Combo · ENGINE
Heimerdinger copies the Vanguard Armory — six Recruits a turn, every turn
Pieces
- Heimerdinger, Inventor ×1
OGN-111 · engine · mind
I have all Exhaust abilities of all friendly legends, units, and gear.
- Vanguard Armory ×1
SFD-168 · payoff · order
Exhaust: Play three 1 Might Recruit unit tokens. (You may play them to different locations.)
Payoff
Deck
- Legend domains cover Mind and Order: OGN-265 Herald of the Arcane, OGS-021 Lady of Luminosity, SFD-201 Chem-Baroness, UNL-199 Deceiver.
Prerequisites
- SIX A TURN, NOT NINE — and 2026-09-06 closes the domain question for good. #46 conjectured nine by adding Acceleration Gate to ready both; the Gate is Mind/Body and this pairing is Mind/Order, so 103.1.b.4 keeps it out. The ready lens (#56) asked whether OGN-162 Miss Fortune, Captain rescues it. She does not: she is Body, and Mind + Order + Body is THREE domains against a legend's two (103.1.b.4), the same wall as the Gate. What she rescues is the SHAPE, in another deck — plaza-armory-miss-fortune is the Body/Order route, and the two can never share a list. Steady state here stays six: three Recruits from the Armory's own exhaust and three from Heimerdinger's copy of it.
- IT IS REPEATABLE, WHICH IS THE POINT. OGS-015 Recruit the Vanguard makes four tokens once, for 6 Energy; the Armory makes three every turn, and Heimerdinger doubles that, for a one-time 7 Energy + 1 Power.
- IT CROSSES DIRECTLY INTO THE PLAZA ROUTES, AND IT REACHES SEVEN IN ONE TURN, NOT TWO. Seven units at The Grand Plaza when you hold is the game (OGN-293, rule 195). With OGN-265 Herald of the Arcane as the legend — already the first name in this entry's own prerequisite — the count is Armory 3 + Heimerdinger's copy of the Armory 3 + the legend's own '1 Energy, [exhaust]: Play a 1 Might Recruit unit token' 1 = SEVEN in a single Main Phase. Heimerdinger has all the [exhaust] abilities but only one exhaust to spend, so he takes the Armory's three and the legend still has its own; R30 = B does not bite, because neither the Armory nor the Herald prints a 'use only while' clause. heimerdinger-herald-legend-recruits states the same count from the other side. See grand-plaza-recruit-vanguard and spiderling-swarm-grand-plaza. The Armory's reminder permits different locations, and 355.2.a already allows a battlefield you control.
- 143.4 — the Recruits enter exhausted, so they neither defend nor move the turn they appear.
- A two-turn build, not a turn-three kill: 7 Energy + 1 Power for the Armory and 3 Energy + 1 Power for Heimerdinger, and 143.4 means Heimerdinger cannot use the copied ability the turn he lands.
- NINE IS REACHABLE IN MIND/ORDER, BUT ONLY ON A GEAR TURN. VEN-068 Jayce, Brilliant Inventor is Mind, so he is legal here, and reads 'When you play me or the first time you play a non-token gear each turn, you may ready something besides me that's exhausted.' Readying the Armory (or Heimerdinger) is three more Recruits, for nine. The price is a non-token gear played every turn — a card and its Energy each time — so it is a rider on gear turns, not the steady state. Deliberately not in uses.
Steps
- Play the Vanguard Armory (7 Energy + 1 Power). Gear enters ready (143.4 exhausts only units), so it can fire the same turn.
- Play Heimerdinger, Inventor (3 Energy + 1 Power). He enters exhausted.
- Next turn, Awaken readies both. Exhaust the Armory: three Recruits. Exhaust Heimerdinger, using his copy of the same ability: three more.
- Six 1 Might Recruits a turn, placed at your base or at battlefields you control.
Per iteration
+6 Recruit tokens per turn, for 0 Energy after the build
How it ends
engine only — six Recruits a turn for free; it wins through a Grand Plaza hold at 7+ units, not on its own
Sources
Published elsewhere
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
- Internet mining lens — issue #46 (GitHub) 2026-09-06
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 2026-09-06 (docs/phase0/walks/2026-09-06-issue46-mining-walk.md), issue #46 section 1. The candidate came from a Reddit thread that could not be opened on 2026-09-06 (Reddit now CAPTCHA-walls this machine even in a real browser with the project's own cookies), so it carries NO Reddit citation: the mechanism is read off the two cards' printed text and the rules instead, which is the stronger evidence anyway. The one correction to the candidate is the count — six, not nine, because Acceleration Gate is Mind/Body and cannot legally sit in a Mind/Order deck (103.1.b). This is the cleanest use of Heimerdinger in the catalogue, because the Armory carries no restriction clause and so R30 never comes up. CORRECTED 2026-09-06 by the #48 walk (docs/phase0/walks/2026-09-06-token-lens-candidates.md): notable[2] said this line 'reaches seven in two turns from an empty board', which was measured without counting Herald of the Arcane's own exhaust — Armory 3 + Heimerdinger 3 + the legend 1 is seven in ONE turn. Class, uses, quantities and steps are UNCHANGED. Card text verbatim from data/corpus_flat.txt. Depends on no unruled reading. DOMAIN REFUTATION FROM #46 CLOSED 2026-09-06 by the ready-lens walk (docs/phase0/walks/2026-09-06-ready-lens-candidates.md), issue #56: Miss Fortune does not rescue the 'nine' conjecture either — Mind + Order + Body is three domains (103.1.b.4). She rescues the shape in a different deck, plaza-armory-miss-fortune, and the two routes can never share a list. The walk did find the one card that reaches nine inside Mind/Order: VEN-068 Jayce, Brilliant Inventor, on any turn you play a non-token gear. Added as a notable rider. Class, uses, quantities and steps are UNCHANGED.
Walked against Core Rules 2026-07-16