Combo · INFINITE
Lady of Luminosity pays for the loop's fourth recycle slot — a Falling Comet every pass
Pieces
- Lady of Luminosity - Starter ×1
OGS-021 · legend · mind/order
When you play a spell that costs 5 Energy or more, draw 1.
- Falling Comet ×2
OGN-085 · payoff · mind
[Action] (Play on your turn or in showdowns.) Deal 6 to a unit at a battlefield.
- Forge of the Future ×1
OGN-212 · engine · order
When you play this, play a 1 Might Recruit unit token at your base. Kill this: Recycle up to 4 cards from trashes.
- Ekko, Recurrent ×1
OGN-110 · engine · mind
[Accelerate] (You may pay 1 Energy + 1 Mind Power as an additional cost to have me enter ready.) [Deathknell] — Recycle me to ready your runes. (When I die, get the effect.)
- Shadow's Call ×2
UNL-165 · enabler · order
Choose a friendly unit without [Temporary]. Give it [Temporary]. Draw 2. (Kill it at the start of its controller's Beginning Phase, before scoring.)
- Sacrifice ×2
UNL-173 · enabler · order
[Reaction] (Play any time, even before spells and abilities resolve.) As an additional cost to play this, kill a friendly [Mighty] unit. (A unit is Mighty while it has 5+ Might.) Draw 2 and channel 1 rune exhausted.
Payoff
Deck
- The legend must be OGS-021 Lady of Luminosity specifically. lux-infinite-energy lists four legal Mind/Order legends; this is the one that turns the spare slot into a spell.
Prerequisites
- THE CARD LEDGER IS THE WHOLE ENTRY, AND IT CLOSES AT 5 = 5. A loop pass is closed only when cards recycled into the deck equal cards drawn. The verified Energy pass balances at 4 = 4 (Forge recycles Forge + Shadow's Call + Sacrifice, Ekko's Deathknell recycles Ekko; Shadow's Call and Sacrifice draw 2 each). Adding Falling Comet puts a fifth card into the deck through Forge's fourth slot, and Lady's draw is the fifth draw that takes it back out. Without Lady the pass strands one card in the deck, and 416.5 randomises cards recycled simultaneously so you cannot even choose which one.
- PRICE: 4 ENERGY PER COMET, 0 POWER. The plain pass spends 10 Energy (Ekko 5 + Shadow's Call 2 + Sacrifice 1 + replaying Forge 2) against 11 from Ekko's readied runes, for +1. The Comet pass spends 15 against the same 11, for -4. Four plain passes fund one Comet, and the engine mints them without bound. Issue #47 priced this at 8 Energy on OGS-022 Final Spark; Falling Comet does the same job for 4 and stays inside Mind.
- IT EXTENDS THE #21 LEDGER, IT DOES NOT CONTRADICT IT. That ledger's finding is that draws, not slots, are scarce - every pass leaves a spare slot and zero spare draws, and an extra cycled card costs 1 Energy + 1 Mind Power (about 10 Energy) through Renata Mastermind's exhaust-free 'Draw 1'. Lady supplies that draw free, paid for by a spell the deck wanted to cast anyway.
- WHAT IT COMPETES WITH, PRECISELY. renata-mastermind-points cycles its Retreat through the one spare slot of the Energy pass, so on a pass that fires the Comet all four slots are taken and the two cannot share THAT pass. They are not alternatives: a Renata point costs about 50 passes and each pass leaves its slot behind, so the Retreat passes and the Comet passes simply interleave.
- ORDER: FORGE FIRST, COMET SECOND. Lady's draw carries no 'may', so 431.1.a would Burn Out on an empty deck and hand an opponent a point. Firing Forge first puts the deck at 4; the Comet takes it to 3.
- LADY FIRES EXACTLY ONCE PER PASS, and the ledger depends on it. Shadow's Call is 2 Energy and Sacrifice is 1, both under her threshold; Forge is gear and Ekko is a unit, and she only reads spells.
- OGS-022 Final Spark (Mind/Order, E8, 'Deal 8 to a unit') is the same line 3 Energy dearer, and the upgrade when a 7- or 8-Might body has to die. OGS-015 Recruit the Vanguard (Order, E6, four Recruit tokens 'to your base or to battlefields you control') is the third instance, though the engine already makes a Recruit a pass through Forge's play trigger.
