RIFTCOMBO

Combo · ENGINE

820.4 - Marai Spire discounts a [Repeat] that Syndra GRANTED, and one Rebuke clears a garrison of two

3 cards · chaos · verified

Pieces

Payoff

Repeatable Conquers

Deck

Prerequisites

Steps

  1. Board state from a previous turn: Syndra, Transcendent on the board (E6 + 1 Chaos Power, and 143.4 entered her exhausted, so she could not move that turn), one other friendly body standing on Marai Spire so that 466.5 has given you Control of it and 190.6.d no longer blanks its 'you'. Rebuke in hand, 3 Energy and 3 Chaos Power available.
  2. Main Phase: Standard-move Syndra to the enemy battlefield, paying her exhaust (144.2, 144.4). 190.3.a.1 applies Contested status and 464.2.c.1 makes you the Attacker.
  3. 323.9 stages the Combat at the next Cleanup and 323.13 opens it; 464.2.f.1 leaves the State Open and 464.2.g lets players proceed on the Chain. Syndra is now standing at a battlefield where a Showdown is in progress, which is the narrow reading of her own condition.
  4. Play Rebuke ([Action], so 155 and 806.1.b admit it here). During the Make Relevant Choices step, 820.2 requires every choice for BOTH executions now: name defender A and defender B, which 820.2.a permits to be different.
  5. Pay Rebuke's printed E2 + 2 Chaos Power, then pay Syndra's granted Repeat cost as an Additional Cost during the steps of playing (820.1.c.1) - :rb_energy_2::rb_rune_chaos: reduced by the Spire to :rb_energy_1::rb_rune_chaos:, with 356.6 stopping the Energy at 0 and leaving the rune.
  6. On resolution 820.1.d.1 executes the instruction twice: both named defenders go to their owner's hand.
  7. 465.1 finds no Defending units remaining, so the Combat Damage tasks never become Outstanding. 466.3.a gives you the combat, 466.5 establishes Control and 466.5.d makes it a Conquer.

Per iteration

two enemy units returned to hand for one card and one play (820.3.a), where the same spell alone answers one

How it ends

engine - a garrison of two cleared with one spell and no damage step, for 3 Energy + 3 Chaos Power in the turn, on top of a 6 Energy + 1 Chaos Power body played a turn earlier and a second body parked on Marai Spire; 820.1.c.3 ('Each Repeat Cost can be paid only a single time') caps it at two executions per cast, so it never loops

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.

820.4 was cited by nothing in data/combos.json or data/synergies.json before this entry, measured with a boundary regex over both files. Card text verbatim from data/corpus_flat.txt lines 179, 538 and 695. Cross-references: syndra-transcendent-existential-dread-three-executions (the same grant on a spell that prints its own [Repeat], and the board this entry deliberately does not become), draven-rebuke-bloodless-combat (the same spell against a garrison of one), ezreal-marai-spire-free-repeat (the same battlefield, discounting printed [Repeat] costs, and the precedent for leaving the Spire's Control body out of uses[]). No unruled reading: the narrow reading of 'in a showdown' is the demanding one and is taken on purpose.

Walked against Core Rules 2026-07-16

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