RIFTCOMBO

Combo · CHAIN · 8 points

Seven off the Hold and two off the combat: the two halves of Chaos/Order want opposite boards

7 cards · order + chaos · verified

Pieces

Payoff

Score arbitrary pointsBurst of points in one scoring event

Deck

Prerequisites

Steps

  1. Board before the turn: Reckoner's Arena is the battlefield you brought and you control it, with three Ivern, Friend to All standing there, each having chosen a different tag as it was played (say Bird, Cat, Dog). Daring Poro sits at your base supplying Poro, so all four tags are among your units. Draven, Audacious is on the board and ready, Wind and Ghosts in hand, 3 Energy and 1 Chaos Power available. The opponent garrisons the other battlefield with a single unit.
  2. Beginning Phase, Scoring Step. 315.2.b.2 Holds every battlefield you control, so the Arena Holds and 471.1 Gains 1 point.
  3. The same Hold fires all three Ivern hold-faces - their four-tag condition is met - for 3 more points.
  4. The Arena's own trigger then activates the conquer effects of units there. 383.4.g.1: 'To do so, that player checks the condition of all of the specified effects, as if they had fulfilled the named part of the condition', and its worked example is this battlefield by name. Each Ivern's conquer-face is placed on the chain as if it had triggered: 3 more points. Seven.
  5. Main Phase. Standard-move Draven to the garrisoned enemy battlefield, paying his exhaust (144.2, 144.4). The Contested status makes you the Attacker (464.2.c.1).
  6. The Combat stages at the next Cleanup (323.9) and opens into its Showdown (323.13). Cast Wind and Ghosts there - [Action], which 806.1.c.1 makes short for 'This can be played during showdowns on any player's turn' - and remove the lone defender.
  7. 465.1 - 'If both Attacking and Defending units remain at this battlefield, the following Tasks become Outstanding, in the specified order' - finds the defending side empty, so no damage step happens and Draven cannot die. 466.1.a.2 recalls attackers only 'if Defenders are still present', so 466.3.d's No Result is not reached either.
  8. 466.3.a gives you the combat, 466.3.c - 'Units at this battlefield inherit the same combat result as their controllers' - hands it to Draven, and his first win of the turn Gains the eighth point. 471.1.a.1 keeps it clear of the Final Point clause.
  9. 466.5 then establishes Control and 466.5.d makes it a Conquer for a ninth point. 194.2 awards the game 'in a cleanup', to a player with 'points greater than or equal to the Victory Score and more points than any other player'.

Per iteration

+9 points in one turn across two scoring events - seven in the Beginning Phase off one Hold, two in the Main Phase off one combat - for E29 and only 2 Chaos Power of deployment

How it ends

chain of nine points in one turn, across a Hold and a combat with no opponent turn in between; seven of the nine need a battlefield you already hold and two need one the opponent garrisons, so the line is written for the middle board rather than for either extreme

Sources

Walked here, in this project

Walked against Core Rules 2026-07-16

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