- Falling Comet needs 'a unit at a battlefield'. With nothing on the table it is simply not played and the pass reverts to a plain one: this is a rider on the engine, never a requirement of it.
- 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 EMPTY MAIN DECK IS A ONE-TURN STATE THAT DESTROYS ITSELF, WHICH NO ENTRY SAYS AND NONE CITED. This loop’s premise is an empty Main Deck, and the Core Rules put a clock on it that is separate from 431.1.a’s Burn Out on a fifth draw. 315.4.b is the Draw Phase task, "The Turn Player draws 1", and 315.4.b.1 is automatic: "If there are no cards remaining in their Main Deck to draw, the Turn Player has been Burned Out." There is no "may". The Burn Out then costs three things in sequence — 431.2.b, "Recycles their trash into their Main Deck", whose own reminder reads "When multiple cards are Recycled to the Main Deck at the same time, those cards must be randomized", which ERASES the known bottom this loop stands on; 431.2.c, "Chooses an opponent to gain 1 point"; and 431.2.d, "Completes the remainder of the action that caused them to burn out", restated at 315.4.b.2 as "After completing the Burn Out the Turn Player still Draws 1." Riot’s worked example at 431.2.d IS this situation, word for word: "A player attempts to draw 1 during their Draw Phase while their Main Deck is empty." Since 315.4 Draw Phase precedes 316 Main Phase, THE DECK MUST BE EMPTIED AND THE LOOP MUST WIN INSIDE THE SAME MAIN PHASE — an empty Main Deck cannot be carried across a turn boundary at all, and the landing is exact rather than approximate: the turn before the kill must end with enough cards for that turn’s forced removals and no more. A mandatory mill makes it tighter, because 431.1 is written over moving cards "to any other zone in excess of the number of cards remaining", so 431.1.b Burns you Out for a [Burn N] exactly as 431.1.a does for a draw. And the one escape does not exist: VEN-022 Endless Riches is the pool’s ONLY card printing "Skip" (one row in the corpus), it is Fury, it banishes your hand and trash on entry, and its own "[Burn 7]" is itself a Burn Out under 431.1 against an empty deck — so it cannot save a loop even in principle.
- THE GEAR THIS LOOP RUNS ON IS *NOT* AN EQUIPMENT, SO ITS ANSWER SET IS NARROWER THAN THE REST OF THE CLASS — AND NO ANSWER REACHES IT AT `[Reaction]` SPEED (added 2026-09-13, #200). A loop is a SERIAL dependency, so every link is load-bearing and one removal ends it. Of the fifteen enemy-facing printings that reach a gear, **exactly one is `[Reaction]` — `SFD-011 Angle Shot` — and it is a DETACH that names *"an Equipment"*.** `OGN-212 Forge of the Future` and `SFD-117 Ancient Henge` carry `type: gear` and an EMPTY tag list, so neither is an Equipment and neither is ever attached: **a gear that is never attached cannot be detached, so Angle Shot cannot touch them at all.** Of the remaining fourteen, four carry `[Action]` and reach a Showdown on either player’s turn (806.1.c.1) and the rest are plain spells that 155 confines to their controller’s own Main Phase. **SO EVERY ANSWER TO THIS LOOP MUST BE CAST ON THE OPPONENT’S OWN TURN, A FULL TURN AHEAD AND TELEGRAPHED** — the loop itself runs entirely inside your Main Phase. That is the second disjointness on the same halving of the gear pool this project already records from the exhaust side, where the 40 Equipment carry ZERO exhaust symbols and 40 of the other 67 do. **AND THE FORGE IS ALREADY DYING EVERY PASS, WHICH CUTS BOTH WAYS**: its own text is *"Kill this: Recycle up to 4 cards from trashes"*, so the recycle is PAID by killing it and the line rebuys it each pass — but an opponent’s kill removes it WITHOUT handing over the recycle, and that recycle is this loop’s only refill against a ledger that runs with zero spare draws. Whether the Burn Out lands in the same pass depends on where in the pass the kill falls, which only this entry’s own ledger can settle and none of these entries states.
