Combo · ENGINE
Hall of Legends — the legend's exhaust ability twice on the turn you take the battlefield
Pieces
- Hall of Legends ×1
SFD-210 · engine
When you conquer here, you may pay 1 Energy to ready your legend.
- Bloodharbor Ripper ×1
UNL-185 · payoff · fury/chaos
1 Energy, Exhaust: Return a friendly unit at a battlefield to its owner's hand. Play a Gold gear token exhausted. (It has "[Reaction][>] Kill this, Exhaust: [Add] 1 Power of any domain.")
- Fizz, Trickster ×1
SFD-140 · payoff · chaos
When you play me, you may play a spell from your trash with Energy cost no more than 3 Energy, ignoring its Energy cost. Then recycle it. (You must still pay its Power cost.)
Payoff
Deck
- Fury + Chaos: Bloodharbor Ripper is itself the legend, so the identity is fixed and Fizz (Chaos) is inside it (103.1.b.2 / 103.1.b.3).
- You must conquer AT the Hall of Legends, not merely hold it — 466.5.d: 'Establishing Control results in a Conquer if that player has not yet scored this Battlefield this turn.'
Prerequisites
- The Hall is one of YOUR three battlefields and only one of the three is used: randomly in a Duel (485.4.a, 485.5) and in Skirmish (487.5), chosen in Match (486.5); 103.4.c and Tournament Rules 402.1 forbid a second copy. So this is a 1-in-3 draw and the entry says so rather than pricing it as always-on. The battlefield you provide also starts UNCONTROLLED (190.1) and 190.6.d switches its text off until you take it — 'If the battlefield has no Controller, "you" refers to no one, and all such instructions are ignored' — so establishing Control is part of the cost, not a freebie.
- What it buys is exact: a second activation of a legend ability whose only cap is its own exhaust. 315.1.b already readies the legend every Awaken, so the Hall is not a per-turn doubling of everything — it is a doubling on the turns you conquer there, for E1.
- Twenty-four legend printings carry an exhaust in an ability cost, and five of them charge a Disempower or an XP cost on top, so the second activation still has to be funded. Pyke is the cheapest of the twenty-four at E1 with no second currency.
- The Gold enters exhausted and nothing in Fury/Chaos overrides it — SFD-171 Renata Glasc, Industrialist is mono-Order and 103.1.b.2 keeps her out of this identity. So each Gold is NEXT turn's Power (it has to be readied by 315.1.b first), and this line ramps rather than bursts.
- The bounce is not a Recall: it returns the unit to its owner's HAND, so 455 and the 'a Recall goes to the base' family do not apply, and everything attached to it falls off (716) with all buffs removed (705).
Steps
- Conquer the Hall of Legends: 466.5 establishes Control and 466.5.d makes it a Conquer.
- Before that, in the same turn, pay E1 and exhaust Bloodharbor Ripper: return Fizz from a battlefield to your hand and play a Gold gear token exhausted.
- Replay Fizz for E3 + 1 Power. 419.4.a fires his trigger: play a spell from your trash with printed Energy cost no more than 3, ignoring its Energy cost, then recycle it.
- The Hall's conquer trigger resolves: pay E1 to ready your legend (415.1 on the Game Object of 107.4.c).
- Exhaust the Ripper a second time this turn: a second bounce and a second Gold. Two Golds ready at the next Awaken (315.1.b) as 2 Power.
How it ends
engine only — one extra legend activation on each turn you conquer at the Hall, which here is one extra bounce plus one extra Gold, and a 1-in-3 battlefield draw (485.5). 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
- Issue #153 (GitHub) 2026-09-06
Walked here, in this project
- Hand walk 2026-09-06, issue #153 — the 55 synergy rules no catalogued entry stands on 2026-09-06 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 2026-09-06 (docs/phase0/walks/2026-09-06-orphan-synergy-rules.md §10), issue #153, from the orphan rule hall-of-legends-readies-your-legend. Card text verbatim from data/corpus_flat.txt. Citations opened: 103.1.b.2, 103.1.b.3, 103.4.c, 107.4.b, 107.4.c, 190.1, 190.6.d, 315.1.b, 415.1, 419.4.a, 455, 466.5, 466.5.d, 485.4.a, 485.5, 486.5, 487.5, 705, 716. The pairing was chosen against the twenty-four legend printings with an exhaust in a cost: Pyke is the only one whose ability produces a RESOURCE for a flat E1 with no second currency, which is what makes the E1 the Hall charges worth paying. Trap check: 107.4.b is respected — nothing here asks the legend to be at a location, only that it is a Game Object (107.4.c); the Gold is a token, so 185 / 186.1 forbid recycling it and nothing tries; the bounce is to HAND, so it is not a Recall (455) and does not erase a Deathknell the way a would-die shield does (808.1.d.1); no [Repeat]; no [Temporary]; the battlefield is declared a 1-in-3 draw and its uncontrolled start is priced in. Depends on no unruled reading.
Walked against Core Rules 2026-07-16