Combo · CHAIN · 8 points
Seven off the Hold and two off the combat: the two halves of Chaos/Order want opposite boards
Pieces
- Ivern, Friend to All ×3
UNL-177 · payoff · order
As you play me, choose Bird, Cat, Dog, or Poro. I gain that tag. When I conquer or hold, score 1 point if your units have all of the following tags among them — Bird, Cat, Dog, and Poro.
- Reckoner's Arena ×1
OGN-286 · battlefield
When you hold here, activate the conquer effects of units here.
- Draven, Audacious ×1
SFD-148 · payoff · chaos
[Deflect] (Opponents must pay 1 Power of any domain to choose me with a spell or ability.) The first time I win a combat each turn, you score 1 point. When I die in combat, choose an opponent. They score 1 point.
- Wind and Ghosts ×1
VEN-106 · enabler · chaos
[Action] (Play on your turn or in showdowns.) Choose a unit at a battlefield. If it has 3 Might or less, banish it. Otherwise, return it to its owner's hand.
- Daring Poro ×1
OGN-210 · enabler · order
[Assault] (+1 Might while I'm an attacker.)
Payoff
Deck
- THE LEGEND IS FORCED AND THERE IS EXACTLY ONE. Measured over data/cards.json, the pool prints a single Chaos/Order legend NAME - Heart of the Tempest (VEN-155, VEN-197) - so this is not a choice, it is the shell. (CLAUDE.md records the same census: Chaos/Order is one of three single-name pairs, beside Body/Mind and Calm/Fury.) Ivern and Daring Poro are mono-Order, Draven and Wind and Ghosts are mono-Chaos, and Reckoner's Arena is colourless, so the union is exactly the legend's two domains (103.1.b).
- None of the five is banned or restricted in either format - checked against data/legality.json, which has no row touching UNL-177, OGN-286, SFD-148, VEN-106 or OGN-210.
- The Arena is a battlefield you PROVIDE, so it is not certain to be in play: 485.4.a has each player provide three of which one is used, and 485.5 says the selection is random. 103.4.c and Tournament Rules 402.1 forbid running three copies of it to fix that. This line is therefore a 1-in-3 on its own battlefield, exactly like every other Reckoner's Arena entry in the catalogue.
Prerequisites
- THE DESIGN IDEA IS THAT THE TWO HALVES WANT OPPOSITE BOARDS, AND THAT IS WHY THEY ARE IN ONE ENTRY. The catalogue's own stalled-board pass (npm run adversarial --stalled) puts 29 of its finishers in a HOLD bucket whose defining weakness is that the stall which makes a finisher necessary is the stall that switches it off - a Hold needs battlefields you ALREADY control. The Ivern half here is exactly that, and it is seven of the nine points. The Draven half is its complement: 466.3.a needs a combat, 323.9 stages one only where units of opposing players meet, and 807.1.d makes being an attacker mean the unit gained the Attacker designation during Combat - so it pays ONLY where the opponent has garrisoned. Against a passive board the Ivern half pays seven and Draven is a spare body; against a board contesting the other battlefield Draven supplies the eighth point the Hold cannot reach. Neither half covers both states and together they do.
- THE ARITHMETIC, AGAINST THE QUANTITIES THIS ENTRY DECLARES. Beginning Phase, holding the Arena with three Ivern standing there: 315.2.b.2 Holds every battlefield you control, 471.1 Gains 1 point for the Hold itself; the three Ivern hold-faces Gain 3 more (383.4.d.2.a); and the Arena activates the three conquer-faces for 3 more, which 383.4.g.1 places 'on the chain as if it had just triggered'. That is SEVEN, and it is the same number the formula published by ivern-arena-sentinel-hold gives - 1 + (2N + T) x (1 + K) with N = 3 Ivern, T = 0 Trinity Force (Body, out of identity), K = 0 Blue Sentinel (Mind, out of identity). Then the Main Phase: Draven wins his combat for an eighth, and the Conquer that follows it is a ninth. NINE, across two scoring events in one turn with no opponent turn in between, which is what makes it a CHAIN and not a BURST.
