Combo · ENGINE
Rell, Magnetic — a free Equipment every attack, and the one that misses its own combat
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.
- Recurve Bow ×3
SFD-016 · payoff · fury
[Equip] 1 Fury Power (1 Fury Power: Attach this to a unit you control.)
When I attack or defend, deal 2 to an enemy unit here.
- Long Sword ×3
SFD-022 · payoff · fury
[Quick-Draw] (This has [Reaction]. When you play it, attach it to a unit you control.) [Equip] 1 Fury Power (1 Fury Power: Attach this to a unit you control.)
Payoff
Deck
- All three mono-Fury (103.1.b.3), so any legend carrying Fury runs the line.
- Rell must attack, which needs an enemy garrison: an empty enemy battlefield is not an attack (807.1.d, 383.4.e, 461).
Run play
Prerequisites
- The finding is a timing one and it splits the partner list in two. Rell's trigger fires at the Attacker designation (464.2.c.3), so the Equipment attaches AFTER that instant. 383.2.a.1 makes a trigger's condition part of the Trigger Condition, checked when the trigger is placed — so a gear whose own text reads 'When I attack' has already missed the attack it arrived on. The Recurve Bow deals 2 in every LATER combat, not in the one that fetched it.
- An Equipment that is a flat Might bonus does not miss anything: 465.2.c reads Might when damage is assigned, which is after the attach. The Long Sword's M+2 is live in the combat it lands in; the Bow's damage is not.
- Rell's ceiling is 'Energy cost no more than 2', which is a PRINTED-cost test (206), so a discount neither widens nor narrows it. Eight Equipment in the pool clear it in Fury or Colorless terms; the two here are the ones whose text does something beyond Might.
- Once per attack, not once per turn: two combats in a turn are two free Equipment. But 466.1.a.2 recalls surviving Attackers to their base after a combat with defenders remaining, so a second attack that same turn needs a second body or a re-entry.
- This is not a loop. The Equipment come out of your hand, three copies each (103.2.b), and nothing returns them.
- AN "ATTACK OR DEFEND" TRIGGER FIRES TWICE PER TURN CYCLE, AND THIS ENTRY PRICED IT AT HALF RATE (citation upgrade 2026-09-12, #187/300-499 lane). 383.4.e defines an Attack Trigger as firing when a Unit or PLAYER gains the Attacker designation for the first time during a combat, and 383.4.f is the identical sentence for the Defender - so a card worded *"when I attack or defend"* satisfies BOTH definitions and is an Attack Trigger AND a Defend Trigger, exactly the shape the rules state outright for the other pair at 823.1.b (*"Hunt is both a Conquer and a Hold effect"*). The honest rate is once on your turn attacking and once on theirs defending. Measured across the catalogue on 2026-09-12, SIX entries use an attack-or-defend card and not one cited both paragraphs. Two limits that keep it from running away: 383.4.e.2.a checks the condition ONCE PER COMBAT despite a unit gaining and losing the designation several times in it (383.4.f.2.a is the mirror), so blinking a carrier out of a combat and back re-fires nothing; and the whole attack side is UNIT-keyed - the pool prints ZERO cards worded *"when you attack"* against FOUR on the defend side, three of them battlefields - which is why a battlefield can carry a defend trigger at all and never an attack one.
