RIFTCOMBO

Combo · ENGINE

Fading Memories kills a lone garrison before their Scoring Step — it denies the Hold, and the point only when their base holds nothing ready

2 cards · chaos · verified

Pieces

Payoff

Repeatable removal

Deck

Run play

Prerequisites

Steps

  1. Identify a battlefield the opponent controls with exactly one unit on it.
  2. In your Main Phase, play Fading Memories (4 Energy + 1 Chaos Power) giving that unit [Temporary].
  3. At the start of their Beginning Phase, before scoring, 816.1.b kills it.
  4. 319.6 and 323.6 then strip their Control of the battlefield in the Open State that follows, so 315.2.b.2 finds nothing to Hold: they lose the ground, and they lose the POINT only if they cannot re-take it that same turn - 469.1 gives a Conquer for a battlefield 'they did not yet Score this turn', and the failed Hold means they have not Scored it, so a ready body walking back in pays the same 1 point the Hold would have. What decides it is whether they hold a READY BODY AT BASE: 144.4.a and 144.4.b confine the Standard Move to base-to-battlefield and back, 144.4.c.1 makes battlefield-to-battlefield a [Ganking] privilege, and 144.2 charges the move an exhaust - so a body garrisoning their other battlefield cannot cross, and one played that turn enters exhausted under 143.4. Against a lean curve with every body committed this denies the point outright; against a deck holding a spare at base it denies only the ground.
  5. On the other clock, play Maddened Marauder (5 Energy) and use his trigger to walk a garrison home in your own Main Phase; the next Cleanup opens that battlefield too, and he stands as a [Tank] while you take it.

Per iteration

one enemy Hold cancelled and one battlefield opened, for 4 Energy + 1 Power CORRECTED 2026-10-18 (#415, from the run play docs/plays/2026-10-18-the-memories-kill-the-lone-guard-a-turn-late-and-the-spare-in-base-walks-the-point-back.md): the Hold is cancelled; the battlefield opens on their turn, so they walk into it first, and the point is cancelled only when their base holds nothing ready.

How it ends

engine — one Hold and one battlefield denied per Fading Memories, three a game (103.2.b), plus one evacuation per Maddened Marauder; nothing here scores, so the whole line is tempo CORRECTED 2026-10-18 (#415, from the run play docs/plays/2026-10-18-the-memories-kill-the-lone-guard-a-turn-late-and-the-spare-in-base-walks-the-point-back.md): one Hold denied per Fading Memories, and the point only when their base holds nothing ready, as the fourth step says. Against the walked Master Yi deck a ready Sunlit Guardian took the battlefield back by Conquer the same turn, 2 to 2.

Sources

Published elsewhere

Walked here, in this project

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.

OGN-180 Fading Memories and OGN-191 Maddened Marauder were both in ZERO entries. Card text verbatim from data/corpus_flat.txt; 103.1.b.1, 103.2.b, 155, 170.11.c, 310.1, 315.2.a, 315.2.b.2, 319.6, 323.6, 815.1.c.2, 816.1.b, 816.1.c opened in the Core Rules file. The six [Temporary] granters were swept over the whole corpus and are named. The Marauder was REFUSED earlier in this same walk (§10) as an `isolate-deckhand-open-conquer` duplicate when paired with Sai Scout to take the emptied battlefield; that refusal was scoped to the CONQUER use, and the denial use — where nobody walks in and the point is simply that the opponent lost one — is a different job on a different clock, which is why he appears here. REVISED 2026-10-18 (#415, from the run play docs/plays/2026-10-18-the-memories-kill-the-lone-guard-a-turn-late-and-the-spare-in-base-walks-the-point-back.md): the play's leads are applied as dated notes. NAME CORRECTED: it was '816.1.b is the only effect that lands inside the OPPONENT's Beginning Phase before their Scoring Step — the mirror of the pool's lock problem'. Two things were wrong with it. Landing in their Beginning Phase is a cost rather than an advantage over a kill on your own turn (the first notable). And "the only effect" is false, which I found by sweeping the corpus for "Beginning Phase", not from the play: UNL-212 Frozen Fortress, a colourless battlefield, reads "At the start of each player's Beginning Phase, deal 1 to each unit here. (This happens before scoring.)", so it kills a 1-Might lone garrison there inside the same window (142.4.b). Fading Memories is still the only card that gives an enemy unit [Temporary], and the only effect that reaches that window with a kill of any Might. The entry stays verified: the play found it right about the rules, and the corrections narrow what it delivers (the Hold always, the point only against a base with nothing ready) and name what it is for (the only mono-Chaos kill with no condition on the target). No unruled reading.

Walked against Core Rules 2026-07-16

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