Combo · ENGINE
Miss Fortune readies the legend — Defender of Tomorrow readies four gear a turn and the Hextech Discs make three Mechs
Pieces
- Defender of Tomorrow ×1
VEN-149 · legend · mind/body
[Empower] 2 Energy + 2 Power of any domain (2 Energy + 2 Power of any domain: Empower me. Use only if not Empowered.) 1 Energy, Exhaust: Ready a gear. [Empowered][>] 1 Energy, Exhaust: Ready 2 gear.
- Hextech Disc ×2
VEN-087 · engine · body
[Empower] — Exhaust (Pay the cost: Empower this. Use only if not Empowered.) Disempower this, 1 Energy, Exhaust: Play a 3 Might Mech unit token to your base.
- Miss Fortune, Captain ×1
OGN-162 · ready · body
[Accelerate] (You may pay 1 Energy + 1 Body Power as an additional cost to have me enter ready.) [Ganking] (I can move from battlefield to battlefield.) The first time I move each turn, you may ready something else that's exhausted.
Payoff
Deck
- Defender of Tomorrow (VEN-149) IS the legend; Hextech Disc and Miss Fortune are both Body, inside its Mind/Body identity (103.1.b.3).
Prerequisites
- THE RATE, COUNTED IN EXHAUSTS RATHER THAN WITH A FLOOR. Disc exhausts per turn = #Discs (Awaken, 315.1.b) + A x min(2, #Discs), where A is the Defender's activations; each Mech costs two of them. With #Discs >= 2 that is #Discs/2 + A per turn. A = 1 is the older entry: 2 Discs, 2 Mechs, 3 Energy. A = 2 with Miss Fortune: 2 Discs, THREE Mechs, 5 Energy. Fifty percent more throughput for one card played once — and the price per Mech rises from 1.50 to 1.67 Energy, which is the honest half of the trade.
- IT ALTERNATES 2 / 4 AND AVERAGES 3, IT DOES NOT MAKE THREE EVERY TURN. On the first turn both Discs end Empowered and exhausted, so the next Awaken finds them Empowered and ready (441.2) and they make two Mechs for one exhaust each before the cycle even starts. 2, 4, 2, 4. The steady figure is the average; a walk that reports 'three a turn' flat is rounding.
- MISS FORTUNE MUST HAVE A MOVE EVERY TURN, AND A SAFE ONE. Duel has two battlefields (485.4) and she has [Ganking] (144.4.c.1); failing that she alternates base to battlefield and back (144.4.a, 144.4.b). She never runs out of destinations, but she ends every turn exhausted, and moving into a battlefield the opponent garrisons stages a Combat (461) that can kill her. Move to a battlefield you control or to an empty one.
- A WASTED READY IS A REAL COST. Readying the legend is worth two gear; readying a Disc directly is worth one. If the legend is already ready on some turn, 415.1.c makes the trigger do nothing at all.
- THE ALTERNATIVES INSIDE MIND/BODY, SAID SO NOBODY REDISCOVERS THEM. VEN-068 Jayce, Brilliant Inventor (Mind) does the same job 'the first time you play a non-token gear each turn' — but that demands a gear played every turn, a card and its Energy each time, where Miss Fortune charges only a move. VEN-150 Acceleration Gate (Mind/Body) readies four objects at once but is a spell: one use per copy, not a motor. SFD-221 Veiled Temple readies a gear on a conquer, and 466.5 plus 469.1 make that once per change of hands.
- STILL A BASE ENGINE. VEN-087 says 'to your base' and 143.4 lands the Mechs exhausted, so #48's bottleneck is untouched: points are scored at battlefields, and SFD-177 Azir, Sovereign is the only card in the pool that moves tokens in bulk. SFD-089 Rumble, Scrapper (Mind) fits and makes them 4 Might; Renata Glasc, Industrialist does not — she is Order.
- Empower the Defender once (2 Energy + 2 rainbow Power, 827.1.c.1); 441.2 keeps it Empowered for the rest of the game. Setup is 2 Hextech Disc (8 Energy + 2 Power), the Empower (2 Energy + 2 Power) and Miss Fortune (5 Energy + 1 Power).
Steps
- Board both Hextech Discs and Miss Fortune, and Empower the Defender once (2 Energy + 2 rainbow Power).
- Awaken readies both Discs, the legend and Miss Fortune (315.1.b).
- Pay each Disc's [Empower], whose whole cost is its own exhaust. Both are Empowered and exhausted.
- Defender activation 1 (1 Energy, exhaust): Ready 2 gear — both Discs are ready again. Pay each Disc's 'Disempower this, 1 Energy, exhaust': two 3 Might Mech tokens to your base.
- Miss Fortune takes her Standard Move, paying only her own exhaust (144.2). Her trigger readies the LEGEND (107.4.c + 415.1).
- Defender activation 2 (1 Energy, exhaust): Ready 2 gear again. Spend those two exhausts on whichever half of the Disc cycle is pending — a Mech now if the Disc is Empowered, an [Empower] that pays off next Awaken if it is not.
- Across the alternation this is three Mech tokens a turn for 5 Energy, against two for 3 Energy without her.
Per iteration
three 3 Might Mech tokens per turn for 5 Energy, amortized over a 2/4 alternation
How it ends
engine — #Discs/2 + Defender activations Mechs a turn; readies are the ceiling, and every Mech still costs two exhausts of one Disc (414.1.b, 414.4), so nothing re-feeds
Sources
Published elsewhere
- Hunt lens ready — issue #56 (GitHub) 2026-09-06
- 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 2026-09-06 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-ready-lens-candidates.md), issue #56 candidate 2. It is the upgrade of hextech-disc-defender-mech-token, whose false 'only card that readies gear' note and mis-applied floor were corrected in the same pass. The structural fact it stands on is that BOARD and LOCATION are not the same thing: 107.4.b keeps a legend out of every location — which is why Reckoner's Arena and Svellsongur cannot reach it, #47's finding, still standing — but 107.4.c makes it a Game Object and the Legend Zone sits under 107. The Board, so 415.1 reaches it, and the rules say so themselves in the worked example at 355.10.a. Ban check: none of VEN-149, VEN-087, OGN-162 carries a [BANNED marker. Arithmetic checked against its own quantities and walked turn by turn in the walk document: 2/4/2/4, averaging three. Trap check: no attack (she moves); no [Repeat]; no [Temporary]; no recall; no rune recycled for Power; all costs are Main Phase activations so 167 does not bite. Not INFINITE and the reason is printed: each Mech costs two exhausts of the same Disc and the readies per turn are finite. Depends on no unruled reading.
Walked against Core Rules 2026-07-16