- THE EIGHTH POINT IS AN ABILITY GAIN, WHICH IS WHY THE FINAL POINT CLAUSE NEVER GETS TO BITE. At seven you are one from the Victory Score, and 471.1.b governs a player who 'tries to Gain a Point through a Conquer' in exactly that position, with 471.1.b.1 giving the Final Point only 'If the player has Scored every Battlefield this turn' and a card otherwise. Draven's point is not a Conquer: R2 = A makes a card-text 'you score 1 point' a 194.1.c Gain by ability, and 471.1.a.1 says outright that 'points Gained from sources that are not Conquer are not beholden to these restrictions'. So the line reaches eight without ever testing the clause. It would pass it anyway - the Hold Scored the Arena and the Conquer Scores the other battlefield, which is every battlefield on a Duel table (485.4) - but it does not have to, and an entry that depended on that would be one clause more fragile.
- SEVEN OF THE NINE ARE HOLD-GATED AND THIS ENTRY DOES NOT PRETEND OTHERWISE. If the opponent takes the Arena, the Ivern half is worth zero and what is left is Draven's two. The line is not a rescue from a fully stalled board; it is a line for the common middle state, where you hold one battlefield and they contest the other. State it that way when comparing it with draven-svellsongur-bloodless-combat-burst, which is the fully credential line in this family and pays nine off the combat alone - in Calm/Chaos, because its multiplier is SFD-059 Svellsongur and Svellsongur is Calm.
- WHY CHAOS/ORDER LANDED ON SEVEN THREE DIFFERENT WAYS BEFORE THIS, AND THE MEASUREMENT BEHIND IT. Swept over data/cards.json for Chaos or Order cards whose text pays on a conquer, an attack or a combat win: 18 distinct names, of which exactly TWO gain a point - UNL-177 Ivern (Order) and SFD-148 Draven (Chaos). Every combination of those two alone stops at seven. Three Ivern at the Arena on a Hold is 1 + 3 + 3 = 7. Three Draven plus three Ivern winning one bloodless combat is 3 + 3 + 1 = 7. Three Ivern plus three Draven split across both battlefields does reach 8, and costs 44 Energy and 5 Power, which is turn nine or later on the clock this project measures with. The route that works is the cheap one - E29 and only 2 Power, because Ivern is E6 with NO Power cost - and it works by using BOTH phases of one turn rather than by buying more bodies.
- THE LEGEND IS NOT IDLE, BUT ITS HELP IS CONDITIONAL AND IS NOT COUNTED ABOVE. VEN-155 Heart of the Tempest reads 'When you play a card from anywhere other than your hand, empower me. [Action][>] Disempower me, :rb_exhaust:: Give a unit [Assault 2] this turn.' 807.1.c is functionally short for 'While I am an attacker, I have +X :rb_might:.' and 807.1.d ties that to the Attacker designation Draven has, so it takes him to 8 Might for the attack - which matters because the one card in the pool that can reinforce the emptied battlefield at Reaction speed is a Might 6 body. But the Empower has to be paid for by playing a card from somewhere other than hand, and the ability costs the legend's exhaust, so it is one activation a turn and only in a list that supplies the trigger. Counted as available, never as load-bearing.
- THE REINFORCEMENT THREAT IS ONE CARD, MEASURED THE SAME WAY AS IN THE SIBLING ENTRY. Inside the Showdown the opponent still controls the battlefield - 323.6 strips Control only 'if the turn is in an Open State and there is no Showdown or Combat ongoing there' - so 355.2.a still admits a play there. Swept over units of Might 6 or more: ZERO carry [Reaction] in their own text once parenthesised reminder text and quoted token text are stripped, and three carry [Ambush], which 822.1.b makes short for 'I may be played to a battlefield where you control Units' - false once the garrison is gone. Only UNL-120 Rengar, Trophy Hunter lifts that with its own text, 'I can [Ambush] to a battlefield where there are enemy units (even if you don't have units there).' Unlike the Calm/Chaos sibling, this line has no [Tank] answer in its identity; its answers are the legend's [Assault 2], a second removal, or accepting that Draven trades and the Hold's seven still stand.
- DRAVEN'S DRAWBACK IS SMALL HERE AND LARGE IN THE SIBLING, AND THE DIFFERENCE IS THE MULTIPLIER. 'When I die in combat, choose an opponent. They score 1 point.' At one copy and no Svellsongur that is one point handed back, which is a bad trade and not a lost game. draven-svellsongur-bloodless-combat-burst stacks eight instances of the same sentence on one body and therefore has to buy UNL-057 Alpha Wildclaw to protect it; this entry does not, and that is the whole reason it can afford three Ivern instead.