- NO ANSWER WAS NAMED - ADDED 2026-10-26 (#465, from the run play docs/plays/2026-10-24-rell-takes-one-free-equipment-the-bow-fires-only-on-defence-and-decree-of-focus-kills-her-for-one-rune.md). From the walked Calm/Order census (254 cards), not every deck's answers. The cheapest is one rune: VEN-040 Decree of Focus (Calm, E1): '[Reaction] (Play any time, even before spells and abilities resolve.) Choose a friendly unit that's in combat with an enemy Fury (:rb_rune_fury:) unit or that's being chosen by an enemy Fury spell. Give it +4 :rb_might: this turn.' On their defending OGN-052 Stalwart Poro ('[Shield] (+1 :rb_might: while I'm a defender.)') it is 2 + 1 + 4 = 7 against her 6 with the Long Sword: she dies attacking and scores no Conquer. Against a Bow-first Rell at 4, En Garde, Combat Experience and Friendship (each Calm, E1) also answer (step 3). A HIDDEN card is one rune too: the [A] to hide it at the battlefield they hold, on their turn before, and then no Energy, 811.1.b: 'It is functionally short for "While this card is in your hand or in your Champion Zone on your turn during an Open State, you may pay [A] to hide this facedown at a battlefield you control that doesn't already have a facedown card hidden there for as long as you control that battlefield. Beginning on the next turn, this gains [Reaction] and you may play this, ignoring its base cost."' OGN-213 Hidden Blade (Order): '[Hidden] (Hide now for :rb_rune_rainbow: to react with later for :rb_energy_0:.) [Action] (Play on your turn or in showdowns.) Kill a unit at a battlefield. Its controller draws 2.' kills her whatever her Might, and you draw 2. OGN-057 Block (Calm): '[Hidden] (Hide now for :rb_rune_rainbow: to react with later for :rb_energy_0:.) [Action] (Play on your turn or in showdowns.) Give a unit [Shield 3] and [Tank] this turn. (+3 :rb_might: while it's a defender. It must be assigned combat damage first.)' makes the Poro 2 + 1 + 3 = 6 against her 6: both die and B is nobody's (466.5.b). OGN-220 Facebreaker (Order), hidden, also one rune: '[Hidden] (Hide now for :rb_rune_rainbow: to react with later for :rb_energy_0:.) [Action] (Play on your turn or in showdowns.) Stun a friendly unit and an enemy unit at the same battlefield. (They don't deal combat damage this turn.)' Two runes from hand stop her without killing her: SFD-040 Thwonk! (Calm, E2): '[Action] (Play on your turn or in showdowns.) [Repeat] :rb_energy_2: (You may pay the additional cost to repeat this spell's effect.) Stun an attacking unit. (It doesn't deal combat damage this turn.)', or Facebreaker played from hand (E2). After a stun the defender survives and 466.1.a.2 recalls her ('Insert "3d. Recall Attackers present at the Battlefield if Defenders are still present."'), which puts her back in base and is what gives her a second attack. The free answer: a garrison of 7 Might on defence at the battlefield she would attack (in the walk OGN-054 Sunlit Guardian, [Shield] and [Tank], beside the Poro), against which she does not attack at all.
- 358.4 SETTLED FOR AN INSTRUCTED PLAY - ADDED 2026-10-26 (#465, from the run play docs/plays/2026-10-24-rell-takes-one-free-equipment-the-bow-fires-only-on-defence-and-decree-of-focus-kills-her-for-one-rune.md). The play (its section 7) left open whether a gear with no [Reaction] can be played by her trigger, which always resolves on a chain (309.1: 'If a Chain exists, the turn is in a Closed State.'). The reading against is 358.4 itself: 'Check that the card has the appropriate permissions to be played at this timing.' with its second example 'If the state is Closed and the card wasn't the one that Closed the state, ensure that it has [Reaction].', applied through 419.3.b: 'Treat all steps of Play as normal, except as noted by the game effect creating this Limited Play Effect.' It is passed, not skipped. An instructed play has its own timing: 419.3.a: 'This treats Play as a Limited Action.'; 410.2.a: 'A Limited Action is a game action that a spell, ability, or circumstance of the turn's progression causes the player to perform. A player cannot perform these actions at-will.'; 410.2.b: 'These actions can only be taken when a player is instructed to do so as the execution of an effect or during their specified occasion during the turn.'; 312.1.b.1: 'Players can always take and make choices for Limited Actions when instructed, regardless of Priority.'; 135.2.b.3: 'Instructions will self-describe when they are to be executed. If there is no timing described, they will execute during resolution.' The [Reaction]/[Action] test is the permission for a DISCRETIONARY play, against the default of 310.1.a: 'By default, cards can be played and abilities activated only when a player has priority on their turn in a Neutral Open state.' Second instrument, 358.3.a, a paragraph about PREVENTION effects: 'If a Game Effect prevents the performance of a game action, that effect doesn't prevent cards and abilities that instruct a player to perform that game action from being played or finalized. On resolution, that game action will be skipped as it is an impossible instruction.' Its worked example: 'A player plays Here to Help when their opponent controls a Mageseeker Warden at a battlefield. Here to Help is legal to play under these circumstances. On resolution, no unit will be played.' SFD-111 Here to Help plays 'a unit from hand' while it resolves on the chain, and the example skips that unit only because of the Warden's prevention (OGN-070: 'While I'm at a battlefield, opponents can only play units to their base. While I'm at a battlefield, spells and abilities can't ready enemy units and gear.'), not because of 358.4; read the other way, the unit would fail 358.4 with or without the Warden and the example would be idle. So the Recurve Bow is in her reach, and no unruled reading is added.
