Combo · ENGINE
Jinx, Rebel counts discard EVENTS, not cards
Pieces
- Jinx, Rebel ×1
OGN-202 · payoff · chaos
When you discard one or more cards, ready me and give me +1 Might this turn.
- Chemtech Enforcer ×3
OGN-003 · engine · fury
[Assault 2] (+2 Might while I'm an attacker.) When you play me, discard 1.
Payoff
Deck
- Fury + Chaos: all five Fury/Chaos legends in data/corpus_flat.txt hold it (103.1.b.2) - UNL-185 Bloodharbor Ripper, VEN-143 Master of Shadows, OGS-017 Dark Child, SFD-185 Glorious Executioner and OGN-251 Loose Cannon. Loose Cannon is the one for this entry, because its tag is Jinx. 103.2.a.2: 'Must be a champion unit with a champion tag that matches the tag on your Champion Legend.', and the rule's own example names this card: 'Example: Loose Cannon has the tag Jinx. Therefore, a player could choose Jinx, Rebel or Jinx, Demolitionist as their Chosen Champion, because they also have the tag Jinx.' 103.2.a.1: 'This will be placed in the Champion Zone at the start of the game.', and 419.1.a: 'By default, a player can only Play cards from their hand or their Chosen Champion zone.' So under Loose Cannon she is available every game, against 45.73% by T3 as a three-copy deck card under the other four (one of three copies in the first 7 cards of a 39-card pile). Its own text also refills the hand this engine empties: 'At start of your Beginning Phase, draw 1 if you have one or fewer cards in your hand.' CORRECTED 2026-10-14 (#369, from the run play docs/plays/2026-10-14-the-ready-only-pays-when-jinx-is-spent-and-in-a-duel-switching-battlefields-costs-a-card.md): this named only Bloodharbor Ripper, Master of Shadows and Dark Child.
- Cards in hand to discard — the Enforcer's discard is not optional, and from an empty hand it does not happen at all, so no event fires (422.4's example: 'If they have no cards in hand, the entire discard instruction is ignored.'). CORRECTED 2026-10-14 (#369): see the notable on the three-Enforcer turn for the six cards it needs.
Run play
Prerequisites
- THE ENTRY IS A COUNTING FACT AND IT INVERTS THE NAIVE READ. 'When you discard one or more cards' fires once per discard EVENT, however many cards that event moves. So a single spell that discards two gives Jinx ONE ready and ONE +1 Might, while two cards that discard one each give her TWO of each. A deck built for her wants many small discards, not one big one — which is the opposite of what a discard deck usually wants.
- What the ready is worth: 144.2 prices the Standard Move at the unit's own exhaust, so a readied Jinx moves a second time; and standing her back up after she has moved makes her a defender at full Might rather than an exhausted body. Exhausted is not stunned — 464.2.c.3 and 465.2.b do not filter by state (#61) — so the ready is about the MOVE, not about combat.
- The +1 Might is a plain continuous modifier for the turn, not a 702 buff counter, so 702.3's one-per-unit cap never applies and the three instances stack: three discard events put her at M8 for that turn. That is the same distinction #102 drew for Lee Sin, Centered.
- Three Chemtech Enforcers is E6 for three bodies at M2 with [Assault 2] and three discard events. The discards are a real cost — three cards out of hand — and this entry does not pretend they are free; what makes them cheap is that the trash is where a Fury/Chaos deck wants its cards anyway (the discard lens of #95). CORRECTED 2026-10-14 (#369, from the run play docs/plays/2026-10-14-the-ready-only-pays-when-jinx-is-spent-and-in-a-duel-switching-battlefields-costs-a-card.md): 'three cards out of hand' undercounts the turn. Each Enforcer is a card played from hand and its discard is another, and 422.4 ('When Discarding is part of an effect, then a player must Discard as many cards as possible from their hand.') with its example ('If they have no cards in hand, the entire discard instruction is ignored.') means an Enforcer played from an empty hand fires no event. So three Enforcer events need six cards in hand. Holding all three Enforcers by T4 is 0.61% (all three copies in the first 8 cards of a 39-card pile).
- Sibling entries keep their ground: get-excited-flame-chompers-jinx runs her with OGN-008 Get Excited! and OGN-006 Flame Chompers, where the discarded CARD is the payoff; minah-ride-the-wind-mutual-discard runs her off a symmetric discard. This one is about the trigger's arithmetic and uses neither.
- 185 and 186.1 do not arise: everything discarded here is a card, and a token could never be discarded — it exists only on the board or the chain.
