Combo · INFINITE
Jhin, Murderous Artist recalled by Facebreaker — Fiora readies him for infinite Energy and Recruits
Pieces
- Jhin, Murderous Artist ×1
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.)
- Fiora, Worthy ×1
SFD-180 · ready · order
When a unit you control becomes [Mighty], you may pay 1 Order Power to ready it. (A unit is Mighty while it has 5+ Might.)
- Facebreaker ×1
OGN-220 · enabler · order
[Hidden] (Hide now for 1 Power of any domain to react with later for 0 Energy.) [Action] (Play on your turn or in showdowns.) Stun a friendly unit and an enemy unit at the same battlefield. (They don't deal combat damage this turn.)
- Serrated Dirk ×1
SFD-009 · enabler · fury
[Equip] 1 Fury Power (1 Fury Power: Attach this to a unit you control.)
[Assault 2] (+2 Might while I'm an attacker.)
- Eye of the Herald ×1
SFD-153 · payoff · order
[Equip] 1 Order Power (1 Order Power: Attach this to a unit you control.)
When I move, play a 1 Might Recruit unit token here.
Payoff
Deck
- Legend domains cover Fury and Order.
Run play
Prerequisites
- An enemy unit of 2+ Might defends a battlefield the opponent already controls, and the total Might of enemy units there that Facebreaker does not stun is less than Jhin's attacking Might. The first matters because after the recall the defender is the only player with units at the battlefield, and 466.5.d turns Establishing Control into a Conquer — one free point for the opponent if the battlefield was not already theirs. The second matters because Facebreaker stuns exactly one enemy unit and damage kills before the cleanup heals in 3c. Jhin ready in base with the Assault source; Fiora in base.
- RULES the loop stands on: the combat cleanup heals all units (466.1.a.1) and recalls the attackers when defenders remain (466.1.a.2), leaving No Result (466.3.d) with no re-staged combat because only one player has units left (466.3.d.1). A recall is explicitly not a move — "Recalls are not Moves… They do not cause Triggered Abilities to trigger that are triggered by Move actions" (456, 456.1) — so Jhin does not re-trigger on the way home, and 458.1 keeps him ready and stunned. The stun lasts the whole turn: it is cleared only in the end-of-turn cleanup (423.1.a.2). The defender cannot escape: a Standard Move happens only in its controller's own Main Phase (144.1.a) and never during a Showdown or Combat (144.1.c). R13 is near-literal here: 709 defines "becomes Mighty" as the moment Might crosses from below 5 to 5+, and Assault switches on with the Attacker designation (464.2.c) and off at the end of combat (466.7.a), so the crossing is fresh every pass.
- Not protected. Jhin has [Deflect] (opponents pay a rainbow to choose him with a spell or ability) but Fiora has nothing, and every pass opens a Showdown in which the opponent holds priority. Killing Fiora ends the loop. This is an interaction risk, not a rules break.
- THE QUOTED RULE NUMBERS IN THE REDDIT SOURCE ARE OLD NUMBERING (noted 2026-09-09). The thread OP writes "444.1.a.2 - specifies that its a recall" and "Rule 432 says that recalls are not moves"; in the 2026-07-16 Core Rules 444 is Pay and has no .1.a.2, and 432 is Doubling. He is right on substance and wrong on both numbers, and the quote is kept VERBATIM because that is what a quote is - this entry stands on 455 ("A Recall is when a Permanent is relocated from anywhere to its Base without it being a Move"), 456 ("Recalls are not Moves") and 456.1 - and the misattribution of that sentence to 456 was itself typed rather than grepped, inside a note written to correct a misattribution, and caught within the hour by the citation sweep, which it already cites. Swept: 45 rule references across the six Reddit-citing entries, and this is the only broken one.
- THE EQUIPMENT THIS LINE STANDS ON (Serrated Dirk x1, Eye of the Herald x1) IS A LEGAL TARGET THE WHOLE TIME IT SITS THERE. 718.5.b: "Attached cards still can be chosen or targeted by game effects while Attached." Its printed Rules Text is Inactive while attached (718.2) and its [Equip] is unusable (721.2), but neither of those protects the CARD. OGN-022 Thermo Beam (Fury, E5 + 2 Fury Power, "[Action] (Play on your turn or in showdowns.) Kill all gear.") is the only card in the pool that kills EVERY gear at once, so against the 2 copies this line stands on it answers the whole payoff with ONE card. It is symmetric, which makes it cheap for a gearless deck and expensive for anyone else. The unconditional enemy-facing gear kills are OGN-022 Thermo Beam (fury), OGN-224 Salvage (order), SFD-005 Detonate (fury), SFD-032 Disarming Rake (calm), SFD-077 Rocket Barrage (mind), VEN-003 Brittle Steel (fury) - four domains, so there is no identity this line can hide in. (The full swept set is 16 base codes across all six domains; the predicate is /\bkills?\b[^.]{0,80}\bgear\b/i over text+effect of every deckable base in data/cards.json, and the rest either reach only a friendly gear or are gated below this line's costs. Run npm run adversarial to re-derive it.)
