Combo · ENGINE
One mass ready serves every Yasuo at once: three third moves, three points, and not one of them is a Score
Pieces
- On the Hunt ×2
SFD-204 · engine · body/chaos
Ready your units.
- Yasuo, Windrider ×3
OGN-205 · payoff · chaos
[Ganking] (I can move from battlefield to battlefield.) The third time I move in a turn, you score 1 point.
Payoff
Deck
- SFD-204 On the Hunt is a Signature card tagged Sivir, so 103.2.d.2 makes this a Battle Mistress list and nothing else: SFD-203 / SFD-250 Battle Mistress (Body/Chaos) are the only legends in the pool carrying the Sivir champion tag. Yasuo is mono-Chaos and On the Hunt is Body/Chaos, so the identity fits exactly (103.1.b.2).
- One battlefield you ALREADY control, and three Yasuo on the board since an earlier turn (143.4 makes them enter exhausted).
Prerequisites
- THE POINT IS NOT A SCORE, SO THE DUEL CEILING DOES NOT APPLY. 194.1.c lists 'Spells, Triggered Abilities and Activated Abilities that instruct them to gain one or more points' as a way of gaining points SEPARATE from 194.1.a Holding and 194.1.b Conquering. 469 defines Scoring as Conquer or Hold only, and 470 — 'A player may only Score, from either method, once per Battlefield per turn' — is a cap on those two. Yasuo's third move is neither, so the two-Conquers-a-turn ceiling that bounds every conquer-based line in the catalogue (470 with 485.4's two battlefields) leaves this one alone. 471.1.a.1 says the same thing from the other end for the last point: 'points Gained from sources that are not Conquer are not beholden to these restrictions.'
- THE READY IS THE MULTIPLIER, AND THAT IS WHY IT IS THREE YASUO AND NOT ONE. 'Ready your units' names no unit, so one casting pays every Yasuo on the board. The two catalogued Yasuo lines (yasuo-syren-unforgiven-point, yasuo-windrider-ride-the-wind-chain) both buy his extra moves with per-unit effect movers under an Unforgiven legend; this line buys them with a mass ready under a Battle Mistress legend, and the cost per point falls with each copy instead of rising. Two castings = E2 + 4 Power for THREE points.
- THE ROUTE NEVER TOUCHES A CONTESTED BATTLEFIELD, WHICH IS WHAT MAKES THE STANDARD MOVES LEGAL BACK TO BACK. 190.3.a.1 applies Contested only 'if that battlefield is not already Contested and that Unit's controller does not already control that battlefield', so moving into a battlefield you ALREADY control applies nothing, stages no Showdown (323.8) and no Combat (323.9). That matters because 144.1.b forbids the Standard Move 'during a Closed State' and 144.1.c 'during a Showdown or Combat' — a route that opened a Showdown would strand the second and third moves. Moves to your base are never Contested at all: 450 speaks only of a Battlefield Destination.
- THE SEQUENCE, AND WHY [Ganking] IS OPTIONAL HERE. Base to battlefield and battlefield to base are both plain Standard Moves (144.4.a, 144.4.b), so the three-move loop base -> your battlefield -> base -> your battlefield needs no keyword at all. [Ganking] (144.4.c.1) only widens the choice of destination — 810.1.c.3: 'It does not give additional abilities or activations of Movement, only new options for the Standard Move' — and it is what lets the last leg end at a SECOND battlefield instead of the first, which is how you leave the board where you want it.
- A THIRD CASTING BUYS NO FOURTH POINT. It is the card's own wording that says so, not a rules paragraph: Yasuo reads 'The third time I move in a turn, you score 1 point', and a fourth or fifth move is not the third time, so it pays nothing. (An earlier draft cited 383.1.b here; that paragraph governs an Nth-time condition met SIMULTANEOUSLY several times - the controller picks one instance - and has nothing to say about later sequential moves. Corrected by the #175 cross-audit, 2026-09-07.) So the third copy of On the Hunt is defence (readying the garrison after the attackers walked away), never points, and 103.2.d.1 caps the whole deck at three Signature cards, of which this line already spends two.
- COST, WITH THE QUANTITIES DECLARED. Standing cost: three Yasuo at E5 + 1 Chaos Power each = 15 Energy and 3 Chaos Power, laid down over earlier turns. Recurring cost: 2 castings at E1 + 2 Power = 2 Energy and 4 Power per turn, for 3 points. Against 194.3's Victory Score of 8 that is three turns; against 489.3's 11 in 2v2 it is four.
