Combo · ENGINE
738 inserts every Additional Turn immediately after the current one, so the LAST created is taken FIRST - and Riot's own worked example is Promising Future handing out Time Warps
Pieces
- Promising Future ×3
OGN-115 · engine · mind
Each player looks at the top 5 cards of their Main Deck, banishes one of them, then recycles the rest. Starting with the next player, each player plays those cards, ignoring Energy costs. (They must still pay Power costs.)
- Time Warp ×3
OGN-122 · payoff · mind
Take a turn after this one. Banish this.
Payoff
Deck
- Both spells are mono-Mind, so 103.1.b.3 admits them under any legend with Mind among its two domains - measured over data/cards.json, 31 legend base codes qualify, among them OGN-247 / OGN-299 Daughter of the Void (fury/mind), OGN-255 / OGN-303 Nine-Tailed Fox (calm/mind), OGN-263 / OGN-307 Swift Scout (mind/chaos), OGN-265 / OGN-308 Herald of the Arcane (mind/order), SFD-201 / SFD-249 Chem-Baroness (mind/order), UNL-199 / UNL-235 Deceiver (mind/order) and VEN-149 / VEN-194 Defender of Tomorrow (mind/body).
- Neither is a Signature card (checked against data/cards.json), so 103.2.d.2 imposes no legend, and neither is banned or restricted in either format.
- Time Warp has to be among your top five when Promising Future resolves. Three copies in the 39 cards a 40-card deck has after 103.2.a.1 puts the Chosen Champion in the Champion Zone; this is a discount you take when it is there, not a tutor.
Run play
Prerequisites
- RIOT'S OWN WORKED EXAMPLE IS THIS PAIR, AND IT IS AT 738 - A BLOCK CITED BY NOTHING. 'The First Player plays Promising Future during their turn, during the resolution of which the Second and Fourth Player choose, banish, and play one Time Warp each.' Both cards named, in the rules, in the paragraph that governs the queue. 734-738 is cited by no entry and no synergy rule in this project even though the whole Additional-Turn CHAIN theory rests on it.
- THE RULE THAT MATTERS: EACH ADDITIONAL TURN IS INSERTED IMMEDIATELY AFTER THE CURRENT TURN, SO THE LAST ONE CREATED IS TAKEN FIRST. 738's second example works it out: the Fourth Player's Time Warp resolves first and the queue reads [> A > D* > B > C > D >]; the Second Player's resolves afterwards and the queue reads [> A > B* > D* > B > C > D >]. In a Duel, Promising Future's 'Starting with the next player' has the OPPONENT play their banished card first and you play yours second - so if you both banish a Time Warp, YOURS is inserted last and therefore taken FIRST. The card that looks like it hands the opponent a free extra turn hands you the tempo inside it.
- AND 737 IS WHY IT COSTS THEM NOTHING ELSE. 'When an Additional Turn is inserted into this queue, it does not change the Turn Order of the game. The owner of the Additional Turn just has the next queued turn. After that turn is completed, it will be removed and the queue will proceed with its previously queued turns.' No player loses a turn; the queue simply grows.
- 738's FIRST EXAMPLE CONFIRMS THE FOUR-CONSECUTIVE-TURNS CEILING THIS PROJECT ASSERTS. 'The First Player plays, through some means, two Time Warps during their turn ... these Additional Turns will appear as [> A > A* > A* > B > C > D >].' Two in one turn are two consecutive extra turns, so three copies (103.2.b) give up to four consecutive Beginning Phases - which is the arithmetic every CHAIN in this catalogue is priced against, now with the rules' own example behind it.
- THE DISCOUNT, WITH THE QUANTITIES DECLARED. Time Warp cast normally is 10 Energy + 4 Mind Power. Through Promising Future it is 5 Energy + 1 Power for the spell, and then Time Warp's Energy is ignored while its 4 Mind Power is still paid - Promising Future says so in its own reminder text, and 419.3.b keeps every other step of Play normal. Total 5 Energy + 5 Power against 10 Energy + 4 Power: five Energy cheaper for one extra Power, which is a real saving at the ~9-Energy-per-Power rate this project measures.