Steps
- Move Rell into an occupied enemy battlefield. 464.2.c.1 makes you the Attacker and 464.2.c.3 gives her the designation; her trigger goes on the Chain.
- Resolve it: play a Long Sword ignoring its cost and attach it to Rell. 434.1.c appends its effect text to her; her Might is 4 + 2 = 6 for this combat's assignment (465.2.c). CORRECTED 2026-10-26 (#465, from the run play docs/plays/2026-10-24-rell-takes-one-free-equipment-the-bow-fires-only-on-defence-and-decree-of-focus-kills-her-for-one-rune.md): the +2 is the Long Sword's Might Bonus, 434.1.d: 'The Top-Most Card has its Might modulated by the Might Bonus of all cards Attached to it.' 434.1.c appends EFFECT text, and the Long Sword has none. The gear resolves to your base first (337.1.b, 337.2, 359.2.d), and both its [Quick-Draw] attach and her 'Attach it to me' then put it on her; the second does nothing (434.1.h). The opponent holds Priority before either resolves (337.4: 'If, after finalizing the Chain Item, there are no more items on the chain to be Finalized, the controller of the next item on the chain gains Priority. Move to step 2: Execute.'), which is the window for the answers in the ADDED notable.
- Next combat, take a Recurve Bow instead. It attaches too late to fire this time (383.2.a.1), but from the following combat onward it deals 2 to an enemy unit here whenever Rell attacks OR defends. CORRECTED 2026-10-26 (#465, from the run play docs/plays/2026-10-24-rell-takes-one-free-equipment-the-bow-fires-only-on-defence-and-decree-of-focus-kills-her-for-one-rune.md): in the walk the "next combat" never came. After her T3 conquest she stood at that battlefield, and 144.4.b reads 'Units may move from a Battlefield to their Base.' while 144.4.a reads 'Units may move from their Base to a Battlefield.', so her next attack is a turn to walk home and a turn to walk out, and only if they still hold a battlefield with a unit on it. The Bow's only combat before she died was one she DEFENDED, where its Defend half fired, 383.4.f: 'Defend Triggers are Triggered Abilities that trigger when a Unit or Player gains the Defender designation for the first time during a combat.' ORDER: taking the Bow FIRST leaves the Long Sword in hand, and it has [Reaction] (819.1.b; 819.1.c: 'Quick-Draw allows cards to be played and Attached using Reaction timing.'), so it can be paid for (E2 + 1 Fury Power) on their turn, in the combat where they attack her. The Bow left in hand has no [Reaction] and can only be bought on your own turn. The price of Bow-first is the attack: at Might 4 she dies to OGN-046 En Garde, UNL-031 Combat Experience and UNL-046 Friendship as well as VEN-040 Decree of Focus, each one rune, where at 6, of the one-rune Might buffs from hand, only Decree kills her (Combat Experience only at [Level 6], +3). The hidden one-rune answers in the ADDED notable kill her at 6 too.