- WHAT REFUTES IT. (a) 415.1.b — 'A Unit that is already Ready cannot be Readied again' — so the castings have to come AFTER the moves, never before; a wasted casting is a wasted point. (b) Every Yasuo has to survive the opponent's turn, and at M4 with no protection they are the softest part of the line: SFD-158 reaches the base, and OGN-133 Flurry of Blades deals 1 to all units at battlefields, which they survive. (c) The 4 Power a turn is above the free floor of 2 that 315.3.b and 164.2.b give every deck, so the rune deck has to carry it. (d) Nothing here is a Conquer, so nothing here fires a conquer payoff; that is the price of dodging 470.
- ITS SUPERSET IS A FINISHER AND THIS ROW IS THE ENGINE HALF (back-reference added 2026-09-12 when trinity-force-yasuo-battle-mistress-hold-and-moves was merged). That entry is these same five cards plus three Trinity Force, and it reaches eight in one turn; this row is the two-card exchange underneath it. The new row cites this one; this one did not cite it back, and a pair of rows where only one direction is written is how a reader finds the weaker half first and stops.
Steps
- Earlier turns: play three Yasuo, Windrider (E5 + 1 Chaos Power each). Each enters exhausted (143.4) and is readied in your Awaken (315.1.b).
- This turn, Main Phase, Neutral Open State (144.1.a). Standard-Move all three Yasuo from your base to a battlefield you ALREADY control — one game action under 144.3, with 144.3.a's shared destination and 144.3.c's simultaneous exhausts. No Contested is applied (190.3.a.1). MOVE 1 for each of them.
- Play On the Hunt for 1 Energy and 2 Power: 'Ready your units'. All three Yasuo are ready again (415.1).
- Standard-Move all three back to your base (144.4.b). MOVE 2 for each.
- Play the second On the Hunt for 1 Energy and 2 Power. All three ready again.
- Standard-Move all three to a battlefield (144.4.a, or battlefield to battlefield with [Ganking] under 144.4.c.1). MOVE 3 for each: 'The third time I move in a turn, you score 1 point' fires three times, and 194.1.c gains you 3 points.
Per iteration
3 points a turn for 2 Energy and 4 Power, with no combat, no Conquer and no Hold — repeatable every turn the three bodies survive
How it ends
engine — three points per turn, so eight is reached on the third turn; it is not a CHAIN because one turn's output is 3, and 383.1.b caps each Yasuo at one point a turn however many times he moves
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
- Synergy rule on-the-hunt-ganking-second-move (data/synergies.json) 2026-09-06
- Hand walk 2026-09-07 (docs/phase0/walks/2026-09-07-rules-second-pass.md), issue #170 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.
HAND-WALKED 2026-09-07 (issue #170), from the orphan synergy rule on-the-hunt-ganking-second-move, whose 37-partner list had produced no entry. The rule's own 'why' already says the second move comes from the READY and not from [Ganking]; this entry is that observation taken to its conclusion — a ready that names no unit multiplies by COPIES, which is the one thing the two catalogued Yasuo lines (both per-unit effect movers under an Unforgiven legend) cannot do. The legend line was NOT typed from memory: SFD-204 is Signature with champion tag Sivir, and the only legends in cards.json carrying that tag are SFD-203 and SFD-250 Battle Mistress (Body/Chaos). Card text verbatim from data/corpus_flat.txt. Citations opened and read: 103.1.b.2, 103.2.b, 103.2.d.1, 103.2.d.2, 143.4, 144.1.a, 144.1.b, 144.1.c, 144.3, 144.3.a, 144.3.c, 144.4.a, 144.4.b, 144.4.c.1, 164.2.b, 190.3.a.1, 194.1.a, 194.1.b, 194.1.c, 194.3, 315.1.b, 315.3.b, 323.8, 323.9, 383.1.b, 415.1, 415.1.b, 450, 469, 470, 471.1.a.1, 485.4, 489.3, 810.1.c.3. Ban check: SFD-204 and OGN-205 carry no [BANNED marker. Arithmetic against its own declared quantities: 2 castings give each of 3 Yasuo the 2 extra readies its third move needs; a third casting adds no point (383.1.b). Trap check: no Conquer and no Hold, so 470 / 485.4 / 471.1.b do not bound it (471.1.a.1 says so outright); no token; no [Temporary]; no [Repeat]; the route never contests a battlefield, so 144.1.b and 144.1.c never bite. Depends on no unruled reading.
Walked against Core Rules 2026-07-16