Combo · ENGINE
Frigid Jewel wants EXACTLY one extra draw, and Mushroom Pouch puts it in the Beginning Phase so the free one is your own Draw Step
Pieces
- Frigid Jewel ×1
UNL-074 · payoff · mind
When you draw your second card each turn, give a friendly unit +2 Might this turn.
- Mushroom Pouch ×1
OGN-101 · engine · mind
At the start of your Beginning Phase, if you control a facedown card at a battlefield, draw 1.
Payoff
Deck
- Any Mind legend: both cards are mono-Mind (103.1.b.3) and neither is a Signature card, so 103.2.d.2 forces nothing.
- Neither card is banned or restricted in either format.
- You must control a facedown card at a battlefield for the Pouch to pay — the [Hidden] package (811.1.b hides 'at a battlefield you control'). One hidden card that you never intend to play is enough, and 323.7 only removes hidden cards from battlefields you do NOT control.
Prerequisites
- THE PHASE ORDER IS THE ENTRY. 315 puts the phases in this order: 315.1 Awaken, 315.2 Beginning Phase, 315.3 Channel, 315.4 Draw Phase ('1. The Turn Player draws 1'). The Pouch draws 'At the start of your Beginning Phase', i.e. in 315.2.a — so it is the FIRST card of your turn, and the card the game hands you in 315.4.b is the SECOND. Frigid Jewel therefore fires every single turn on a draw you were taking anyway, for zero Energy and zero cards.
- WHY EVERY OTHER DRAW PARTNER IS WORSE, AND WHY THE FIRST MATRIX PASS REFUSED THIS ROW. The Jewel's 100 'partners' in the matrix are a bare any-draw regex artifact: 'your second card each turn' pays ONCE, so a card that draws two, or a repeatable draw engine, wastes everything past the second. The correct partner is a single cheap extra draw, and the best of those is one that arrives before the Draw Phase so the free draw completes the pair. That is Mushroom Pouch and, in this pool, only Mushroom Pouch.
- IT NEVER FIRES ON THE OPPONENT'S TURN, AND SAYING SO IS THE POINT. 'Each turn' includes theirs, but you draw nothing in their Draw Phase, so reaching a second card on their turn would take TWO draws at Reaction speed — a real cost for a +2 that the Cleanup takes back (317.2.c). Treat the Jewel as a your-turn-only effect.
- ARITHMETIC WITH THE QUANTITIES DECLARED. Setup is 4 Energy for the two gears plus whatever the hidden card cost to hide (811.1.b: one rainbow Power). Per turn thereafter: one extra card into hand AND +2 Might on a friendly unit of your choice, for nothing. The +2 is a plain modifier, not a Buff, so 702.3 does not touch it and it stacks with anything else — and it may be aimed at a different unit each turn, since the Jewel says 'a friendly unit' rather than naming one.
- AND IT CROSSES THE MIGHTY LINE FOR FREE. +2 on a Might-3 or Might-4 body takes it to 5 or 6, which is 709's crossing event — so in a Body/Order or Fury/Body shell the Jewel is a free 'becomes Mighty' trigger every turn. It cannot be run under Grand Duelist or Relentless Storm themselves (Mind is outside both identities), but SFD-180 Fiora, Worthy is Order and OGN-232 Fiora, Victorious is Order, and neither pairs with Mind either — the honest statement is that the crossing is available only to a Mind legend's own Mighty payoffs.
- THE EXTRA CARD IS REAL, AND SO IS ITS CEILING. 431.1.a makes drawing past the last card of the Main Deck a Burn Out and a point for the opponent (194.1.d). Two cards a turn through a 39-card deck (103.2.a.1) is roughly twenty turns; the Pouch's draw is not a 'you may', so once the deck is thin the Pouch is a liability and the honest play is to let the hidden card leave the battlefield.
Bodies no card supplies
Frigid Jewel triggers on that second card: give a friendly unit +2 Might this turn
Steps
- Play Mushroom Pouch (2 Energy) and Frigid Jewel (2 Energy).
- Hide a [Hidden] card face down at a battlefield you control (811.1.b, one rainbow Power) and leave it there.
- At the start of your Beginning Phase the Pouch sees the facedown card and draws you 1 — the first card of your turn.
- Your Draw Phase (315.4.b) draws the second card of the turn.
- Frigid Jewel triggers on that second card: give a friendly unit +2 Might this turn.
- Repeat every turn for nothing; the +2 expires at the end-of-turn Cleanup (317.2.c) and may be aimed at a different unit next time.
Per iteration
one extra card and +2 Might on any friendly unit, every turn, for zero Energy and zero cards after setup
How it ends
engine only — one extra card and one +2 a turn, unbounded in turns until Burn Out (431.1.a) at roughly twenty turns; nothing here scores
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 group 44, draw-second x UNL-074). UNL-074 Frigid Jewel was in NO entry before this; the first matrix pass refused the whole row as a bare-regex artifact, which is right about the 100 partners and wrong about the card — the fix is a partner whose draw lands BEFORE the Draw Phase, and the pool has exactly one. Card text verbatim from data/corpus_flat.txt. Citations opened: 103.1.b.3, 103.2.a.1, 103.2.d.2, 194.1.d, 315.1, 315.2.a, 315.3, 315.4.b, 317.2.c, 323.7, 431.1.a, 702.3, 709, 811.1.b. Ban check: neither card is banned or restricted. Trap check: the Jewel pays once per turn on the SECOND card and every further draw is wasted, stated first; it never fires on the opponent's turn; the +2 is a modifier and not a Buff; the Pouch's draw is mandatory, so 431.1.a is a liability and the entry says how to switch it off; no unruled reading.
Walked against Core Rules 2026-07-16