Combo · ENGINE
381 and 813.1.c.1 split movement into your turn and theirs — and a base is the one place an "all units at battlefields" effect cannot reach
Pieces
- Flash ×1
OGS-011 · payoff · chaos
[Reaction] (Play any time, even before spells and abilities resolve.) Move up to 2 friendly units to base.
- Gem Jammer ×1
SFD-007 · engine · fury
When you play me, give a unit [Ganking] this turn. (It can move from battlefield to battlefield.)
Payoff
Deck
- Chaos + Fury, so five legend names (103.1.b.2): Loose Cannon (OGN-251), Dark Child - Starter (OGS-017), Glorious Executioner (SFD-185), Bloodharbor Ripper (UNL-185), Master of Shadows (VEN-143).
Run play
Prerequisites
- THE TWO HALVES LIVE IN DIFFERENT WINDOWS, AND THAT IS THE WHOLE PAIR. Gem Jammer's grant is a play trigger, so it happens on your own turn in an Open State; Flash carries [Reaction], and 813.1.c.1 admits a [Reaction] card 'during Closed States on any player's turn'. Compare `UNL-126 Megatusk`, whose mass [Ganking] is an ACTIVATED ability and therefore locked to your turn by 381 ('All Activated Abilities can only be activated on the Controlling Player's Turn and during an Open State'). Outward movement is a your-turn thing; retreat is not.
- A BASE IS THE ONE PLACE AN 'All units at battlefields' EFFECT CANNOT REACH. `OGN-133 Flurry of Blades` is 1 Energy at [Reaction] speed for 'Deal 1 to all units at battlefields' and is the card that ends every 1-Might token line; Flash answers it for 2 Energy by moving two bodies out of the zone the sweeper names, in the same Closed State. That is a different answer from raising Might (`UNL-077 Soul Shepherd` permanently, `OGN-266 Siphon Power` for a turn) and it is the only one that also dodges a sweeper you cannot out-size.
- BUT IT IS A MOVE, NOT A RECALL, AND THE DIFFERENCE IS PRINTED IN THE POOL. 455 defines a Recall as a relocation 'from anywhere to its Base without it being a Move', and 456.3 says outright that a Recall 'cannot be prevented by actions and Game Effects that restrict or block Movement'. Flash has no such protection: `SFD-014 Minotaur Reckoner`'s global 'Units can't move to base' switches it off completely — 420.1 defines Moving generally, 449 has spells cause Moves, and 054.1 makes the prohibition win. This walk's own first entry is built on that card, so the two cannot share a board. CORRECTED 2026-10-14 (#353, from the run play docs/plays/2026-10-14-flash-keeps-the-bodies-and-both-battlefields-go-with-them.md): 'completely' holds only once the Reckoner is on the board. 365.1: 'Passive Abilities of Permanents are typically only active while on the Board.' Playing a unit first moves it to the chain (354, 'Move the card from its current zone to the Chain.'), which closes the state (354.1), and Flash is a [Reaction] (813.1.c.1), so it can be cast in response to the Reckoner itself and resolves first (340.1). The Reckoner breaks this line only if it is already on the board, for E5, before Flash is needed.
- AND RETREATING COSTS YOU THE GROUND. 323.6 strips your Control of any battlefield your last unit leaves, at the next Cleanup — so Flash trades a battlefield for two bodies, and 315.2.b.2 will not Hold what you no longer control. It is a save, never a tempo gain. CORRECTED 2026-10-14 (#353, from the run play docs/plays/2026-10-14-flash-keeps-the-bodies-and-both-battlefields-go-with-them.md): 'a battlefield' understates it. 'Move up to 2 friendly units to base' names no location, so with one unit at each of two battlefields one Flash empties BOTH, and the cleanup after the chain empties takes both. In the play it was the opponent's turn, and their UNL-097 Kinkou Initiate walked into one unopposed and conquered it the same turn (466.5.d, 'Establishing Control results in a Conquer if that player has not yet scored this Battlefield this turn.').
- A MOVE MADE BY FLASH IS STILL A MOVE - ADDED 2026-10-14 (#353, from the same run play). 449: 'Spells, Abilities, or other effects may cause a Move to occur.' So a 'When I move' trigger fires on the retreat as it does on a walk: SFD-130 Treasure Hunter (Chaos, E2, M1, 'When I move, play a Gold gear token exhausted.') makes a Gold token each time Flash pulls it home. A Recall would not, since 455 relocates 'without it being a Move'.