- NO GEAR KILL IN THE POOL CARRIES [Reaction] - BUT A KILL IS NOT THE ONLY ANSWER, AND THE PREDICATE THAT MEASURED THAT SET COULD NOT SEE THE OTHER FAMILY. Swept over all 16 kills: Thermo Beam and Salvage are [Action], which 806.1.c.1 makes short for "This can be played during showdowns on any player's turn", and Detonate and Brittle Steel are plain spells, which 155 confines to "an Open State outside of Showdowns on its controller's turn". WHICH OF THOSE PROTECTS THIS LINE DEPENDS ON WHERE IT PAYS, so check before relying on it. If it pays on a HOLD, the Score happens at 315.2.b.2 inside your own Beginning Phase, where 312.2.a gives the opponent no priority in a Neutral Open State and 813.1.c.1 admits only a [Reaction] in the Closed State the trigger opens - no kill in the pool reaches that window at all, so each must be cast on THEIR own turn, a full turn early and fully telegraphed, and that spell on the Chain is itself a Closed State where 312.2.c hands out priority and 813.1.c.1 admits a [Reaction] in response. If it instead pays in your MAIN PHASE, that protection does not exist: 806.1.c.1 puts Thermo Beam and Salvage inside any showdown on any player's turn, so they reach the scoring window itself. THE SECOND FAMILY IS DETACHMENT, AND IT DOES CARRY [Reaction]. 719.1 appends an attached card's Effect Text to its carrier "for as long as they remain Attached" and 137.3.a stops the Might Bonus "as soon as the card with the Might Bonus is no longer Attached", so taking the Equipment OFF switches the payoff off without killing anything. Swept with /\bdetach/i over text+effect of every deckable base: 5 base codes (4 names - Grandmaster at Arms is printed twice), of which only 1 is ENEMY-FACING, because Strike Down says "an equipped friendly unit", Veiled Temple "a friendly gear" and Grandmaster at Arms "you control". That one is SFD-011 Angle Shot - Fury, 2 Energy, NO Power, and it cantrips: "[Reaction] (Play any time, even before spells and abilities resolve.) Choose a unit and an Equipment with the same controller. Attach that Equipment to that unit or detach that Equipment from that unit. Draw 1." The words that make it an answer are "the same controller", which need not be you. WHAT IT PROVABLY DOES is strip the text and the Might Bonus BEFORE the trigger condition is ever met. WHAT IS NOT WALKED, and a reader should not reach for it here until somebody does, is whether a detach inside the scoring window itself accomplishes anything. The reason to DOUBT it - not a paragraph that settles it - is that a Trigger Condition is measured when the trigger is PLACED (383.2.a.1 makes a clause immediately after the trigger "part of the Trigger Condition and not the Effect"), so stripping the Equipment once its trigger is already on the Chain may well change nothing. Nobody has walked what becomes of a chain item whose source text has gone. Until somebody does, treat Angle Shot as a cheap answer cast EARLY, and do not claim it answers the trigger.
- TOURNAMENT RULES 505 IS WHY THIS LOOP MAY BE SHORTCUT AT AN EVENT, AND IT WAS CITED BY NOTHING (upgrade 2026-09-12, #191 batch 27; Tournament Rules, labelled). **505.2** - *"Players performing a loop must have each iteration of the loop be identical with no conditional actions"* - and **505.9** - *"If a sequence of actions is non-deterministic, it may not be shortcut and iterations must be performed manually."* Read against Core Rules 416.5, two or more cards recycled to the Main Deck simultaneously go to the bottom in RANDOM order, so a loop that recycles 2+ per pass is non-deterministic unless it draws all of them back. **The condition is checkable and this entry meets it**: the Main Deck is empty by construction, so every card recycled in a pass is drawn back inside that same pass and the random order never selects a subset. That means the *"zero spare draws"* invariant this catalogue maintains for a different reason - a fifth draw is Burn Out (431.1.a) on one side and a stranded random card on the other - is load-bearing a SECOND time, against a procedural rule it was not written for: it is exactly what makes the loop shortcuttable rather than hand-iterated at a table.
- THE 505 PARAGRAPH ABOVE IS RIGHT ABOUT THE SHORTCUT AND WRONG ABOUT THIS ENTRY'S REASON, corrected 2026-09-13 (#200). It was applied UNIFORMLY to all fourteen INFINITEs by #191 batch 27, and its stated condition - *"the Main Deck is empty by construction, so every card recycled in a pass is drawn back inside that same pass"* - describes the RECYCLE-AND-DRAW loops. **This entry is a COMBAT-RECALL loop: it walks in, takes the Attacker designation, is recalled by 466.1.a.2, and repeats. It puts NO card into the Main Deck and draws none back**, which this entry says in its own words - its `netPerIteration` reads zero cards spent. **So it needs no empty deck at all, and its licence under 505.9 is shorter and stronger than the pasted one: nothing is recycled, so Core Rules 416.5 never fires and there is no random order to be non-deterministic about.** Re-measured over each entry's own `steps` rather than over the pasted needle, the class splits **8 that need an empty Main Deck and 6 that do not**; this is one of the six. **The standing form is about uniform notables rather than about this paragraph: a sentence pasted across a whole class is worth auditing precisely because that is how a CORRECT sentence lands on an entry it was never measured against** - and here the entry's own `netPerIteration` contradicted it in the same record.
