RIFTCOMBO

Combo · ENGINE

Jinx, Rebel counts discard EVENTS, not cards

4 cards · chaos + fury · verified

Pieces

Payoff

Repeatable Energy or Power

Deck

Run play

Prerequisites

Steps

  1. Get Jinx, Rebel onto the board (E5 + 1 Power).
  2. Play a Chemtech Enforcer (E2). Its play trigger discards 1 — one discard event.
  3. Jinx's trigger fires: ready her, and give her +1 Might this turn.
  4. 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.
  5. 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

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.

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

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