- A SPELL PAYOFF IS ANSWERED IN A WINDOW THE RULES CREATE FOR IT, AFTER EVERY COST IS ALREADY SPENT (added 2026-09-13, #200). **359.3.c**: *"Other players have an opportunity to play Reactions before the resolution of spells."* A UNIT or GEAR payoff never gets that window — 337.2 sends it straight to Step 4 Resolve — and a BATTLEFIELD payoff is not removable at all (170.3, 170.4). A SPELL is the one payoff class the process stops for, and **425.1.c** with **425.1.c.1** refunds nothing: *"Countering does not refund any costs paid to play a card"*, *"This includes additional costs."* This line's payoff is `OGN-085 Falling Comet` at **E5**, and all of it is spent before the counter resolves. Swept on the bare word *counter*: 14 printings, of which three are not counters (`SFD-194 Counter Strike` is a PREVENT carrying the word in its name; `VEN-015` and `VEN-069` GRANT can't-be-countered), leaving **ELEVEN**, every one `[Reaction]`, of which **CALM PRINTS FIVE**. `OGN-045 Defy` and `VEN-152 Rebuttal` are both priced out by this payoff's own cost, which is the one thing its size buys. THE POOL HOLDS EXACTLY ONE ANSWER TO THAT WINDOW AND IT IS LEGAL HERE: swept on the word *countered*, only two cards mention it and only one protects anything but itself — `VEN-069 Mel, Newly Awakened` (**mono-Mind**, E4 + 1 Power, M4), *"[Empower] :rb_energy_3:"* then *"Your spells and abilities can't be countered."* 441.2 makes Empowered a STATE, so once armed it is permanent, and this identity (["mind","order"]) admits her. The price is E4 + 1 Power for the body and E3 to arm it, a turn ahead. (`VEN-015 Decree of Rage` is the other mention and protects only itself.)
Steps
- Run lux-infinite-energy to its steady state: Forge of the Future on the board, Main Deck empty, 12 runes out, and one each of Shadow's Call, Sacrifice and Falling Comet in the trash.
- Activate Forge of the Future (Kill this) and recycle all FOUR slots: Forge, a Shadow's Call, a Sacrifice and a Falling Comet. Deck: 4 cards.
- Play Ekko, Recurrent for 5 Energy + 1 Mind Power, paying the Power by recycling an already-exhausted Mind rune (164.2.b carries no exhaust in its cost).
- Play Falling Comet from hand for 5 Energy. Lady of Luminosity triggers on the printed cost (206) and draws 1 - the deck is at 4, so the mandatory draw is safe. Deck: 3.
- Play Shadow's Call (2 Energy) targeting Ekko and let it resolve: draw 2. Deck: 1.
- Exhaust every still-ready rune for floating Energy, then play Sacrifice (1 Energy): its additional cost kills Ekko, whose Deathknell recycles him and readies the runes. Sacrifice resolves: draw 2. Deck: 0.
- Replay Forge of the Future (2 Energy). Hand holds Shadow's Call, Sacrifice, Falling Comet and Ekko again, and the trash holds the three spells just played.
- Repeat. Four plain passes pay for the next Comet.
Per iteration
-4 Energy and one Falling Comet (deal 6 to a unit at a battlefield) per Comet pass; the card count closes at 5 recycled = 5 drawn
How it ends
unbounded repeatable removal - one Falling Comet every four Energy passes, forever, spending no Power and no net cards
Sources
Published elsewhere
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
- Legend lens — issue #47 (GitHub) 2026-09-06
Walked here, in this project
- Hand walk 2026-09-06 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-legend-lens-candidates.md), issue #47 candidate 1. PROMOTED ENGINE -> INFINITE by the walk, with the reason written down as CLAUDE.md requires: the pass is a closed cycle riding an engine already verified INFINITE and its net cost is Energy that same engine mints without bound, which is the shape of lux-infinite-power and renata-mastermind-points, both INFINITE and both needs: infinite-energy. Two corrections to the candidate: the spell is OGN-085 Falling Comet (Mind, E5, no Power), not OGS-022 Final Spark, which costs 3 more for 2 more damage; and the closing argument is the card-balance identity above, not the ledger's 'spare slot', which the #21 ledger had already demoted. Trap check: no [Repeat], so 429.3/R21 cannot bite; the [Temporary] mark goes on Ekko and dies with him inside the same Main Phase; no attack, so 807.1.d/383.4.e/461 never engage; no Energy crosses a Main Phase boundary (167); the rune recycled for Power goes to the Rune Deck (161.2.b) and Sacrifice channels it back. Card text verbatim from data/corpus_flat.txt. Depends on no unruled reading.
Walked against Core Rules 2026-07-16