Combo · ENGINE
A [Flow] replay is a play from outside your hand, which is the printed trigger on the legend the Signature spell forces
Pieces
- Lightning Rush ×3
VEN-156 · engine · order/chaos
Look at the top 3 cards of your Main Deck. You may choose a card from among them and draw it. Put the rest into your trash. [Flow] 2 Energy + 1 Power of any domain (You may play this from your trash for its Flow cost. Then banish it.)
- Heart of the Tempest ×1
VEN-155 · payoff · order/chaos
When you play a card from anywhere other than your hand, empower me. [Action][>] Disempower me, Exhaust: Give a unit [Assault 2] this turn. (+2 Might while it's an attacker.)
Payoff
Deck
- ONE LEGEND: Lightning Rush is a Signature card tagged Kennen, so 103.2.d.2 forces the pool's one Kennen legend, Heart of the Tempest (VEN-155), Order/Chaos — the spell's own two domains, so the pair is matched and nothing else in the list is constrained by it.
- 103.2.d.1 caps the deck at three Signature cards, and three Lightning Rushes spend all of it.
Prerequisites
- THE SPELL IS BUILT TO FIRE ITS OWN LEGEND. 829.1.b makes [Flow] functionally short for 'You may play this from your trash for its flow cost. Then banish it', and the legend's trigger reads 'when you play a card from anywhere other than your hand'. Every Flow replay is therefore an empower with no extra card spent — and the spell's own first half is what fills the trash it will be replayed from.
- IT IS THE POOL'S ONLY BURN-OUT-SAFE TRASH FILLER, AND THE PARAGRAPH IS 431.1.c. 'If an instruction directs a player to look at or reveal cards in excess to the number of cards in a player's Main Deck, that player looks at or Reveals as many as possible, but does not Burn Out, then proceeds with the rest of the instruction', with 431.1.c.1 extending the protection to the zone change that follows. So 'look at 3, keep 1, trash 2' fills a trash and selects a card with an empty deck, where 431.1.a (drawing past the deck) and 431.1.b (milling past it) both cost a point.
- THE RATE IS ONE [ASSAULT 2] PER TURN AND NO MORE, WHICH IS THE HONEST CAP. The legend's payoff costs its own exhaust, so 415.3.a hands it back only in your Awakening: six Flow plays across three copies (103.2.b + 829.1.b) can empower it six times, and six empowers still buy one pump a turn. 441.1.b ('An Empowered Game Object can not be Empowered') is why 'Disempower me' is in the cost at all — it is what makes the cycle repeatable rather than a single state change.
- AND THE PUMP IS BOUGHT AFTER BLOCKS. The legend's ability carries [Action], so 806.1.b lets it be activated 'during Showdowns, even when it is not the Controlling player's turn'; 807.1.b.3 and 807.2 make its [Assault 2] sum with anything already on the body, and 807.1.c scopes it to being an attacker.
- THE FLOW POOL IN THIS IDENTITY IS SEVEN CARDS, NAMED, so the legend is not dependent on Lightning Rush alone: `VEN-098 Stargazer`, `VEN-100 Up from the Deep`, `VEN-105 Twilight Step`, `VEN-113 Kennen, Storm of Shuriken` (Chaos) and `VEN-116 Dragon Form`, `VEN-127 Lacerate` (Order), plus Lightning Rush itself. Every one of them empowers the legend on its replay.
- [FLOW] IS NEVER AN ENGINE ON ITS OWN. 829.1.b banishes the spell after the replay and 108.6.c is one-way, so three copies are six plays a game — the same bound the catalogue records for every other Flow card.
Steps
- Play Lightning Rush from hand (1 Energy): look at the top 3, draw the one you want, put the other two in your trash. Nothing here can Burn Out (431.1.c, 431.1.c.1).
- On a later turn, play it again from the trash for its [Flow] cost (2 Energy + 1 rainbow).
- That is a play from outside your hand, so the legend's trigger fires and Heart of the Tempest becomes Empowered.
- In a Showdown or your own Main Phase, use the legend at [Action] speed: Disempower it and exhaust it to give a unit [Assault 2] this turn.
- 829.1.b banishes the replayed copy. Repeat with the next copy, or with any of the other six [Flow] cards in the identity.
Per iteration
one selected card and two cards into the trash for 1 Energy, and one empower per Flow replay against a payoff capped at one a turn by the legend's own exhaust
How it ends
engine — card selection every turn plus one [Assault 2] a turn whenever a Flow play has re-Empowered the legend, six Flow plays a game from Lightning Rush alone; 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 #173 — the orphan dual-domain Signature spells 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.
VEN-156 Lightning Rush was in ZERO entries; VEN-155 Heart of the Tempest appears in `last-rites-stack-arena-reanimator` (SFD-150 + OGN-286 + VEN-155), a different card set and a different half of the legend. Card text verbatim from data/corpus_flat.txt; 103.2.b, 103.2.d.1, 103.2.d.2, 108.6.c, 415.3.a, 431.1.a, 431.1.b, 431.1.c, 431.1.c.1, 441.1.b, 441.2, 806.1.b, 807.1.b.3, 807.1.c, 807.2, 829.1.b opened in the Core Rules file. The seven-card [Flow] pool for Order/Chaos was swept over the corpus and its members are named. No unruled reading.
Walked against Core Rules 2026-07-16