Combo · ENGINE
The Grandmaster reattaches Warmog's for free, so one Equipment buffs a different unit every turn
Pieces
- Grandmaster at Arms ×1
SFD-193 · legend · calm/body
1 Energy, Exhaust: Attach a detached Equipment you control to a unit you control. Exhaust: Attach an attached Equipment you control to a unit you control.
- Warmog's Armor ×1
SFD-108 · payoff · body
[Equip] 1 Body Power (1 Body Power: Attach this to a unit you control.)
When I conquer, buff me. (If I don't have a buff, I get a +1 Might buff.)
Payoff
Deck
- Legend domains are Calm and Body: SFD-193 Grandmaster at Arms IS the legend, and Warmog's Armor is Body.
Prerequisites
- THE FREE HALF OF THE LEGEND IS THE ENGINE, AND IT IS EASY TO MISREAD. The Grandmaster prints two abilities: '1 Energy, exhaust: attach a DETACHED Equipment' and 'exhaust: attach an ATTACHED Equipment'. The second costs nothing but the exhaust, so once the armour is on somebody, moving it is free forever.
- IN ANY OTHER DECK THE BUFF IS STUCK ON ONE UNIT. That is the source's point in its own words, and it is what makes this a combo rather than a good card: the buff Warmog's grants on a conquer stays on the unit that had it, and the armour moves on to buff the next one.
- ONE MOVE A TURN. The legend's cost carries an exhaust, so 315.1.b readies it in your Awaken and there is no second reattachment however much Energy you have.
- A BUFF IS A STATUS, NOT DAMAGE OR A COUNTER, AND IT STAYS. 124.2 lists Buffed among the statuses an object can carry, and 124.1 only clears them when the object changes zones to or from a Non-Board Zone - a unit that keeps standing there keeps its buff after the armour leaves.
- It needs conquers, which is the throttle: 469.1 is one Conquer per battlefield you take, so a turn where you take nothing buffs nobody.
Bodies no card supplies
Exhaust the legend - its second ability, no Energy - to attach the already-attached Warmog's to a DIFFERENT unit you control
Steps
- Equip Warmog's Armor to a unit (1 Body Power, or 1 Energy + exhaust through the legend's first ability).
- Conquer with that unit: '[Effect] When I conquer, buff me' gives it a +1 Might buff.
- Exhaust the legend - its second ability, no Energy - to attach the already-attached Warmog's to a DIFFERENT unit you control.
- That unit conquers next turn and gets its own buff, while the first one keeps the buff it already has (124.1, 124.2).
- Repeat every turn.
Per iteration
+1 permanent Might buff on a new unit per turn, for one exhaust of the legend and nothing else
How it ends
engine only - one reattachment a turn, throttled by how often you conquer
Sources
Published elsewhere
- YouTube — Treehouse TCG, "Jax Deck Profile | Dalian and Bologna Regional decklists" 2026-03-02
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
- Minería por leyenda — issue #62 (GitHub) 2026-09-06
Walked here, in this project
- Hand walk 2026-09-06 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-issue62-section3.md), issue #62 section 3, and the source is a regional decklist rather than theorycraft. SFD-108 Warmog's Armor was in the catalogue only as a passenger in jhin-relentless-pursuit-wallop; this is the first entry about what it does. The distinction the walk insists on is between the legend's two abilities: the DETACHED one costs 1 Energy and the ATTACHED one costs only the exhaust, and it is the free one this engine runs on. Card text verbatim from data/corpus_flat.txt. Trap check: no attack designation is needed for a Conquer; no [Repeat]; no [Temporary]; no token; no recall; 434.1.f handles the detach half of a reattachment automatically. Depends on no unruled reading.
Walked against Core Rules 2026-07-16