RIFTCOMBO

Combo · ENGINE

The mutual-damage family's ceiling is whatever you pumped first - and Onslaught pays that twice from one card

6 cards · body · verified

Pieces

Payoff

Repeatable removal

Deck

Run play

Prerequisites

Bodies no card supplies

In your Main Phase, play Onslaught (4 Energy) on the body you intend to fight with: +6 Might this turn

Steps

  1. In your Main Phase, play Onslaught (4 Energy) on the body you intend to fight with: +6 Might this turn. 155 is why this cannot wait for a showdown.
  2. Play Gentlemen's Duel (6 Energy + 1 Power) under its [Action] permission. Its own +3 resolves first, so the body fights at printed Might + 9.
  3. Choose the enemy unit. 417.6.b.3 makes both halves UNIT damage, so a [Tank] in that garrison orders nothing and a spell-damage fog does not stop it.
  4. Both bodies take damage equal to the other's Might; 143.2.a kills whichever reaches its own Might. Expect the opponent's 'when you deal damage' triggers to fire for their half (417.6.b.4).
  5. Later in the game, replay Onslaught from your trash for its [Flow] cost of 4 Energy; 829.1.b banishes it afterwards, so each copy is worth exactly two plays.

Per iteration

one enemy unit of up to printed Might + 9 removed, for 10 Energy and 1 Power, with the friendly body surviving anything smaller

How it ends

engine only - three Duels and six Onslaught plays a game (103.2.b with [Flow]), and the exchange is mutual so a bad choice loses the friendly body; nothing here scores and 417.6.c keeps it out of the excess-damage family

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.

HAND-WALKED 2026-09-07 (issue #186, batch 3). The first entry to use OGS-008 Gentlemen's Duel or VEN-081 Onslaught. Card text verbatim from data/corpus_flat.txt. Citations opened and quoted: 103.1.b.3, 103.2.b, 108.6.c, 143.2.a, 155, 417.6.b.3, 417.6.b.4, 417.6.c, 465.2.c.4, 469, 806.1.c.1, 809.1.c, 815.1.b, 815.1.c.2, 829.1.b, 829.1.b.1. Companion to carnivorous-snapvine-rampage-tank-bypass from batch 1: that entry establishes the family and this one prices its ceiling, and the two name each other. The timing split is stated because it is the trap - the biggest pump in the domain has no keyword and 155 confines it to the Main Phase, so it must be committed before the garrison is known. Ban check: neither card is banned or restricted; neither is a Signature card. No unruled reading. CORRECTED 2026-10-18 (#405, from the run play docs/plays/2026-10-18-onslaught-and-the-duel-beat-an-ambushed-vilemaw-only-together-and-the-second-spell-is-what-crumbling-sands-counters.md): two "only" claims were wrong (Primal Strength is the bigger pump, Rampage also pumps and fights), as were the [Deflect] double tax, "no keyword at all", "unusually flat" and "any single unit"; each is corrected in place, and the answers are named. Status stays verified: the 417.6.b.3 mechanism and the ceiling arithmetic hold. Added citations: 315.3.b, 425.1.a, 485.7, 806.1.b. No unruled reading.

Walked against Core Rules 2026-07-16

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