Combo · CHAIN · 8 points
Power Nexus and two Blue Sentinels across three Time Warps — eight from ten runes, every Nexus firing paid with rune recycles
Pieces
- Power Nexus ×1
SFD-214 · payoff
When you hold here, you may pay 4 Power of any domain to score 1 point.
- Blue Sentinel ×2
UNL-087 · engine · mind
[Shield 2] (+2 Might while I'm a defender.) Your hold effects for holding here trigger an additional time. When I hold, [Add] 1 Power of any domain at the start of your next Main Phase. (Abilities that add resources can't be reacted to.)
- Time Warp ×3
OGN-122 · enabler · mind
Take a turn after this one. Banish this.
Payoff
Deck
- Any Mind legend — Blue Sentinel and Time Warp are mono-Mind and Power Nexus is colorless (103.1.b.1, 103.1.b.3). Any runes pay the Nexus, since 135.2.e.5.a lets Power of any Domain pay a rainbow cost.
Prerequisites
- CANDIDATE, NOT VERIFIED (#338, 2026-10-13). Walked in docs/phase0/walks/2026-10-13-bare-nexus-three-time-warps.md and confirmed by scripts/b3-ledger-search.mjs, whose R1 control reproduces the one-Warp hand result of 5 before it prints anything else. Promotion to verified needs a second, independent walk.
- THE LEDGER, FROM TEN RUNES ON THE BOARD AT THE FIRST TURN'S AWAKEN (two in the Rune Deck). Every turn: Awaken readies the runes (315.1.b), the Hold scores 1 (469.2, 471.1), the Channel Phase adds up to 2 ready runes (315.3.b, 315.3.b.1, 430.2.a), and the six Sentinel rainbow land after 316.3 empties the pool (316.2, 316.4). T1: Hold (1); channel to 12; exhaust 10 for Energy and cast Time Warp with 4 of the rainbow. T2: Hold (2); recycle 4 runes to pay one Nexus firing as it finalizes (3) (204.3.a, 383.3.b.1, 444.2.c, 164.2.b, 161.2.b); channel back to 10; Time Warp. T3: Hold (4); channel to 12; Time Warp, the last copy. T4: Hold (5); recycle all 12 runes for three Nexus firings (8). The eighth point is an ability Gain (194.1.c), so 471.1.a.1 exempts it from the Final Point rule, and 472 ends the game at the cleanup.
- TEN RUNES IS THE THRESHOLD, AND TWELVE STILL GIVES ONLY 8. The Beginning Phase comes before the Channel Phase, each Warp turn's Main Phase needs ten runes, and nothing else recycles a rune, so the whole window can recycle at most the starting board plus the six runes three channels bring back: firings <= floor((b + 6) / 4). Four Holds plus four firings needs b >= 10; nine runes gives 7 and twelve gives 8, never 9. The bound counts runes only, so SFD-083 Hextech Anomaly cannot move it (the search prints 10 with Anomaly too). The same bound with one Warp is refusal R1's 5, and with two Warps it is 7.
- THE ORDER OF THE FIRINGS IS NOT FREE. Each Warp turn can pay at most one firing, and from ten runes only one placement of them reaches 8: a single firing on T2, the turn whose Rune Deck would otherwise be empty, so its channel brings two runes back instead of nothing (315.3.b.1). Paying on T3 instead wastes T2's channel and the line ends at 7. The line has no slack: one rune recycled for a Power cost before the window also drops it to 7.
- THIS CORRECTS WHAT THE CATALOGUE SAID ABOUT THE BARE LINE. Refusal R1 (docs/phase0/walks/2026-09-06-engine-payoff-walk.md §1.1) and the second notable of power-nexus-atlas-sentinel-time-warp price only ONE Time Warp, where these cards reach 5, and both now say so with a dated note. The Gold version needs one Warp because two World Atlases pay all three firings every turn; this one needs three Warps and pays four firings in four turns, all with runes. power-nexus-sentinel-renata-time-warp-chain adds Renata, Mastermind's point on the last turn, which lowers the threshold to eight runes.
