RIFTCOMBO

Combo · BURST · 8 points

Nasus, Ascended under three Svellsongur — nine points on one Conquer

4 cards · calm · verified

Pieces

Payoff

Burst of points in one scoring event

Deck

Run play

Prerequisites

Steps

  1. Play Nasus, Ascended for 8 Energy + 1 Calm Power. He enters exhausted (143.4) at your base or a battlefield you control (355.2.a).
  2. Empower him with his own [Empower] 8 Energy. 441.2 makes Empowered a permanent state of a Game Object on the board, so this is paid once and his '[Empowered][>] When I conquer, you score 1 point' is active from here on.
  3. Play three Svellsongur, 3 Energy + 1 Calm Power each. Gear does not enter exhausted — 143.4 is written for units.
  4. ON THE TURN YOU SWING, and not before: attach all three to Nasus, 1 Energy + 1 Calm Power each. 818.1 makes [Equip] an Activated Ability and 381 confines it to 'the Controlling Player's Turn and during an Open State', so all three attaches happen in your Main Phase before the move. Attaching late is deliberate — an unattached Svellsongur copies nothing, so the eight-instance stack exists for one turn instead of sitting through an opponent turn as three gear-kill targets.
  5. By 434.1.c, 477.2.c, 476.1, 479.1 and 480.3 the three copies compound in attach order: Nasus's Rules Text now carries 8 instances of the conquer trigger, 8 instances of [Deflect 2] summed by 809.2 to Deflect 16, and dead copies of his [Empower] (441.1.b).
  6. Standard-move Nasus to a battlefield you do not control. 450: 'The Destination becomes Contested if it is an Uncontested Battlefield not controlled by the controller of the Unit or Units that moved.'
  7. Take the battlefield without a damage step. If it is uncontrolled, 344.2 opens a Showdown at the next Cleanup and 348.2.a establishes Control, which 348.2.a.1 makes a Conquer. If it is garrisoned, clear the garrison first and 466.5 establishes Control with 466.5.d making it a Conquer.
  8. Score the Conquer: 469.1 with 471.1 gains 1 point, and 383.4.c.2.a then puts all eight conquer abilities on the Chain. Eight ability Gains follow (194.1.c), for NINE points in one scoring event against a Victory Score of 8 (194.3).

How it ends

burst of nine points in one Conquer — one Score plus eight ability Gains — for 28 Energy and 7 Calm Power, or 22 Energy through Wild Claw

Sources

Walked here, in this project

Walked against Core Rules 2026-07-16

Match a deck list against the whole catalogue