- Repeat every attack. Rell's [Tank] means she is assigned combat damage first, which is what keeps the growing pile of Equipment on the board she wants it on. CORRECTED 2026-10-26 (#465, from the run play docs/plays/2026-10-24-rell-takes-one-free-equipment-the-bow-fires-only-on-defence-and-decree-of-focus-kills-her-for-one-rune.md): [Tank] keeps nothing anywhere. It makes her the first lethal assignment, 815.1.b: 'It is functionally short for "I must be assigned lethal damage before any other unit with the same controller as me that does not have [Tank] during the Combat Damage step."' When she dies, every Equipment on her detaches where she was and is recalled to your base: 719.5: 'When a Top-Most Card changes zones from a board zone to a non-board zone, all Attached cards Detach from it, remaining in their current zones.' 435.4.b puts it at 'the last location the Top-Most Card was at before changing from a board zone to a non-board zone', and 323.7 recalls 'all Unattached non-Unit Gear and non-Unit Runes at Battlefields'. The pile survives her death in your base; [Tank] is what gets her killed first.
How it ends
engine only — one free Equipment per attack out of a hand of at most six, so about six free attaches a game plus 2 damage per combat once a Bow has landed. Nothing here scores. CORRECTED 2026-10-26 (#465, from the run play docs/plays/2026-10-24-rell-takes-one-free-equipment-the-bow-fires-only-on-defence-and-decree-of-focus-kills-her-for-one-rune.md): in the walk it was ONE free attach in four turns, not about six a game. The limit is how often she starts a turn ready in base while they hold a battlefield with a unit on it (144.4.a, 144.4.b), not the six Equipment in hand.
Sources
Published elsewhere
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
- Issue #153 (GitHub) 2026-09-06
Walked here, in this project
- Hand walk 2026-09-06, issue #153 — the 55 synergy rules no catalogued entry stands on 2026-09-06 record
- Run play 2026-10-24, issue #458 2026-10-24 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 2026-09-06 (docs/phase0/walks/2026-09-06-orphan-synergy-rules.md §9), issue #153, from the orphan rule rell-magnetic-free-equip-attach. Card text verbatim from data/corpus_flat.txt. Citations opened: 103.1.b.3, 103.2.b, 206, 383.2.a.1, 383.4.e, 434.1.c, 461, 464.2.c.1, 464.2.c.3, 465.2.c, 466.1.a.2, 807.1.d, 818.1. The rule's own note points at 476.1 and the Svellsongur family as the best target; the walk did NOT take that route, because SFD-059 Svellsongur costs E3 and Rell's ceiling is a printed Energy cost of 2 (206) — the composition finding of #45 is out of her reach entirely. Trap check: the attack is against a real garrison; no [Repeat]; no [Temporary] except the Spinning Axe, which is deliberately not used here because it is Fury/Chaos and would narrow the identity for no gain; no token; the attach is not a play of the CARD by [Equip] (818.1) but a genuine Play by Rell's effect, which is exactly why the distinction is stated; no recall of Rell is claimed beyond 466.1.a.2's own; 167 is not touched. Depends on no unruled reading. REVISED 2026-10-26 (#465, from the run play docs/plays/2026-10-24-rell-takes-one-free-equipment-the-bow-fires-only-on-defence-and-decree-of-focus-kills-her-for-one-rune.md): its Leads applied as dated notes on steps 2, 3 and 4, terminatesIn and both Equipment notes, plus two ADDED notables: the answers, and 358.4 settled for a play her trigger instructs (419.3.a, 419.3.b, 410.2.a, 410.2.b, 312.1.b.1, 135.2.b.3, 310.1.a, and the 358.3.a worked example). The citation list above names 434.1.c for the Long Sword's +2; that is 434.1.d, corrected on step 2. Re-checked against data/corpus_flat.txt and the 2026-07-16 Core Rules (144.4.a, 144.4.b, 383.4.a.2, 383.4.f, 388.1, 337.1.b, 337.2, 337.4, 340.1, 359.2.d, 434.1.d, 434.1.h, 435.4.b, 323.7, 719.5, 815.1.b, 818.1.b, 819.1.b, 819.1.c, 356.1.b.1, 466.1.a.2, 466.5.b, 811.1.b). Each correction narrows a claim (the rate, the order, what [Tank] does); none removes what the entry catalogues (the free play and the timing split between a Might Bonus and an attack-or-defend trigger), so it stays verified. No unruled reading.
Walked against Core Rules 2026-07-16