Combo · ENGINE
First Mate is a Main-Phase ready on a body, so the Awaken trio fires a second time — and the Feline attacks at eight
Pieces
- First Mate ×3
OGN-132 · engine · body
When you play me, ready another unit.
- Fretful Feline ×1
VEN-071 · payoff · body
When I become ready, give me +2 Might this turn.
- Pirate's Haven ×1
OGN-143 · payoff · body
When you ready a friendly unit, give it +1 Might this turn.
Payoff
Deck
- Any Body legend: all three cards are mono-Body (103.1.b.3) and none is a Signature card, so 103.2.d.2 forces nothing.
- None of the three is banned or restricted in either format.
- Fretful Feline must be EXHAUSTED when First Mate is played. 415.1.b: 'A Unit that is already Ready cannot be Readied again', and 415.1.c: 'If a Unit is instructed to be Readied while it is already Ready, nothing additional happens' — so both payoff triggers die with the ready if she is already up.
Prerequisites
- WHAT THIS ADDS TO THE AWAKEN ENTRY, EXACTLY. awaken-ready-body-triple-trigger collects the same two triggers for free at 315.1.b — one ready, one +2 and one +1, at the start of your turn before anything has happened. Neither payoff carries a once-each-turn clause, so a SECOND ready in the same turn fires both again. First Mate is that second ready, and it costs 3 Energy for a 3 Might body you were going to want anyway. On a turn where the Feline has already moved and been exhausted, playing First Mate puts her back up at 5 + 2 + 1 = 8 Might and ready to move again.
- ARITHMETIC WITH THE QUANTITIES DECLARED. Awaken: the Feline readies with everything else, +2 from her own trigger and +1 from the Haven — a Might 8 body for free, but at the top of the turn. Main Phase: she exhausts for a Standard Move (144.2); First Mate for 3 Energy readies her again, +2 and +1 land again on top of nothing (317.2.c has not run, but the first pair are still live — the modifiers stack, since neither is a Buff and 702.3 never applies). She ends the turn at 5 + 2 + 2 + 1 + 1 = 11 Might and ready. Three First Mates (103.2.b) is three such turns.
- THE HAVEN PAYS THE UNIT THAT WAS READIED, NOT A UNIT OF YOUR CHOICE. 'When you ready a friendly unit, give it +1 :rb_might: this turn.' So aiming First Mate at a body that does not want Might wastes the Haven's half; the Feline is the right target because her own trigger doubles down on the same body.
- A READY BUYS NOTHING ON DEFENCE, SO THE MIGHT IS THE PRODUCT. 464.2.c.3 and 465.2.b do not filter by ready or exhausted state, so an exhausted defender fights at full Might. What the ready itself buys is a second Standard Move (144.2, 144.4); what the two triggers buy is the Might, and 465.2.c reads it at assignment.
- IT ALL EXPIRES, AND THAT IS WHY IT IS AN ENGINE AND NOT A BURST. 317.2.c inserts '3d. All "this turn" effects expire simultaneously' into the end-of-turn Cleanup. Body has no card that converts Might into points other than through excess damage on a Conquer (OGN-034 Tryndamere is Fury), so an 11 Might Feline wins a combat and nothing more.
- FIRST MATE'S OWN CLAUSE IS 'ANOTHER UNIT'. He cannot ready himself, and he enters exhausted (143.4), so the body he brings is next turn's. The 3 Might is a bonus on top of the ready, not the point.
Steps
- Play Pirate's Haven (3 Energy) and Fretful Feline (6 Energy) on earlier turns.
- At your Awakening Phase the Feline readies with everything else (315.1.b): +2 from her own trigger, +1 from the Haven.
- In your Main Phase, exhaust her for a Standard Move (144.2) or an attack.
- Play First Mate for 3 Energy and ready HER with his play trigger.
- Both payoffs fire again on the same body: +2 from the Feline, +1 from the Haven, and she is ready to move a second time.
- Repeat on later turns with the second and third First Mates (103.2.b); everything expires at the end-of-turn Cleanup (317.2.c).
Per iteration
a second ready on the Feline plus +3 Might, and a 3 Might body, for 3 Energy
How it ends
engine only — three First Mates a game, each consumed, and every point of Might expires at the end-of-turn Cleanup (317.2.c); Body converts none of it into points
Sources
Published elsewhere
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
Walked here, in this project
- Hand walk 2026-09-07 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 #168, matrix groups 41 and 42, ready-friendly x OGN-143 and VEN-071). Card text verbatim from data/corpus_flat.txt. Citations opened: 103.1.b.3, 103.2.b, 103.2.d.2, 143.4, 144.2, 144.4, 315.1.b, 317.2.c, 415.1.b, 415.1.c, 464.2.c.3, 465.2.b, 465.2.c, 702.3. Distinct from awaken-ready-body-triple-trigger, which takes the same two triggers for free at the Awaken: neither payoff carries a once-each-turn clause, so the finding is that a SECOND ready in the Main Phase fires both again and the modifiers stack (they are not Buffs). Distinct from sett-first-mate-windswept-hillock and first-mate-lucian-merciless-double-conquer, which spend First Mate's ready on a second Conquer rather than on Might. Ban check: none of the three is banned or restricted. Trap check: the Feline must be exhausted or both triggers are thrown away (415.1.b/c); the Haven pays the readied unit specifically; a ready buys nothing on defence; the Might expires; no unruled reading.
Walked against Core Rules 2026-07-16