- WHAT BREAKS FLASH - ADDED 2026-10-14 (#353, from the same run play). Against the Fury/Body deck the sweeper comes from, no counter reaches it. Re-run here: the one card in data/corpus_flat.txt inside a Fury/Body identity (103.1.b.1) that counters a spell is UNL-106 Repulse, 'Choose a friendly unit at a battlefield. Counter an enemy spell or ability that chooses it and no other friendly unit.', and Flash chooses only its caster's units, never one of theirs (SFD-206 Riposte, which would, is Body/Order and outside that identity). The cheapest break is a second Flurry of Blades cast in response to Flash. 340.1 resolves it first, so every 1-Might body dies before Flash moves it, and 359.3.e.8 has Flash move the rest ('the instruction will execute, with only the Targets available and valid being operated on'). It costs them one more Energy and a second copy: two or more of three in the first seven of 39 cards is 7.74%, the play's figure, re-derived here.
- GEM JAMMER'S GRANT IS ONE TURN AND ONE UNIT: 'give a unit [Ganking] this turn'. 810.1.c.3 keeps it a permission rather than an extra move and 810.2 makes a second instance redundant, so three Jammers are three different units enabled, not one unit enabled three times. It is also a Mech (187.4 gives a Mech TOKEN the tag by rule, so 'your Mechs' statics reach both).
- 144.4.c.1 IS WHAT THE GRANT BUYS: 'Units with Ganking may use their Standard Move to Move from Battlefield to Battlefield.' Without it, 144.4.a and 144.4.b make every battlefield-to-battlefield trip two turns, because 143.4 leaves the unit exhausted when it arrives home and 144.2 charges an exhaust for each leg.
Steps
- Play Gem Jammer (2 Energy). Its play trigger gives one unit [Ganking] this turn.
- Use that unit's Standard Move to cross from one battlefield to another in one leg (144.4.c.1), paying its exhaust (144.2). If it was your last unit at the battlefield it leaves, 323.6 takes that battlefield at the cleanup after the move (319.8). To keep it, walk a second unit in FIRST with its own Standard Move; one simultaneous move cannot do both, because 144.3.a reads 'When a Move like this is declared by a player, the units' Destination must be the same.' (CORRECTED 2026-10-14, #353.)
- Hold Flash. On the opponent's turn, when they play a battlefield-wide sweeper such as `OGN-133 Flurry of Blades`, play it in that Closed State (813.1.c.1).
- Move up to 2 friendly units to base — out of the zone 'all units at battlefields' names, before the damage is marked (143.2.a).
- Accept the cost: 323.6 strips your Control of any battlefield you have just emptied, at the next Cleanup.
- Do not run this beside a global 'units can't move to base' effect — 456.3 protects a Recall and Flash is not one.
Per iteration
one unit crossing between battlefields in a single move, and two units removed from the reach of a battlefield-wide effect at [Reaction] speed
How it ends
engine — one battlefield-to-battlefield trip per Gem Jammer and two bodies saved per Flash, three of each a game (103.2.b); nothing here scores, and the retreat costs ground
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, issue #173 — the uncatalogued Fury / Chaos cards 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.
OGS-011 Flash and SFD-007 Gem Jammer were both in ZERO entries. Card text verbatim from data/corpus_flat.txt; 054.1, 103.1.b.2, 103.2.b, 143.2.a, 143.4, 144.2, 144.4.a, 144.4.b, 144.4.c.1, 187.4, 315.2.b.2, 323.6, 381, 420.1, 449, 455, 456.3, 810.1.c.3, 810.2, 813.1.c.1 opened in the Core Rules file. The third notable is a deliberate cross-reference to `minotaur-reckoner-rengar-unseen-frozen-board`, the first entry written for this issue: Flash is one of the cards that entry switches off, and both now say so. CORRECTED 2026-10-14 (#353), from the run play docs/plays/2026-10-14-flash-keeps-the-bodies-and-both-battlefields-go-with-them.md (#350). Each of its five leads was re-read against the card text and the Core Rules and applied: (1) step 2 now says the Ganking trip loses the battlefield it leaves unless a second unit walked in first (323.6, 319.8, 144.3.a); (2) the ground notable said Flash trades 'a battlefield' and now says it can empty two, one conquered unopposed the same turn; (3) a new notable says a Flash move is a Move (449), so Treasure Hunter makes a Gold token; (4) the Recall notable's 'completely' now holds only once the Reckoner is on the board (365.1, 354); (5) a new notable names what breaks Flash, with the Fury/Body counter census re-run. Citations added and opened: 103.1.b.1, 144.3.a, 319.8, 340.1, 354, 354.1, 359.3.e.8, 365.1, 466.5.d. Status stays verified: the corrections price the retreat and the trip, and the play walked both halves working as the entry says, Flash keeping two bodies out of a Flurry.
Walked against Core Rules 2026-07-16