RIFTCOMBO

Combo · BURST · 8 points

Eight points off one combat nobody fights: three Svellsongur on Draven, and the garrison removed inside the Showdown

6 cards · chaos + calm · verified

Pieces

Payoff

Score arbitrary pointsBurst of points in one scoring event

Deck

Run play

Prerequisites

Steps

  1. 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.
  2. 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.
  3. 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.
  4. 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').
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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

Walked against Core Rules 2026-07-16

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