Combo · ENGINE
Lunar Boon is the pool's only Reaction discard, so it is the only way Jinx fires on the opponent's turn
Pieces
- Jinx, Rebel ×1
OGN-202 · payoff · chaos
When you discard one or more cards, ready me and give me +1 Might this turn.
- Lunar Boon ×1
UNL-125 · engine · chaos
[Reaction] (Play any time, even before spells and abilities resolve.) Discard 1, then draw 2.
Payoff
Deck
- Any legend with Chaos among its two domains (103.1.b.3) — 16 names: Loose Cannon (OGN-251), Unforgiven (OGN-259), Swift Scout (OGN-263), Bounty Hunter (OGN-267), Dark Child - Starter (OGS-017), Glorious Executioner (SFD-185), Blade Dancer (SFD-195), Prodigal Explorer (SFD-199), Battle Mistress (SFD-203), Bloodharbor Ripper (UNL-185), Gloomist (UNL-193), Scorn of the Moon (UNL-197), Voidreaver (UNL-201), Master of Shadows (VEN-143), Soul's Reflection (VEN-151), Heart of the Tempest (VEN-155).
- Three runes left ready through your own turn, because the 3 Energy has to be paid on the opponent's turn.
Prerequisites
- THE UNIQUENESS IS SWEPT, NOT ASSUMED. A grep of data/corpus_flat.txt for 'discard' intersected with '[Reaction]' returns exactly one card: UNL-125 Lunar Boon. Every other one of Jinx's 21 matrix partners is a play trigger, a move trigger, a conquer trigger, an [Action] spell or an activated ability, and 381 pins that last family to your own turn — 'All Activated Abilities can only be activated on the Controlling Player's Turn and during an Open State.' So the Boon is not merely the cheapest way to fire Jinx off-turn, it is the only one.
- 813.1.c.1 is the permission: on cards, [Reaction] is 'This can be played during Closed States on any player's turn.' Cast it in the Closed State the opponent's own spell or trigger opens, or in the Combat Showdown their attack opens (813.1.b gives Reaction every permission of Action, and 806.1.b puts Action inside Showdowns).
- WHAT ACTUALLY LANDS, AND WHAT DOES NOT. The +1 Might lands: it is a continuous modifier for the turn, and 465.2.b/465.2.c sum the defending Might and assign that much damage, so a defending Jinx assigns one more. The READY lands on nothing — 144.1.b forbids the Standard Move in a Closed State, 381 keeps activated abilities on your own turn and Jinx has none anyway, and combat does not read exhaustion at all (464.2.c.3 designates by presence, 465.2.b sums Might, neither filters by state; #61). This is refuse-bucket E stated inside a live entry rather than used to kill it: half the trigger is dead off-turn and the other half is the whole point.
- THE ENERGY IS THE REAL COST. 167: 'Every player's Rune Pool empties at the start of each player's Main Phase and the end of each player's turn', and 415.3.a readies your runes only 'during the Awakening Phase on their turn' — yours. So the 3 Energy for the Boon must come from three runes you deliberately left unexhausted through your own turn, tapped at 164.2.a's '[E]: [Reaction] — Add [1]'. Three ready runes is three Energy you did not spend on your own turn; price the trick at that, not at 'E3'.
- Card economy: discard 1, draw 2 is +1 card, and you choose the card that goes. Against an empty Main Deck 431.1.a turns the second draw into a Burn Out, so this is a trick for a deck that still has cards, not a fixture of the empty-deck loop shells.
- 'One or more cards' is one event: the Boon discards one card and readies her once. Three copies (103.2.b) is three off-turn triggers a game. Companion entries on the same trigger card: jinx-rebel-discard-event-ready counts events on your own turn, jinx-rebel-square-up pays the [Repeat] cost as the discard, and mask-mother-lunar-boon-reaction-trick stacks a second payoff onto this very discard.
Steps
- Have Jinx, Rebel at a battlefield and at least three runes still ready when you pass the turn.
- On the opponent's turn, wait for a Closed State — their spell or trigger on the Chain, or the Combat Showdown their attack opens (813.1.c.1, 806.1.b).
- Tap three ready runes for 1 Energy each (164.2.a) and play Lunar Boon.
- Discard the card you least want, then draw 2.
- Jinx's trigger fires on the discard: she readies (worth nothing here, 144.1.b) and gets +1 Might this turn, which 465.2.c reads when the defending damage is assigned.
Per iteration
+1 card, +1 Might on Jinx this turn, for 3 Energy off three runes held ready
How it ends
engine — one net card and +1 Might on a defending Jinx, inside the opponent's turn, three times a game (103.2.b). 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
Walked here, in this project
- Hand walk 2026-09-07, issue #169 — matrix families rows 6-18, second pass 2026-09-07 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.
AUTHORED 2026-09-07, issue #169, second pass over matrix row 6 (trigger card OGN-202 Jinx, Rebel, 21 partners, 4 entries before this walk). Card text verbatim from data/corpus_flat.txt. Citations opened in data/Riftbound-Core-Rules-2026-07-16.txt: 103.1.b.3, 103.2.b, 144.1.b, 164.2.a, 167, 381, 415.3.a, 431.1.a, 464.2.c.3, 465.2.b, 465.2.c, 806.1.b, 813.1.b, 813.1.c.1. Both cards checked against data/legality.json: legal in both formats. Card set checked against the whole catalogue first: OGN-202 + UNL-125 is not an existing uses[] set. No unruled reading. 381 had never been cited by any entry and is the paragraph that makes the uniqueness claim safe — without it, every gear with a discard in an activated-ability cost would look like an off-turn outlet.
Walked against Core Rules 2026-07-16