Combo · ENGINE
One [Ganking] move is both a departure and an arrival, so a departure rider and an arrival rider are paid by the same action
Pieces
- Harpoon Squad ×1
SFD-137 · payoff · chaos
When I move from a battlefield, give me +2 Might this turn.
- Pendulum Blade ×1
VEN-011 · payoff · fury
[Equip] 1 Fury Power (1 Fury Power: Attach this to a unit you control.)
When I move to a battlefield, give me +2 Might this turn.
- Boots of Swiftness ×1
SFD-133 · enabler · chaos
[Equip] 1 Chaos Power (1 Chaos Power: Attach this to a unit you control.)
[Ganking] (I 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).
- Two battlefields on the board, which 485.4 gives a Duel by default, and the Harpoon Squad standing at the one you control.
Prerequisites
- THE TWO RIDERS ARE NOT REDUNDANT, THEY ARE THE TWO ENDS OF ONE ACTION. 144.4.c.1: 'Units with Ganking may use their Standard Move to Move from Battlefield to Battlefield.' A base-to-battlefield move is only an arrival and pays the Blade alone; a battlefield-to-base move is only a departure and pays the Squad alone. Only the [Ganking] move is both, and it pays +4 for one exhaust. That is the whole reason the Boots are in the line rather than a cheaper body.
- THE ARITHMETIC, WITH THE ENTRY'S OWN QUANTITIES. Base Might 4; 434.1.d ('The Top-Most Card has its Might modulated by the Might Bonus of all cards Attached to it') adds the Blade's +1 and the Boots' +2 for a standing 7; the move adds +2 and +2 for 11 while attacking. Nothing here is a Buff counter — both riders read 'give me +2 :rb_might: this turn', a continuous modifier, so 702.3's one-buff-per-unit cap and 703's fixed +1 are both silent and the two instances stack.
- 'I' IS THE CARRIER AND THAT IS THE PARAGRAPH. 136.2.d: 'Effect Text may refer to "this" or to the name of the Attached game object that appended the Effect Text. Doing so refers to the Attached game object and not the Top-Most Card' — with Guardian Angel and Brutalizer as its worked examples. The Blade says 'I' and 'me', not 'this', so both refer to the Harpoon Squad; 718.3 is what appended the text in the first place.
- IT REPEATS EVERY TURN AND EXACTLY ONCE A TURN. 144.2 makes the unit's exhaust the Standard Move's cost and 420.3.a puts that cost on the move alone, so it is one such move per turn; 415.3.a ('A player Readies all non-spell Game Objects they Control during the Awakening Phase on their turn') hands the exhaust back every Awaken. The +4 is not a one-off — it is the standing attack size.
- PICK THE CARRIER ONCE. 818.1 makes [Equip] an Activated Ability with its own cost, and 718.2 ('While in this state, the card's printed Rules Text is Inactive') with 721.2 ('Inactive Abilities do not trigger, do not apply, and cannot be activated') means an already-attached Equipment can never pay its own [Equip] again. Moving either gear to another body needs an attach EFFECT, not a second activation.
- A SECOND [GANKING] IS WORTH NOTHING. 810.2: 'Multiple instances of Ganking are redundant', and 810.1.c.3: 'It does not give additional abilities or activations of Movement, only new options for the Standard Move.' So a second Boots, or any other Ganking grant, adds zero to this line — the Boots are bought for the permission, not for stacking.
- THE COST OF LEAVING. If the Harpoon Squad is the sole garrison of the battlefield he departs, 323.6 strips your Control of it at the next Cleanup. The line trades a battlefield you hold for an attack you win, which is why it is a `conquer-engine` and not free tempo — and 466.5 with 466.5.d is what turns winning the combat at 11 Might into the Conquer.
Steps
- Play Harpoon Squad (4 Energy) and walk him to the battlefield you control.
- Play Boots of Swiftness (3 Energy) and Pendulum Blade (3 Energy), then [Equip] each to him: one Chaos rune and one Fury rune (818.1). He stands at Might 7 (434.1.d) with [Ganking].
- In a later Main Phase, use his Standard Move battlefield-to-battlefield (144.4.c.1), paying his exhaust (144.2).
- The departure fires his own trigger (+2) and the arrival fires the Blade's (+2). Both are 'this turn' modifiers and stack: Might 11.
- 190.3.a.1 applies Contested and 464.2.c.1 makes you the Attacker; 465.2.c reads Might 11 on your side of the damage step.
- 415.3.a readies him at your next Awakening and the whole thing repeats.
Per iteration
+4 Might on the attack, every turn, for the unit's own exhaust and no further cards
How it ends
engine — an 11-Might attacker once every turn for two runes paid once, as long as there is a battlefield to leave; nothing here scores except the Conquer the combat itself produces (466.5.d)
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.
SFD-137 Harpoon Squad, VEN-011 Pendulum Blade and SFD-133 Boots of Swiftness were ALL in ZERO entries; the Boots had been REFUSED once, by the #173 batch-3 walk, as a Maduli partner — correctly, since a unit that can never be readied cannot pay 144.2's exhaust. That refusal was scoped to its own lens and does not reach a carrier that readies normally. Card text verbatim from data/corpus_flat.txt; 103.1.b.2, 136.2.d, 144.2, 144.4.c, 144.4.c.1, 190.3.a.1, 323.6, 415.3.a, 420.3.a, 434.1.d, 464.2.c.1, 465.2.c, 466.5, 466.5.d, 485.4, 702.3, 703, 718.2, 718.3, 721.2, 810.1.c.3, 810.2, 818.1 opened in the Core Rules file. No unruled reading.
Walked against Core Rules 2026-07-16