Combo · INFINITE
Renata, Mastermind readied by Bubble Bot — alternative point loop
Pieces
- Renata Glasc, Mastermind ×1
SFD-088 · payoff · mind
1 Energy + 1 Mind Power: Draw 1. 4 Energy + 4 Mind Power, Exhaust: Score 1 point. Use my abilities only while I'm at a battlefield.
- Experimental Hexplate ×1
SFD-073 · enabler · mind
[Equip] 1 Mind Power (1 Mind Power: Attach this to a unit you control.)
I am a Mech.
- Bubble Bot ×1
SFD-062 · engine · mind
When you play me, ready another friendly Mech.
- Retreat ×1
OGN-104 · engine · mind
[Reaction] (Play any time, even before spells and abilities resolve.) Return a friendly unit to its owner's hand. Its owner channels 1 rune exhausted.
Payoff
Deck
- Legend domains cover Mind and Order.
Prerequisites
- Loop running with Renata at a controlled battlefield wearing Experimental Hexplate.
- Per point: exhaust Renata (4E+4P), Retreat Bubble Bot (1E), replay it (3E) → ready Renata. Power is the binding resource — each Power costs a rune recycle plus a channel-back, several loop passes per point.
- THE EQUIPMENT THIS LINE STANDS ON (Experimental Hexplate x1) IS A LEGAL TARGET THE WHOLE TIME IT SITS THERE. 718.5.b: "Attached cards still can be chosen or targeted by game effects while Attached." Its printed Rules Text is Inactive while attached (718.2) and its [Equip] is unusable (721.2), but neither of those protects the CARD. The single copy here does not need the mass answer: SFD-005 Detonate (Fury, E1 + 1 Fury Power, "Kill a gear. Its controller draws 2.") is the cheapest KILL in the pool for it - but NOT the cheapest ANSWER, corrected 2026-09-14: SFD-135 Factory Recall is chaos, E1 and NO POWER, [Action], 'Return a gear to its owner's hand.', which is strictly cheaper and answers the Equipment for the window that matters, since 719.5 detaches it on the zone change and 434.1.c stops appending its Effect Text to the carrier. A KILL predicate cannot see a BOUNCE, which is the same narrowness that once made 36 shipped notables claim less than their own question, and the two cards it hands back do not replace what was attached. The unconditional enemy-facing gear kills are OGN-022 Thermo Beam (fury), OGN-224 Salvage (order), SFD-005 Detonate (fury), SFD-032 Disarming Rake (calm), SFD-077 Rocket Barrage (mind), VEN-003 Brittle Steel (fury) - four domains, so there is no identity this line can hide in. (The full swept set is 16 base codes across all six domains; the predicate is /\bkills?\b[^.]{0,80}\bgear\b/i over text+effect of every deckable base in data/cards.json, and the rest either reach only a friendly gear or are gated below this line's costs. Run npm run adversarial to re-derive it.)
- NO GEAR KILL IN THE POOL CARRIES [Reaction] - BUT A KILL IS NOT THE ONLY ANSWER, AND THE PREDICATE THAT MEASURED THAT SET COULD NOT SEE THE OTHER FAMILY. Swept over all 16 kills: Thermo Beam and Salvage are [Action], which 806.1.c.1 makes short for "This can be played during showdowns on any player's turn", and Detonate and Brittle Steel are plain spells, which 155 confines to "an Open State outside of Showdowns on its controller's turn". WHICH OF THOSE PROTECTS THIS LINE DEPENDS ON WHERE IT PAYS, so check before relying on it. If it pays on a HOLD, the Score happens at 315.2.b.2 inside your own Beginning Phase, where 312.2.a gives the opponent no priority in a Neutral Open State and 813.1.c.1 admits only a [Reaction] in the Closed State the trigger opens - no kill in the pool reaches that window at all, so each must be cast on THEIR own turn, a full turn early and fully telegraphed, and that spell on the Chain is itself a Closed State where 312.2.c hands out priority and 813.1.c.1 admits a [Reaction] in response. If it instead pays in your MAIN PHASE, that protection does not exist: 806.1.c.1 puts Thermo Beam and Salvage inside any showdown on any player's turn, so they reach the scoring window itself. THE SECOND FAMILY IS DETACHMENT, AND IT DOES CARRY [Reaction]. 719.1 appends an attached card's Effect Text to its carrier "for as long as they remain Attached" and 137.3.a stops the Might Bonus "as soon as the card with the Might Bonus is no longer Attached", so taking the Equipment OFF switches the payoff off without killing anything. Swept with /\bdetach/i over text+effect of every deckable base: 5 base codes (4 names - Grandmaster at Arms is printed twice), of which only 1 is ENEMY-FACING, because Strike Down says "an equipped friendly unit", Veiled Temple "a friendly gear" and Grandmaster at Arms "you control". That one is SFD-011 Angle Shot - Fury, 2 Energy, NO Power, and it cantrips: "[Reaction] (Play any time, even before spells and abilities resolve.) Choose a unit and an Equipment with the same controller. Attach that Equipment to that unit or detach that Equipment from that unit. Draw 1." The words that make it an answer are "the same controller", which need not be you. WHAT IT PROVABLY DOES is strip the text and the Might Bonus BEFORE the trigger condition is ever met. WHAT IS NOT WALKED, and a reader should not reach for it here until somebody does, is whether a detach inside the scoring window itself accomplishes anything. The reason to DOUBT it - not a paragraph that settles it - is that a Trigger Condition is measured when the trigger is PLACED (383.2.a.1 makes a clause immediately after the trigger "part of the Trigger Condition and not the Effect"), so stripping the Equipment once its trigger is already on the Chain may well change nothing. Nobody has walked what becomes of a chain item whose source text has gone. Until somebody does, treat Angle Shot as a cheap answer cast EARLY, and do not claim it answers the trigger.
