Combo · ENGINE
Reinforce's discount is Energy-only, so the body to find with it is the one that pays no Power at all
Pieces
- Reinforce ×3
OGN-062 · engine · calm
Look at the top 5 cards of your Main Deck. You may banish a unit from among them, then play it, reducing its cost by 5 Energy. Recycle the remaining cards.
- Tasty Faefolk ×3
OGN-075 · payoff · calm
[Accelerate] (You may pay 1 Energy + 1 Calm Power as an additional cost to have me enter ready.) [Deathknell] — Channel 2 runes exhausted and draw 1. (When I die, get the effect.)
Payoff
Deck
- Both cards are mono-Calm, so 103.1.b.3 admits any legend with Calm in its pair.
- Neither card is banned or restricted in either format, and neither is a Signature card.
- The Faefolk still in the Main Deck and inside the top five when Reinforce resolves. It is a dig - see the notables for the one way to make it certain.
Run play
Prerequisites
- THE DISCOUNT IS ENERGY-ONLY, WHICH DECIDES WHAT TO AIM IT AT. 'Reducing its cost by :rb_energy_5:' says Energy, and 356.6 - 'Energy and Power costs can't be reduced below 0' - floors that half at zero while leaving any Power component untouched. So the best target is not the most expensive unit in the deck but the most expensive unit with NO Power in its cost: Tasty Faefolk at 7 Energy and no Power comes down to 2, where a body at 6 Energy + 2 Power would still owe the 2 Power.
- AND [ACCELERATE] IS AFFORDABLE ON THE CHANGE. 805.1.a: 'Accelerate is functionally short for "As you play me, you may pay [1][C] as an additional cost. If [you do], I enter ready"', with 805.1.a.1 letting the Power be the unit's own domain. So 2 Energy for the body plus 1 Energy and 1 Calm Power buys a 6 Might unit that moves the turn it arrives - 143.4 otherwise enters it exhausted and 144.2 makes that exhaust the Standard Move's cost.
- NOTHING HERE CAN BURN YOU OUT. 431.1.c keeps looking free of Burn Out, and 'Recycle the remaining cards' is a recycle - 416.1 and 416.1.a put them on the BOTTOM - not a mill, so 431.1.b never fires. The card is safe with an empty deck, which is unusual for a five-card dig.
- IT IS A DIG AND NOT A TUTOR - EXCEPT AFTER A PREDICT. This project's standing claim is that no deck-manipulation card in the pool turns a probability into a certainty, and Reinforce alone does not. But 436.1.a lets a [Predict N] put the top N back 'in any order', so a [Predict 5] resolved first makes Reinforce's look at five a certainty rather than a dig.
- THE BANISH IS A WAYPOINT AND NOT A ZONE IT STAYS IN. 108.6.c is what makes Banishment the hard-to-leave zone, and the card leaves it inside the same instruction - 'banish a unit from among them, then play it'. Because it is PLAYED, every play trigger on it fires normally; this is a cheat on the cost, not a cheat on the play.
- WHAT THE FAEFOLK PAYS BACK. Its Deathknell channels 2 runes exhausted and draws 1. 164.2.b's cost is the RECYCLE and not the rune's exhaust, so each of those runes is 1 Power of its domain immediately and 1 Energy from your next Awakening (415.3.a); 161.2.a caps the Rune Deck at exactly twelve and 430.3 channels 'as many as possible', so it is a refill rather than a ramp.
- AND 808.1.d.1 IS THE ANTI-SYNERGY TO AVOID. A heal / exhaust / recall shield on the Faefolk means it never reaches the Trash and 'the triggered ability will be removed from the chain' - so the two runes and the card are lost. Do not protect this body.
- WHAT IT IS NOT. Nothing here scores; 469 defines Scoring as Conquer or Hold.
Steps
- Play Reinforce (5 Energy) and look at the top five cards of your Main Deck.
- Banish Tasty Faefolk from among them and play it, reducing its cost by 5 Energy: 7 becomes 2 and 356.6 would have floored it at 0 had it been cheaper.
- Pay [Accelerate]'s 1 Energy + 1 Calm Power as an additional cost (805.1.a) so it enters ready, overriding 143.4.
- Move it to a battlefield the same turn, paying 144.2's exhaust it still has.
- The remaining four cards are recycled to the bottom (416.1.a) - a recycle, not a mill, so 431.1.b never fires.
- When the Faefolk dies, channel 2 runes exhausted and draw 1; each rune is 1 Power at once (164.2.b) and 1 Energy from your next Awakening.
- To make the dig a certainty, resolve a [Predict 5] first - 436.1.a lets you set the order of exactly the five Reinforce will see.
Per iteration
a 6 Might body deployed ready for 3 Energy and 1 Calm Power, and 2 runes plus a card when it dies
How it ends
engine only - three Reinforces by 103.2.b, each finding at most one unit in the top five, and the Faefolk's refill stops at twelve runes (161.2.a); nothing here scores
Sources
Published elsewhere
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
- Card text verbatim from data/corpus_flat.txt (built from Riot's gallery content API) 2026-09-07
Walked here, in this project
- Hand walk 2026-09-07 (docs/phase0/walks/2026-09-07-uncatalogued-calm-mind-order.md, batch 4) 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 #188). The first entry to use OGN-062 Reinforce or OGN-075 Tasty Faefolk. Card text verbatim from data/corpus_flat.txt. Citations opened and quoted: 103.1.b.3, 103.2.b, 108.6.c, 143.4, 144.2, 161.2.a, 164.2.b, 356.6, 415.3.a, 416.1, 416.1.a, 430.3, 431.1.b, 431.1.c, 436.1.a, 469, 805.1.a, 805.1.a.1, 808.1.d.1. The target-selection rule is the entry's content: an Energy-only discount is worth the most on a card whose cost is Energy-only, which is not the same as the most expensive card. Cross-references clairvoyance-fate-weaver-predict-setup for the general form - any look at M cards is a certainty behind a [Predict N >= M] - and esteemed-hierophant-tomb-raider-seven-runes for what the Deathknell's two runes are worth. Ban check: neither card is banned or restricted; neither is a Signature card. No unruled reading.
Walked against Core Rules 2026-07-16