- WHEN IT FIRES (perfect draws and a passive opponent, the clock's own conventions). Runes on the board at turn t's Awaken are 2(t-1) on the play and 2(t-1)+1 on the draw (315.3.b, 485.7), less every rune recycled for a Power cost (161.2.b). T2 Sentinel to base (E4, recycle 1 for its Mind Power); T3 move it onto the Nexus to take control (190.3.a.1, 190.4); T4 Hold with one Sentinel, whose two rainbow pay the second Sentinel's Power, played straight onto the Nexus (355.2.a). One recycle in all, so the window opens at T7 on the play and T6 on the draw, one turn after the Renata version. The do-nothing Hold curve in a Mind identity without Body or Calm is T6 unopposed and T9 contested. `npm run adversarial -- --turns` prints this row at T11, as it does the Renata version: that clock charges all three Time Warps (30 Energy) to the rune curve before the chain and prices no Add.
- IT STANDS ON R1 = A. With two Sentinels the Nexus fires three times and the Sentinels add six rainbow, not two (RiftJudge Q10155, cited on every Sentinel entry). Under the other reading every Warp also costs two recycles for its Power, and the search's best from any board is 6.
- WHAT IT ASSUMES. Power Nexus is the battlefield in play (1 of 3 at random in a Duel: 485.4, 485.4.a, 485.5), already under your control with both Sentinels standing on it when the first turn's Beginning Phase Holds it, which means they survived the opponent's turn before. All three Time Warps must be in hand by the turn each is cast; the extra turns' Draw Phases (315.4.b) help, and the Main Deck must not be empty at any of them (431). The opponent takes no turn inside the window (737), but can still act at Reaction speed inside yours.
- A SPELL PAYOFF IS ANSWERED IN A WINDOW THE RULES CREATE FOR IT. 359.3.c: "Other players have an opportunity to play Reactions before the resolution of spells." Each Time Warp is E10 + 4 Power spent before a counter resolves, and 425.1.c refunds nothing; a countered Warp on T1 to T3 ends the window. The pool's spell counters that reach Time Warp are named on time-warp-hold-burst.
- IT IS CHAIN, NOT BURST. Eight points arrive as eight separate Gains across four consecutive turns of one player (four Holds and four Nexus firings) with no opponent turn between them (735, 737).
Steps
- Have Power Nexus under Control with two Blue Sentinels on it, ten runes on the board, and three Time Warps in hand.
- Turn 1: Hold (1). Channel to twelve runes. Main Phase: exhaust ten for Energy and cast Time Warp, paying its Power from the Sentinels' six rainbow.
- Turn 2 (Additional Turn): Hold (2), and recycle four runes to pay one Nexus firing as it finalizes (3). Channel back to ten. Cast the second Time Warp the same way.
- Turn 3: Hold (4). Channel to twelve. Cast the third Time Warp.
- Turn 4: Hold (5), and recycle all twelve runes for three Nexus firings (8).
Per iteration
+1 point a turn from the Hold on every turn, +1 from the Nexus on the second turn and +3 on the last; each Time Warp is paid from ten runes exhausted for Energy and four of the Sentinels' six rainbow
How it ends
8 points across four consecutive turns of one player — the casting turn and three Additional Turns — from ten runes on the board
Sources
Published elsewhere
- RiftJudge Q10155 — Blue Sentinel multiplies its own hold trigger (fan judge database, not official) 2026-05-08
Walked here, in this project
- Hand walk 2026-10-13 2026-10-13 record
- Issue #338 — walk the bare 3x Time Warp Power Nexus line, reported from the B3 walk (#335) 2026-10-13
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.
CANDIDATE 2026-10-13 (#338), walked in docs/phase0/walks/2026-10-13-bare-nexus-three-time-warps.md and confirmed by scripts/b3-ledger-search.mjs, whose plan for this line is the walk's ledger turn for turn. Card text verbatim from data/corpus_flat.txt; 103.2.b, 135.2.e.5.a, 135.2.e.5.b, 161.2.a, 161.2.b, 164.2.a, 164.2.b, 167, 194.1.c, 194.3, 204.3.a, 315.1.b, 315.3.b, 315.3.b.1, 316.3/316.4, 359.3.c, 383.3.b.1, 425.1.c, 430.2.a, 444.2.c, 469.2, 470, 471.1, 471.1.a.1, 471.2.b, 472, 485.5, 485.7, 735, 737 opened and read. Ban check: none of SFD-214, UNL-087 or OGN-122 is banned, restricted or Signature. Trap check: no attack; no [Temporary]; no token; no recall; no Energy made before 316.3's sweep is ever spent; every point is a Hold or an ability Gain, so 470's per-battlefield cap touches only the Hold. Depends on R1 = A and R2 = A.
Walked against Core Rules 2026-07-16