- TOURNAMENT RULES 505 IS WHY THIS LOOP MAY BE SHORTCUT AT AN EVENT, AND IT WAS CITED BY NOTHING (upgrade 2026-09-12, #191 batch 27; Tournament Rules, labelled). **505.2** - *"Players performing a loop must have each iteration of the loop be identical with no conditional actions"* - and **505.9** - *"If a sequence of actions is non-deterministic, it may not be shortcut and iterations must be performed manually."* Read against Core Rules 416.5, two or more cards recycled to the Main Deck simultaneously go to the bottom in RANDOM order, so a loop that recycles 2+ per pass is non-deterministic unless it draws all of them back. **The condition is checkable and this entry meets it**: the Main Deck is empty by construction, so every card recycled in a pass is drawn back inside that same pass and the random order never selects a subset. That means the *"zero spare draws"* invariant this catalogue maintains for a different reason - a fifth draw is Burn Out (431.1.a) on one side and a stranded random card on the other - is load-bearing a SECOND time, against a procedural rule it was not written for: it is exactly what makes the loop shortcuttable rather than hand-iterated at a table.
- THE EMPTY MAIN DECK IS A ONE-TURN STATE THAT DESTROYS ITSELF, WHICH NO ENTRY SAYS AND NONE CITED. This loop’s premise is an empty Main Deck, and the Core Rules put a clock on it that is separate from 431.1.a’s Burn Out on a fifth draw. 315.4.b is the Draw Phase task, "The Turn Player draws 1", and 315.4.b.1 is automatic: "If there are no cards remaining in their Main Deck to draw, the Turn Player has been Burned Out." There is no "may". The Burn Out then costs three things in sequence — 431.2.b, "Recycles their trash into their Main Deck", whose own reminder reads "When multiple cards are Recycled to the Main Deck at the same time, those cards must be randomized", which ERASES the known bottom this loop stands on; 431.2.c, "Chooses an opponent to gain 1 point"; and 431.2.d, "Completes the remainder of the action that caused them to burn out", restated at 315.4.b.2 as "After completing the Burn Out the Turn Player still Draws 1." Riot’s worked example at 431.2.d IS this situation, word for word: "A player attempts to draw 1 during their Draw Phase while their Main Deck is empty." Since 315.4 Draw Phase precedes 316 Main Phase, THE DECK MUST BE EMPTIED AND THE LOOP MUST WIN INSIDE THE SAME MAIN PHASE — an empty Main Deck cannot be carried across a turn boundary at all, and the landing is exact rather than approximate: the turn before the kill must end with enough cards for that turn’s forced removals and no more. A mandatory mill makes it tighter, because 431.1 is written over moving cards "to any other zone in excess of the number of cards remaining", so 431.1.b Burns you Out for a [Burn N] exactly as 431.1.a does for a draw. And the one escape does not exist: VEN-022 Endless Riches is the pool’s ONLY card printing "Skip" (one row in the corpus), it is Fury, it banishes your hand and trash on entry, and its own "[Burn 7]" is itself a Burn Out under 431.1 against an empty deck — so it cannot save a loop even in principle.
Steps
- Renata: pay 4 Energy + 4 Mind Power and exhaust — score 1.
- Retreat on Bubble Bot; replay it: its play trigger readies Renata (a Mech via Hexplate, 718.3).
- Repeat. Forge's recycle has one spare slot per pass to bring Retreat back through the empty deck.
How it ends
8 points
Sources
Walked here, in this project
- Hunt v2 lens L4, entry L4-01 2026-09-02 record
- REFUTE pass 2026-09-03 2026-09-03 record
- Loop budget ledger 2026-09-04 2026-09-04 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.
Same payoff as the verified Rally the Troops / Fiora line, different ready engine. Unbounded pass count; realistic pass count is a scale question. Open but NOT a dependency, filed as R12: whether Heimerdinger copying Renata's ability keeps her 'only while at a battlefield' clause. The lens raised it; this entry does not use Heimerdinger, as the end of this note records, so R12 can neither promote nor break it. REFUTE 2026-09-03: WOUNDED — per point 8E+4P plus one extra draw for the bounce spell: 9 Energy + 5 Mind Power per point via Renata's own Draw 1, or three bounce spells in hand. BUDGETED 2026-09-04 (docs/phase0/walks/2026-09-04-loop-budget-ledger.md, issue #21). Per point: Renata 4E + 4 Mind, Retreat 1E, Bubble Bot 3E, plus 1E + 1 Mind for the extra draw that brings Retreat back = 9 Energy + 5 Power, about 54 Energy at the 9-Energy-per-Power rate. That lands exactly on the figure this entry's own REFUTE note already carried. It CLOSES: the scarce resource per pass is draws, not Forge recycle slots (both pass types leave spare slots and zero spare draws), and Renata Mastermind's '1 Energy + 1 Mind: Draw 1' carries NO exhaust in its cost, so extra draws are unlimited at 1E + 1 Mind each. The Heimerdinger question in the older note (R12) is not a dependency - Heimerdinger is not in uses.
Walked against Core Rules 2026-07-16