- IT IS BANISHED FIRST AND PLAYED FROM BANISHMENT, WHICH COSTS TIME WARP NOTHING. Time Warp's own second sentence is 'Banish this' - a Delayed Replacement under 390.3.a, short for 'if it would leave the chain after becoming a finalized chain item, and leaving the chain wasn't instructed by its own execution, perform the specified game action instead' - so the card was always going to end in Banishment (108.6.c, one-way). Promising Future putting it there first loses nothing, unlike a card that wanted to be recycled.
- THE PRICE IS THE OPPONENT'S CARD, AND IT IS SYMMETRIC. They also look at five, banish one, and play it ignoring its Energy cost, before you play yours. Against a deck with its own Time Warp this is a real gift; against most decks it is a five-Energy discount they did not ask for. Price it as a symmetric effect you are choosing to fire because your half is bigger, not as a free discount.
- AND THE MILL IS NOT FREE OF 431. Looking at five and recycling four does not Burn Out - 431.1.c is explicit that looking and revealing never do, and 431.1.c.1 extends that to the zone change that follows - so this is safe in an empty-deck shell, unlike a draw (431.1.a) or a [Burn N] (431.1.b).
Steps
- Run a Mind legend and keep three Time Warp and three Promising Future in the 39-card deck.
- In your Main Phase, play OGN-115 Promising Future (5 Energy + 1 Power).
- Each player looks at their top five. You banish OGN-122 Time Warp; 431.1.c keeps the look and the recycle of the other four free of any Burn Out.
- 'Starting with the next player' - in a Duel the opponent plays their banished card first, ignoring its Energy cost. If it is their own Time Warp, their Additional Turn is inserted now: the queue reads [> you > them* > them >].
- You then play Time Warp from banishment, ignoring its 10 Energy and paying its 4 Mind Power (419.3.b keeps the rest of Play normal). 735 creates your Additional Turn and 738 inserts it immediately after the current turn, i.e. AHEAD of theirs: [> you > you* > them* > them >].
- Time Warp's own 'Banish this' is a Delayed Replacement (390.3.a) that has nothing to do, since the card is already in Banishment (108.6.c).
- Take the extra turn. 737 leaves the underlying turn order untouched; when the Additional Turns are spent the queue resumes.
Per iteration
an extra turn for 5 Energy and 5 Power instead of 10 Energy and 4 Power, and it is queued ahead of any Additional Turn the same card gave the opponent
How it ends
engine only - nothing here scores. Three Time Warp (103.2.b) and Time Warp banishes rather than recycles (108.6.c), so at most four consecutive Beginning Phases exist in a game; the discount only fires when Time Warp is among the top five
Sources
Published elsewhere
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt), 738 second worked example 2026-07-16
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt), 737 2026-07-16
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt), 390.3.a 2026-07-16
Walked here, in this project
- Hand walk 2026-09-07 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 #187, uncited-rules-blocks slice: 734-738 Additional Turns, and 389-392 Delayed Abilities for 390.3.a). Rules 734 through 738 and 389 through 392 are cited by no entry and no synergy rule in this project, although the whole Time Warp CHAIN theory in CLAUDE.md rests on them. Card text verbatim from data/corpus_flat.txt. Citations opened: 103.1.b.3, 103.2.a.1, 103.2.b, 103.2.d.2, 108.6.c, 390.3.a, 419.3, 419.3.a, 419.3.b, 431.1.a, 431.1.b, 431.1.c, 431.1.c.1, 735, 737, 738. In a Duel that means your Time Warp, played second under 'Starting with the next player', is queued AHEAD of the opponent's. And 390.3.a is the general rule for every 'then banish it' / 'then recycle it' rider in the pool, including [Flow]'s, which the project currently sources to 829.1.b.1 alone. Distinct from promising-future-force-deck (OGN-115 + OGN-104, a different payoff) and from every Time Warp entry in the catalogue, none of which cites 734-738. Trap check: the effect is symmetric and the entry prices the opponent's free card rather than hiding it; the discount fires only when Time Warp is in the top five and the entry says it is not a tutor; looking and recycling never Burn Out (431.1.c); no unruled reading.
Walked against Core Rules 2026-07-16