- THE ENFORCER IS NOT THE CHEAPEST DISCARD - ADDED 2026-10-14 (#369, from the run play docs/plays/2026-10-14-the-ready-only-pays-when-jinx-is-spent-and-in-a-duel-switching-battlefields-costs-a-card.md). Predicate: a Fury, Chaos or Fury/Chaos card in data/corpus_flat.txt, legends and banned cards excluded, whose discard costs no Energy at the time it fires. Nine do. Two are Fury, and the play walked them: VEN-007 Punching Poro (Fury, E2 M2): '[Empower] — Discard 1 (Pay the cost: Empower me. Use only if not Empowered.) [Empowered][>] I have +1 :rb_might:.', once per Poro; and OGN-023 Unlicensed Armory (Fury gear, E2): 'Discard 1, :rb_exhaust:: Choose a friendly unit. The next time it would die this turn, you may pay :rb_rune_fury: to heal it, exhaust it, and recall it instead.', once a turn, usable the turn it lands because gear enters ready (359.2.d: 'If it is a Non-Unit Gear, it enters the Board Ready at the player's Base.'), and protecting the unit it chooses, which is Jinx. Seven are Chaos or Fury/Chaos: VEN-110 Mel, Defiant Soul ('[Empower] — Discard a spell (Pay the cost: Empower me. Use only if not Empowered.)'); OGN-185 Traveling Merchant ('When I move, discard 1, then draw 1.'), on every move; SFD-123 Corrupt Enforcer ('When I move to a battlefield, discard 1.'); VEN-111 Minah Swiftfoot ('When I move to a battlefield, choose one — • Each player discards 1. • Each player draws 1.'); SFD-124 Doran's Ring ('[Effect] When I conquer, discard 1, then draw 1.'), once equipped for one Chaos Power; and OGN-252 Super Mega Death Rocket! ('When you conquer, you may discard 1 to return this from your trash to your hand.'), a Signature card with the Jinx tag, so only under Loose Cannon (103.2.d.2: 'All of the Signature cards must have the Champion tag that corresponds to the Champion Legend of the deck.'); and OGN-178 Undercover Agent (Chaos, E5 P1 M5): '[Deathknell] — Discard 2, then draw 2. (When I die, get the effect.)', one event however many cards it moves. WHEN THE +1 CAN BE BOUGHT depends on the source. The Poro, the Armory, Mel and the Chemtech Enforcer cannot be used in a fight: 308.1.a ('Only cards and abilities with the Action or Reaction keywords can be played or activated in a Showdown State.') and 381 ('All Activated Abilities can only be activated on the Controlling Player's Turn and during an Open State.'), and the Enforcer is a unit without [Action] or [Reaction]. With those, every +1 is bought in your Main Phase, before the move into the combat. Three other routes reach later. A spell with [Action] or [Reaction] that discards is a discard event inside the showdown, for Energy: UNL-125 Lunar Boon (Chaos, E3, [Reaction], 'Discard 1, then draw 2.'), OGN-008 Get Excited! (Fury, E2 P1, [Action], 'Discard 1.') and VEN-008 Ruthless Strike (Fury, E3, [Action], 'As an additional cost to play this, you may discard 1.'). And the Merchant, Corrupt Enforcer or Minah moving with Jinx in one standard move (144.3: 'Players may perform multiple Units' standard move simultaneously.'; 144.3.a: 'When a Move like this is declared by a player, the units' Destination must be the same.') discards on the move into the fight itself, for free. And Undercover Agent dying in the combat is a discard event inside the fight, but after that combat's damage, so its +1 comes too late for that combat while the ready still stands Jinx up. (CORRECTED in review, #369: the first draft said 'Two Fury cards discard for a card and no Energy', a Fury-only sweep of a Fury + Chaos entry, and concluded 'So every +1 is bought in your Main Phase, before the move into the combat it is meant to win', which holds only for the cards it named.) (CORRECTED in review round 2, #369: the count read 'Eight do' and missed Undercover Agent, which fits the predicate.)
Steps
- Get Jinx, Rebel onto the board (E5 + 1 Power).
- Play a Chemtech Enforcer (E2). Its play trigger discards 1 — one discard event.
- Jinx's trigger fires: ready her, and give her +1 Might this turn.