- THE TAG BODY IS PARKED AT BASE TO DODGE `OGN-133`, AND THREE CARDS REACH IT THERE (added 2026-09-13, #200). `UNL-177 Ivern, Friend to All` reads *"When I conquer or hold, score 1 point if your units have all of the following tags among them — Bird, Cat, Dog, and Poro"*, and that clause carries NO location clause — which is exactly why this entry declares `OGN-210 Daring Poro` (Might 2) in zone BASE, where `OGN-133 Flurry of Blades` (*"Deal 1 to all units at battlefields"*) cannot reach it. THAT REASONING IS RIGHT AND IT IS INCOMPLETE. Measured over the twenty cards in the pool that remove more than one body in one action (the table is in `docs/phase0/walks/2026-09-13-might-1-survivability.md`), FOUR carry no location clause of their own and take the base too — corrected from THREE on 2026-09-13, and the fourth is the CHEAPEST of them: `UNL-132 Angler Beast` (Chaos, E5 P1, *"return all units with 2 :rb_might: or less to their owners' hands"*), `VEN-133 Glowstone` (Order, **E2**), `UNL-180 The Ruination` (Order, E9 P3, *"Kill all units."*) and `SFD-147 Downwell` (Chaos, E8 P2, *"Return all units and gear to their owners' hands."*). Glowstone's route is printed on the card: its own activated ability reads *"Disempower this, :rb_exhaust:: Choose a player. They gain control of this and recall it."*, and its delayed clause reads *"At the end of your turn, kill this and deal 5 to all units you control."* So an opponent plays it, Empowers it, then disempowers and exhausts to HAND IT TO YOU, and 053.2 makes a gear say "this" and *"your turn"* its CONTROLLER's turn, so the end of YOUR turn deals 5 to all units YOU control, base included. Against a Hold line the timing works: the body dies at the end of turn N and the Hold at the start of N+1 finds three tags. Two qualifications, because they decide what to do about it: it is FIVE damage, so no +Might in the pool reaches it and it belongs in this census rather than in any repair list; and it costs the opponent a cross-turn setup that sits visibly on their board first. The tag body sits inside Angler Beast's band and THERE IS NOWHERE FURTHER BACK TO PARK IT, because the base is already the safe zone. And the loss is total rather than partial — though NOT for the reason the first version of this note gave, which had 383.2.a.1 exactly backwards (corrected 2026-09-13). THAT RULE’S TEST IS POSITIONAL and Riot works both sides of it: `Sona, Harmonious` puts the *"if"* IMMEDIATELY after the Condition, so it is part of the Trigger Condition and *"if she is removed in reaction to the triggered ability, it will still resolve"*; `Loose Cannon` puts it after the effect verb and Riot says outright it *"is not immediately after the trigger condition, so it is part of the effect and not the condition"*. `UNL-177` reads *"When I conquer or hold, score 1 point if your units have all of the following tags among them"* — THE EFFECT VERB FIRST, which is the Loose Cannon shape — so the tag check is part of the EFFECT and is made ON RESOLUTION. The loss is total because the card says *"all of the following tags"*, and the TIMING runs the opposite way from a Trigger Condition: killing the tag body IN RESPONSE to the trigger BLANKS the whole Score, where a Trigger Condition would have survived it. **That makes parking the body at base MORE load-bearing, not less** — and it is why the three no-location threats above are the ones that matter. PARKING AT BASE IS A DEFENCE AGAINST FLURRY AND NOT A DEFENCE AGAINST THE LENS — eighteen entries in the catalogue park a Might-2-or-less body at base and, before this note, none named any of the three. AND THE REPAIR FOR A BASE-PARKED BODY MUST BE BOARD-WIDE, WHICH NO NOTABLE IN THIS FAMILY SAID UNTIL 2026-09-13. The six static +Might grants split on location exactly as the threats do. `OGS-013 Garen, Commander` and `OGN-243 Darius, Executioner` read *"Other friendly units have +1 :rb_might: here"* — the last word is HERE —, so they are complete against the sixteen location-scoped sweeps AND ONLY AT THAT BATTLEFIELD, and they do NOTHING for a body at base. `VEN-018 Rage Amplifier`, `UNL-077 Soul Shepherd`, `UNL-147 Baron Nashor` and `UNL-191 Wuju Master` carry no location clause, so they reach the body wherever it stands, up to their own Might threshold. A SCOPE IS SAFE EXACTLY WHEN IT MATCHES THE THREAT: `OGN-133` reads *"all units at battlefields"* and a Plaza counts its seven *here*, which is why a here-scoped +1 answers it completely — and this body is at the BASE, which is the one place that grant cannot follow it. The reason no earlier notable said so is structural rather than careless: the Ivern notables were written about the base-reaching threats and the Plaza notables about the here-scoped one, and nobody put the two halves in the same sentence.