Steps
- Jhin (with Eye of the Herald and Serrated Dirk) Standard Moves into the enemy battlefield: +1 Energy +1 rainbow, a Recruit appears there. As an attacker he is 6 Might: Fiora, pay the rainbow as Order Power, ready him.
- First pass only: Facebreaker on Jhin and the enemy unit. Neither deals combat damage; the Recruit's 1 damage is healed in the cleanup.
- Combat cleanup: defenders remain, so Jhin and the Recruit are recalled to base — ready, since a recall does not exhaust. No Result.
- Repeat: every pass is +1 Energy and +1 Recruit in base for nothing. Spend the Energy on Azir, Sovereign (Accelerate; when he attacks, move any number of your tokens to that battlefield), on Scrutinizing Sergeant XP, or hold The Grand Plaza with 7+ bodies next turn.
How it ends
infinite Energy this turn and unbounded Recruits in base; wins through Azir's token moves, a Grand Plaza hold, or a board the opponent cannot answer
Sources
Published elsewhere
- Reddit r/riftboundtcg — "Rek'Sai (red/yellow) Infinite unleashed!", Shagric — played out on TCG Arena, 83 comments 2026-03-24
- Reddit r/riftboundtcg — "$20 Dollar Infinite Recruit Decklist - Rek'Sai", sahkuh 2026-05-23
- Reddit r/riftboundtcg — "Infinites (All Current Ones) - Tokens, Energy, & Power", badfeelingabout_this; the OP's own in-thread correction 2026-03-20
- YouTube - BigChin Gaming, "INFINITE TOKEN REKSAI" - the loop played on camera and called what it is 2026-04-01
Walked here, in this project
- REFUTE pass 2, 2026-09-03 2026-09-03 record
- Hand walk, 2026-09-04 — full pass against Core Rules 2026-07-16 2026-09-04 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.
The infinite cousin of fiora-vault-breaker-jhin: the stun turns every attack into a No Result recall instead of a conquer, so Jhin never leaves the loop. Three-card floor: Jhin + Fiora + Facebreaker at Trifarian War Camp is infinite Energy with no Equipment — but only in Match, where you pick which of your three battlefields is used (486.5); in Duel it is random (485.5). In that build Fiora's trigger and Jhin's Add come off the same move, so put them on the chain in the order that resolves the Add first. Community corrections already folded in: the recall is not a move, so it is not infinite Power (+1 −1 per pass); and the No Result combat is not a combat win, so a Draven opponent does not draw and cannot be decked this way (Unleashed rules clarification quoted in the 2026-05-23 thread). Card text verified against the corpus; rules quoted from Core Rules 2026-07-16. REFUTE 2 (2026-09-03): SURVIVES — +1 Energy, ±0 Power, +1 Recruit per pass, unbounded. HAND-WALKED 2026-09-04 (docs/phase0/walks/2026-09-04-jhin-fiora-facebreaker-recall.md), promoted to verified: every step re-read from the Core Rules, tally confirmed, nothing decrements. The load-bearing facts are that a Standard Move costs exhausting the unit (144.2) which is exactly what Fiora refunds, that Stun is a binary status and not an exhaust so a stunned Jhin still moves (423.1), that it lasts until the end-of-turn cleanup so one Facebreaker covers every pass (423.1.a.2), and that the recall is not a move (456.1) so the trip home adds nothing. Two preconditions: the battlefield must already be the opponent's, which makes 466.5's "if they didn't already control this Battlefield" clause inert so 466.5.d never conquers; and the un-stunned enemy Might there must stay under Jhin's attacking 6, or 465.2.c.3 lets the opponent assign him lethal. The walk depends on no unruled reading: R13 is settled by 807.1.d.1 + 466.7.a + 709, which is rules text, not interpretation. Shares its Fiora, Worthy + Facebreaker readied-attacker skeleton with `garen-fiora-malzahar-facebreaker-recruits`, an independent engine of the same shape that swaps Jhin’s own Assault-based Might crossing for Garen’s aura plus a buffed Malzahar; the two entries cite different community sources and neither named the other before this note (issue #152). REDDIT CITATIONS ARE UNREACHABLE AND NO `accessed` DATE CAN HONESTLY BE STAMPED ON THEM (#137, re-verified 2026-09-14). CLAUDE.md defines `accessed` as "the date somebody on this project opened the url and read it there", so stamping one for a page nobody can open would be a fabrication rather than hygiene. Reddit was re-tested today by three independent routes and all three are shut: plain curl to old.reddit.com returns HTTP 403, www.reddit.com/.json returns HTTP 403 with reddit's own "Blocked" page, and r.jina.ai returns HTTP 200 while RELAYING the 403 in its body - a status-code check on that proxy is a false pass. This entry does not rest on the thread: its verification is the hand walk and the Core Rules paragraphs cited above, and the link is kept as a LEAD, which is the distinction #137 exists to make legible.
Walked against Core Rules 2026-07-16