- Play the second and third Enforcer. Each is a separate event, so each readies her again and adds another +1: she is M8 for the turn. CORRECTED 2026-10-14 (#369, from the run play docs/plays/2026-10-14-the-ready-only-pays-when-jinx-is-spent-and-in-a-duel-switching-battlefields-costs-a-card.md): the Might is right, but the readies are not. With Jinx already ready the extra readies do nothing (415.1.c: 'If a Unit is instructed to be Readied while it is already Ready, nothing additional happens.'). A ready pays only when she is exhausted: the turn she lands (143.4: 'Units enter the Board exhausted.') or after she has moved (144.2). On a later turn the Awaken Phase has already readied her (315.1.b: '1. The Turn Player readies all Game Objects they control that are able to be readied.'), so a discard before her first move buys only the +1.
- Spend the readies on Standard Moves (144.2). In a Duel each one is base to a battlefield (144.4.a: 'Units may move from their Base to a Battlefield.') or a battlefield to base (144.4.b: 'Units may move from a Battlefield to their Base.'); Jinx has no [Ganking], so changing battlefields is two moves. The battlefield she walks away from is lost in the cleanup after the move unless another of your units stays (319.8 'After a Move is completed'; 190.4.c: 'If a player has no Units at a Battlefield and the turn is in an Open state, they lose Control of that Battlefield in the following cleanup unless there is a Combat or Showdown ongoing there.'). CORRECTED 2026-10-14 (#369, from the run play docs/plays/2026-10-14-the-ready-only-pays-when-jinx-is-spent-and-in-a-duel-switching-battlefields-costs-a-card.md): this read 'base to a battlefield and back, or a second entry after a first was answered', with no count. Out and back after the move that spent her is two more discard events, and so is a second entry from a battlefield.
How it ends
engine only — one ready and +1 Might per discard EVENT, so three cheap discard cards beat one card that discards three. Nothing here scores.
Sources
Published elsewhere
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
- Issue #161 (GitHub) 2026-09-06
Walked here, in this project
- Hand walk 2026-09-06, issue #161 — the CAUSE/TRIGGER pair matrix (docs/phase0/walks/2026-09-06-finisher-feeders.md §16) 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-finisher-feeders.md §16), issue #161, from the CAUSE/TRIGGER matrix: the discard event. Card set checked first (OGN-202 + OGN-003: no exact match; OGN-202 appears in get-excited-flame-chompers-jinx and minah-ride-the-wind-mutual-discard, neither of which uses the Enforcer). Card text verbatim from data/corpus_flat.txt. Citations opened: 103.1.b.2, 103.2.b, 144.2, 185, 186.1, 464.2.c.3, 465.2.b, 702.3. The finding is the per-EVENT counting of 'one or more', which is the same shape as 383.1.b's rule for 'the [Nth] time' triggers but reached from the opposite direction: 383.1.b collapses simultaneous instances of a counted trigger, and 'one or more' collapses a multi-card discard into one event. Trap check: no attack claimed for the entry itself, though the Enforcers carry [Assault 2] for when they do attack; no [Repeat]; no [Temporary]; no token is discarded, which 185 forbids anyway; no recall; 167 is not touched. CORRECTED 2026-10-14 (#369), from the run play docs/plays/2026-10-14-the-ready-only-pays-when-jinx-is-spent-and-in-a-duel-switching-battlefields-costs-a-card.md: five leads applied - prerequisites.easy now names all five Fury/Chaos legends and why Loose Cannon is the one (103.2.a.1, 103.2.a.2, 419.1.a); step 4 says the extra readies do nothing on a Jinx who is already ready (415.1.c, 143.4, 315.1.b); the three-Enforcer notable and the hand prerequisite say the turn needs six cards in hand (422.4); step 5 says a Duel move from a battlefield goes only to base and the battlefield left behind is lost (144.4.a, 144.4.b, 319.8, 190.4.c); and a new notable names the two Energy-free discards, Punching Poro and Unlicensed Armory, and that no discard here works in a showdown (308.1.a, 381, 359.2.d). Citations added: 103.2.a.1, 103.2.a.2, 143.4, 144.4.a, 144.4.b, 190.4.c, 308.1.a, 315.1.b, 319.8, 359.2.d, 381, 415.1.c, 419.1.a, 422.4. STATUS STAYS verified: the entry's finding is that 'one or more' counts discard events, and the play walked exactly that; every correction is about when a ready is worth anything and what the turn costs in cards. CORRECTED in review (#369): the Energy-free discard notable now states its predicate over the entry's identity (nine cards, seven of them Chaos or Fury/Chaos, after round 2 added Undercover Agent), and restricts the 'bought in your Main Phase' conclusion to the sources that cannot be used in a fight, naming the [Action]/[Reaction] discard spells (308.1.a) and the move-triggered discards (144.3, 144.3.a) that reach later. Citations added: 103.2.d.2, 144.3, 144.3.a.
Walked against Core Rules 2026-07-16