Combo · ENGINE
Rell attaches by EFFECT, never by [Equip] — so she is the one body that keeps stacking Equipment, and the Purifier turns each of them into summed [Assault]
Pieces
- Rell, Magnetic ×1
SFD-024 · engine · fury
[Tank] (I must be assigned combat damage first.) When I attack, you may play an Equipment with Energy cost no more than 2 Energy, ignoring its cost. If you do, then do this: Attach it to me.
- Purifier ×1
SFD-183 · legend · fury/body
Your Equipment each give [Assault]. (+1 Might while equipped unit is an attacker.)
- Serrated Dirk ×3
SFD-009 · payoff · fury
[Equip] 1 Fury Power (1 Fury Power: Attach this to a unit you control.)
[Assault 2] (+2 Might while I'm an attacker.)
Payoff
Deck
- Purifier IS the legend, SFD-183 or SFD-241 (Fury/Body), so this is a one-legend line by construction. Rell, Magnetic and Serrated Dirk are both mono-Fury, so 103.1.b.3 holds and the Body half is free for the rest of the deck.
Run play
Prerequisites
- THE ARITHMETIC, WITH THE QUANTITIES DECLARED. 807.2: 'If a Unit has Assault or has been granted Assault and is granted Assault by an additional source, the Assault Value of all granted Assault keywords is summed', with Riot's own worked example (Petty Officer + Cleave = Assault 4). Three Serrated Dirks on Rell are three granted [Assault 2] from their Effect Text plus three [Assault 1] from the Purifier — Assault 9. Rell attacks at Might 4 + 9 = 13, from three 1-Energy cards she never paid for.
- AND SHE IS THE RIGHT CARRIER FOR A REASON THAT IS EASY TO MISS. 718.2 makes an ATTACHED card's printed Rules Text Inactive and 721.2 says an Inactive ability 'cannot be activated', so an Equipment already attached can never pay its own [Equip] to move. Rell does not use [Equip] at all: her trigger PLAYS the card and then attaches it by effect. Every Equipment she picks up is being attached for the first time, which is the only way this stack is legal.
- THE FREE PLAY IS ALSO A PLAY, so 'when you play a gear' triggers fire off it — unlike an [Equip], which 818.1 makes an Activated Ability and never a play.
- IT COSTS ONE CARD PER ATTACK OUT OF HAND, AND THAT IS THE REAL CEILING. Rell plays an Equipment 'from your hand'; 103.2.b caps each name at three, so a hand can only feed her as long as it holds a legal Equipment at E2 or less. The line is at its best on the third or fourth attack, not the first.
- 434.1.d STACKS MIGHT BONUSES ON TOP, so an Equipment printed with M+1 or M+2 adds outside the [Assault] sum. The Serrated Dirk is M+0 on purpose: it is chosen for the largest printed Assault Value at the lowest Energy, and a deck can mix in `SFD-022 Long Sword` (E2 P1, M+2) for the other half.
- [TANK] IS A TOLL BOOTH FOR THE REST OF THE PACK, NOT ARMOUR FOR HER: 815.1.c.2 makes every other unit you control an invalid damage assignment until Rell has lethal damage — so the bigger she gets, the more of the defender's summed Might is spent before anyone else of yours is touched.
- THE ASSAULT IS OFFENCE ONLY. 807.1's reminder is '+1 Might while equipped unit is an attacker', so none of this shows up on defence; and nothing in Fury or Body converts Might into points, so the line ends at winning combats.
- AND THE TRIGGER IS ONCE PER ATTACK, NOT ONCE PER COMBAT PER TURN — 383.4.e places it at the Attacker designation (464.2.c.3), so a turn with two attacks at two battlefields feeds her twice.
Steps
- Deck-build under a Purifier legend (SFD-183 or SFD-241) and keep Serrated Dirks in hand rather than equipping them the normal way.
- Attack with Rell, Magnetic. 190.3.a.1 applies Contested, 323.9 stages the Combat and 464.2.c.3 designates her an Attacker, which is when her trigger fires.
- Play a Serrated Dirk from hand, ignoring its cost, and attach it to her by the trigger's own instruction — no [Equip] is paid, so 718.2 never blocks anything.
- 718.3 appends the Dirk's [Effect] text to Rell: [Assault 2]. The Purifier's static adds [Assault] for that Equipment as well, and 807.2 sums every granted instance.
- Repeat on later attacks. After three Dirks she carries Assault 9 and attacks at Might 13.
- 465.2.c reads that Might when damage is assigned, and 815.1.c.2 forces the defender's lethal onto her before any other attacker of yours is a legal assignment.
How it ends
engine only — one free Equipment per attack out of hand, reaching Assault 9 and Might 13 on three Serrated Dirks; bounded by the hand and by 103.2.b, offence-only, and 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
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
Walked here, in this project
- 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 `rell-magnetic-free-equip-attach` and `weaponmaster-equip-discount`. Card text verbatim from data/corpus_flat.txt. Two things are the content: 807.2's summing read per EQUIPMENT under the Purifier, which turns a stack on one body into a single large Assault Value with Riot's own worked example behind it; and the reason Rell is the legal carrier at all — 718.2 with 721.2 makes an attached Equipment's [Equip] Inactive, so a body that accumulates Equipment must be fed by an ATTACH effect, which is exactly what her trigger is. Trap check: the free play is stated to be a play (unlike [Equip], 818.1) so 'when you play a gear' triggers are not silently excluded; the hand is named as the real ceiling rather than the board; [Assault] is stated as offence-only per 807.1's reminder; [Tank] is priced as a toll on the defender's assignment (815.1.c.2) and not as protection for Rell.
Walked against Core Rules 2026-07-16