration
+9 points from one combat - eight ability Gains off a single win plus the Conquer Score - for 6 Energy and 4 Power on the turn itself
How it ends
burst of nine points in one combat resolution, eight of them ability Gains that 470 does not cap; the eight alone already reach the Victory Score, and the line cannot be cast at all against an opponent who garrisons nothing
Sources
Walked here, in this project
- Hand walk 2026-09-12, issue #200 (docs/phase0/walks/2026-09-12-synthesised-lines.md) - synthesis lane, batch 3: designed backwards from the credential shape (dead on an empty board, alive on a contested one) rather than forwards from a card 2026-09-12 record
- draven-rebuke-bloodless-combat - the verified entry that establishes the bloodless-win sequence this line multiplies (464.2.f.1, 464.2.g, 465.1, 466.3.a, 466.5.d) 2026-09-06
- svellsongur-copy-hold - the verified entry that derives the 1 -> 2 -> 4 -> 8 composition from 434.1.c, 477.2.c, 476.1, 479.1 and 480.3 2026-09-06
Walked against Core Rules 2026-07-16