RIFTCOMBO

Combo · ALT WIN

Flash and Gust — the two dial vectors Mind cannot produce

5 cards · mind + chaos · verified

Pieces

Payoff

Win the game

Deck

Prerequisites

Bodies no card supplies

UNL-088 Gutter Palace: "if you have exactly 4 cards in hand and exactly 4 units at battlefields, you win the game" — four bodies AT BATTLEFIELDS when the check fires. The count here is ONE unit CARD because the Palace's own ability mints Bird tokens and 355.2.a plays a token to your base or a battlefield you CONTROL, so a unit card has to take a battlefield before a token can stand on one; the exactness is a board state and not a deck number.

Steps

  1. Earlier turns: take a battlefield with a unit card, play UNL-088 Gutter Palace (E4, and 359.2.d enters a non-unit gear READY at your base so no readiness turn is owed), and build to four units standing at battlefields — the Palace's own 'Discard 1, exhaust: Play a 1 Might Bird unit token' does it a body at a time on your own turn, since 381 keeps an activated ability to an Open State on your turn.
  2. Arrive at the opponent's turn holding four cards, four bodies at battlefields, and the Energy for one or two [Reaction] answers. 315.4 puts your Draw Phase AFTER the Beginning Phase check, so a hand of exactly four survives the night.
  3. Write down what each answer does as a pair of numbers. Casting any spell is already minus one card in hand, so a dial's true vector includes its own departure: Flash is (-1,-1) or (-2,-1), Gust is (0,-1) on an enemy or (-1,0) on your own body, Retreat is (-1,0), Mesmerize's second mode is (0,-1), Premonition is (0,+2), Chakram Dancer's [Ambush] is (+1,-1).
  4. The opponent acts. Their spell on the Chain puts the turn in a Closed State, 312.2.c hands out priority there, and 813.1.c.1 lets a [Reaction] card be played 'during Closed States on any player's turn' — so you answer IN RESPONSE and count to where the board will be after their spell resolves, never after it has.
  5. If their action leaves you with a body too many AND a card too many, that is the state only Chaos answers in one card: OGS-011 Flash, moving one friendly unit to base, is (-1,-1) and lands you exactly on four and four. Two bodies too many and a card too many is the same card with both moves taken, (-2,-1).
  6. If only the hand is wrong upward, OGN-169 Gust aimed at an ENEMY unit of 3 Might or less is (0,-1) for one Energy and takes a body off their board while it is at it. If only a body is wrong, the same card aimed at your own is (-1,0).
  7. 449 with 449.1 is why Flash reaches bodies that have already acted: a Move caused by a spell carries only the restrictions its own source states, and 420.3.a puts the exhaust cost on the Standard Move alone. A unit at your base is still on the board and still yours — it has simply stopped being 'at a battlefield', which is the only thing the Palace counts.
  8. Your Beginning Phase begins. 315.2.a runs the start-of-Beginning-Phase effects, the Palace reads exactly four cards in hand and exactly four units at battlefields, and 195 — 'a player also wins the game if an effect instructs them to do so' — wins it.

How it ends

you win the game at the start of your Beginning Phase, with both halves of the 4/4 check correctable at Reaction speed on the opponent's turn — and with the two vectors that move BOTH counts down, which no Mind card produces

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.

SYNTHESIZED, not extracted (#200). The target was the mind/chaos cell — richest point-card pair in the game, nine sources, and ONE spanning finisher — and the question asked of it was which settled mechanism it can reach that it has not. The answer was not a new payoff but a completed dial table: the Gutter Palace family is a two-dimensional arithmetic problem, the eight Reaction-speed vectors legal in these two domains were read out of the corpus one card at a time, and Chaos turns out to own exactly the two that move both counts downward. gutter-palace-reaction-dials is the mono-Mind sibling and carries three of the eight; the gap in its coverage is stated in this entry's notables so it can be checked rather than taken. Hand-walked with every cited paragraph opened and pasted.

Walked against Core Rules 2026-07-16

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