Combo · ENGINE
Three Jhins and a hidden Emperor's Divide — a ten-resource turn
Pieces
- Jhin, Murderous Artist ×3
UNL-022 · engine · fury
[Deflect] (Opponents must pay 1 Power of any domain to choose me with a spell or ability.) [Ganking] (I can move from battlefield to battlefield.) When I move, [Add] 1 Energy + 1 Power of any domain. (Abilities that add resources can't be reacted to.)
- Emperor's Divide ×1
SFD-043 · enabler · calm
[Hidden] (Hide now for 1 Power of any domain to react with later for 0 Energy.) [Action] (Play on your turn or in showdowns.) Move any number of friendly units at a battlefield to their base.
- Twilight Reveler ×2
VEN-020 · ready · fury
When I attack, ready another friendly unit.
- Rogue Assassin ×1
VEN-139 · legend · fury/calm
[Empower] 3 Energy + 1 Power of any domain (3 Energy + 1 Power of any domain: Empower this. Use only if not Empowered.) [Action][>] Exhaust: If it's your turn, move a friendly unit in a showdown to base and if I'm [Empowered], ready it.
Payoff
Deck
- Legend domains cover Fury and Calm (Rogue Assassin VEN-139 is the natural pick).
Prerequisites
- You control battlefield X with a Divide hidden there; three Jhins ready at base; the opponent has units on a battlefield for the Revelers to attack. Attack triggers need a Combat, and a Combat needs units from two opposing players at the battlefield (461, 383.4.e) - an empty enemy battlefield gives a showdown and no triggers.
- Only one facedown card per battlefield (811.1.b), so a second Divide needs a second controlled battlefield. Duel has exactly two battlefields (485.4, 485.5), so a second Divide and an attackable enemy battlefield cannot coexist there: the two-Divide version needs a three-battlefield mode.
- Divide's targets must be at the battlefield it was hidden at (811.1.d.2). Moving into a battlefield you already control applies no Contested status (190.3.a.1), so the three Jhins walk in without opening a showdown; emptying X on the Divide costs you control of X at the next cleanup and would trash any second hidden card there (323.6, 323.7).
- The Revelers are spent on the attack: they are M3 into whatever garrisons Y, and the line only needs their triggers, not their survival.
- 323.7 — THE HIDDEN DIVIDE IS DESTROYED IF X CHANGES HANDS, not just switched off. "Remove all Hidden cards from all Battlefields that are not controlled by the same player and place them in their owner's Trash" (323.7, and 466.5.c on establishing Control) applies to the Divide waiting at X, not only to a hypothetical second facedown card. Keeping control of X between hiding and flipping is part of the line's cost.
Steps
- Jhins A, B, C Standard Move base -> X, a battlefield you already control: +3E +3P. No Contested applies (190.3.a.1), so nothing opens at X. All three are exhausted, because exhausting is the cost of a Standard Move (144.2).
- Two Twilight Revelers Standard Move to the enemy battlefield Y and you initiate: every unit you control at the contested battlefield gains the Attacker designation at once (464.2.c.3), so both Revelers trigger off the single combat (383.4.e.2.a caps each at one check). Ready A and B.
- Play the hidden Divide, ignoring its base cost (811.1.b): A, B, C move X -> base. +3E +3P. This is an effect move, not a Standard Move, so it pays no exhaust cost and A and B arrive at base still ready.
- A and B Standard Move base -> X: +2E +2P. X went uncontrolled at the Cleanup after the Divide emptied it (190.4.c, 323.6), so this time Contested does apply and a Non-Combat Showdown stages there (323.8, 316.8.b.1). That is eight moves, +8E +8P.
- In that showdown, an Empowered Rogue Assassin moves A to base and readies it: +1E +1P. B stays, so control of X is re-established when the showdown closes (190.4).
- A Standard Moves back into X once the showdown has closed - a Standard Move is illegal during one (144.1.c). Ten moves, +10E +10P, every point of it added in the Main Phase and so spendable until end of turn (167).
How it ends
engine only — eight moves for +8 Energy and +8 Power in a turn, ten and +10/+10 with an Empowered Rogue Assassin, all for 1 rainbow paid on an earlier turn
Sources
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.
First Fury/Calm entry. Bounded by Divides (3), Jhins (3), Reveler attacks and hidden slots; nothing in Fury/Calm recurs a Divide. No in-domain kill: it hands the deck a 10/10 turn for its big spells. Card text verified against the corpus. HAND-WALKED 2026-09-04 (docs/phase0/walks/2026-09-04-divide-and-plaza.md): all seven rule numbers the entry already cited check out, and four load-bearing ones it was missing were added. The critical one is 144.2 - exhausting is the COST of a Standard Move, so the Divide's effect move costs no exhaust and the readied Jhins come back to base still ready; without that the line is six moves, not eight. Depends on no unruled reading.
Walked against Core Rules 2026-07-16