- 7 ENERGY ANSWERS THE GARRISON THIS LINE NEEDS. OGN-123 Unchecked Power is mind, 7 Energy + 2 Power: "Exhaust all friendly units, then deal 12 to ALL units at battlefields.". 143.2.a kills on marked damage at or above Might, so it kills every body at or below Might 12 SIMULTANEOUSLY however many there are: the binding constraint is MIGHT PER BODY, not the number of bodies, so going wider answers nothing. IT IS SYMMETRIC, WHICH IS HALF THE PRICE AND THE QUOTED TEXT SAYS SO: it sweeps ALL units at battlefields, the caster's included. Against a deck with a board of its own it is a two-sided trade and they may not want it; against one playing from hand it is free. Read the matchup, not the Energy. A CHEAPER ANSWER EXISTS AND IT IS NOT AVAILABLE TO EVERY OPPONENT: OGN-268 Bullet Time costs 1 Energy + 6 Power here (it pays per point of damage, so it scales to any garrison) and is [Action], so 806.1.c.1 puts it inside any showdown on any player's turn - but it is a SIGNATURE card tagged Miss Fortune, and 103.2.d.2 requires every Signature card to carry the Chosen Champion Legend's tag, so only a Miss Fortune legend can run it. Count it as a matchup, not as the field. THE IDENTITY HOLDS NO ANSWER, and there are two ways that happens: either nothing with a permanent, garrison-wide +Might is legal beside this line under 103.1.b, or something is legal and cannot REACH - every such protection in the pool is +1 or +2, so against a sweep dealing 12 a garrison whose floor is 6 stays dead either way (143.2.a kills on damage at or above Might). This line cannot be protected against that answer and can only be rebuilt. WHEN THE ANSWER LANDS, AND IT IS NOT INSIDE THE HOLD. A Hold resolves at 315.2.b.2, which Holds "all Battlefields they Control", inside YOUR Beginning Phase - and 312.2.a gives a player priority only "When the turn is in a Neutral Open State during their Main Phase", i.e. their own. So the opponent cannot answer in the Hold window itself; they answer on THEIR turn, which is the turn immediately before it. The cost of that is yours, not theirs: your own Main Phase comes AFTER your Beginning Phase (315 then 316), so there is no window in which to rebuild the garrison. Holding up a [Reaction] on their turn is the only response this line has.
Steps
- 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.
- Beginning Phase, Scoring Step. 315.2.b.2 Holds every battlefield you control, so the Arena Holds and 471.1 Gains 1 point.
- The same Hold fires all three Ivern hold-faces - their four-tag condition is met - for 3 more points.
- 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.
- 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).
- 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.
- 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.
- 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.
- 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
- Hand walk 2026-09-12, issue #200 (docs/phase0/walks/2026-09-12-synthesised-lines.md) - synthesis lane, batch 3c: the last identity with zero BURST and zero CHAIN, designed by asking what each half of the pair uniquely owns 2026-09-12 record
- ivern-arena-sentinel-hold and ivern-arena-trinity-body-order-hold - the two verified entries this one takes the 1 + (2N + T) x (1 + K) formula and the 383.4.g.1 citation from 2026-09-12
- draven-rebuke-bloodless-combat - the verified entry establishing the bloodless-win sequence (464.2.f.1, 464.2.g, 465.1, 466.3.a, 466.5.d) and its garrison-of-one limit 2026-09-06
Walked against Core Rules 2026-07-16